Search results for " human factor"

showing 10 items of 251 documents

AirBaltic Case Based Analysis of Potential for Improving Employee Engagement Levels in Latvia through Gamification

2016

Abstract In 2014, airBaltic Corporation introduced a gamified electronic platform called Forecaster with a purpose to increase its employee engagement. The article considers the approach used by the organisation, analyses results, advantages and drawbacks of the organisation, and mainly formulates recommendations for the organisation in order to improve impact on employee engagement through gamification. As a result of the research, the author proposes 8 steps that are useful and applicable to any organisation, and as such those may serve a broader purpose than just improving airBaltic Forecaster tool. The objective of the paper is to draw learnings and put forward suggestions for the organ…

EngineeringProcess managementHF5001-6182business.industry05 social sciences050209 industrial relationsemployee engagementCorporationhuman resource managementEconomics as a sciencehuman resource management.Order (business)Human resource management0502 economics and businessEmployee engagementBusinessgamification0501 psychology and cognitive sciencesOperations managementbusinessBusiness managementHB71-74Employee engagement050107 human factorsEconomics and Business
researchProduct

Enabling independent navigation for visually impaired people through a wearable vision-based feedback system

2017

This work introduces a wearable system to provide situational awareness for blind and visually impaired people. The system includes a camera, an embedded computer and a haptic device to provide feedback when an obstacle is detected. The system uses techniques from computer vision and motion planning to (1) identify walkable space; (2) plan step-by-step a safe motion trajectory in the space, and (3) recognize and locate certain types of objects, for example the location of an empty chair. These descriptions are communicated to the person wearing the device through vibrations. We present results from user studies with low- and high-level tasks, including walking through a maze without collisi…

EngineeringSituation awarenessbusiness.industry05 social sciencesWearable computer02 engineering and technologyPlan (drawing)Motion (physics)Obstacle0202 electrical engineering electronic engineering information engineeringTrajectory020201 artificial intelligence & image processing0501 psychology and cognitive sciencesComputer visionArtificial intelligenceMotion planningbusiness050107 human factorsHaptic technology2017 IEEE International Conference on Robotics and Automation (ICRA)
researchProduct

Visual scale factor for speed perception

2011

Speed perception is an important task depending mainly on optic flow that the driver must perform continuously to control his/her vehicle. Unfortunately, it appears that in some driving simulators speed perception is under estimated, leading into speed production higher than in real conditions. Perceptual validity is then not good enough to study driver’s behavior. To solve this problem, a technique has recently seen the light, which consists of modifying the geometric field of view (GFOV) while keeping the real field of view (FOV) constant. We define our visual scale factor as the ratio between the GFOV and the FOV. The present study has been carried out on the SAAM dynamic driving simulat…

EngineeringSynthèse d'image et réalité virtuelle [Informatique]media_common.quotation_subject[INFO.INFO-GR] Computer Science [cs]/Graphics [cs.GR]Field of view02 engineering and technologyVisual scaleperceptionIndustrial and Manufacturing EngineeringRendering (computer graphics)Perception0202 electrical engineering electronic engineering information engineeringDriving simulation0501 psychology and cognitive sciencesComputer vision050107 human factorsSimulationmedia_commondriving simulationbusiness.industry05 social sciencesDriving simulator[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR]Computer Graphics and Computer-Aided Design[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]Computer Science ApplicationsVibrationInterface homme-machine [Informatique]Speed perception020201 artificial intelligence & image processingArtificial intelligencebusinessfield of viewSoftware
researchProduct

Occupational emerging risks affecting international virtual project Team Results

2017

The expansion of internet access, high-speed connection services, collaborative work platforms and tools, allowed employees to interact virtually offering companies the possibility to develop projects around the world, reducing operational costs and gain competitive advantage. Realizing the advantages and disadvantages of developing a project team in an international virtual work environment, requires adopting specific strategies to construct an effective team and ensure the project success. One of the most important disadvantages that we identified is that the new work environment brings new risks for both team members and managers. So, it becomes mandatory to identify and analyze the occu…

Engineeringbusiness.product_categoryKnowledge managementbusiness.industry05 social sciences0211 other engineering and technologiesVirtual team02 engineering and technologyCompetitive advantageProject teamWork (electrical)lcsh:TA1-20408. Economic growth021105 building & constructionInternet access0501 psychology and cognitive sciencesVirtual worklcsh:Engineering (General). Civil engineering (General)businessConstruct (philosophy)Productivity050107 human factorsMATEC Web of Conferences
researchProduct

Beyond MAYA for game-changing multisensory design

2017

With information technology becoming ever more embedded in our surrounding everyday things, the nature of interactions and the way we experience digitalization is becoming increasingly embodied. Thus, growing effort is placed on examining the multisensory nature of interaction experience. From a design perspective, increased knowledge of how people experience materials and how to design to encourage varying material experiences opens new opportunities for the generation of rich multisensory user experience, and accomplishing game-changing results. In particular, the innovation space opened up by understanding people's material expectations of designs is significant. An experiment (N = 78) w…

Engineeringmedia_common.quotation_subjectdesign0211 other engineering and technologies02 engineering and technologysurpriseSpace (commercial competition)User experience designHuman–computer interactionuser experience0501 psychology and cognitive sciences050107 human factors021106 design practice & managementmedia_commonta113Focus (computing)ta213business.industry05 social sciencesPerspective (graphical)Information technologymultisensorySightSurprisematerialEmbodied cognitionbusinessSocial psychologyexpectationsProceedings of the 21st International Academic Mindtrek Conference
researchProduct

Using human-values as a guide for understanding worthy design directions in augmented reality

2016

Augmented reality is a fast developing field, which will no doubt gain strong footing in the area of social media in the near future. Recently, Google Glass placed AR towards the top of the technological hype curve in regards to interaction possibilities, information overlay, information search and recording. Questions still remain however, regarding the added-value that AR offers to already existing interaction modes and technologies. In this study four concepts were designed and tested via video scenarios. The concepts related to three main product categories: educational tools; information presentation; and x-ray vision. The results positively reflected on the application of AR for educa…

Engineeringmedia_common.quotation_subjectdesignHuman valuesField (computer science)Human–computer interactionvalues0501 psychology and cognitive sciencesSocial medialisätty todellisuus050107 human factorsmedia_commoninhimilliset tekijätta113Distrustbusiness.industry05 social sciencesscenarios050301 educationskenaariotaugmented realityKey (cryptography)Augmented realitybusinessInformation presentationlife-based design0503 educationhuman factors
researchProduct

Investigating how user avatar in touchless interfaces affects perceived cognitive load and two-handed interactions

2017

In recent years, touchless-enabling technologies have been more and more adopted for providing public displays with gestural interactivity. This has led to the need for novel visual interfaces aimed at solving issues such as communicating interactivity to users, as well as supporting immediate usability and "natural" interactions. In this paper, we focus our investigation on a visual interface based only on the use of in-air direct manipulations. Our study aims at evaluating whether and how the presence of an Avatar that replays user's movements may decrease the perceived cognitive workload during interactions. Moreover, we conducted a brief evaluation of the relationship between the presen…

Focus (computing)business.industryComputer scienceInterface (computing)05 social sciences020207 software engineeringUsability02 engineering and technologyInteractivityHuman–computer interaction0202 electrical engineering electronic engineering information engineeringNatural (music)0501 psychology and cognitive sciencesVisual interfacebusiness050107 human factorsCognitive loadAvatar
researchProduct

Evaluation of Roundabout Safety Performance through Surrogate Safety Measures from Microsimulation

2018

The paper presents a microsimulation-based approach for roundabout safety performance evaluation. Based on a sample of Slovenian roundabouts, the vehicle trajectories exported from AIMSUN and VISSIM were used to estimate traffic conflicts using the Surrogate Safety Assessment Model (SSAM). AIMSUN and VISSIM were calibrated for single-lane, double-lane and turbo roundabouts using the corresponding empirical capacity function which included critical and follow-up headways estimated through meta-analysis. Based on calibration of the microsimulation models, a crash prediction model from simulated peak hour conflicts for a sample of Slovenian roundabouts was developed. A generalized linear model…

Generalized linear modelEconomics and EconometricsArticle SubjectComputer scienceStrategy and ManagementRoundaboutMicrosimulationSafety PerformanceSample (statistics)Transport engineeringSettore ING-INF/04 - Automatica0502 economics and businessSettore ICAR/04 - Strade Ferrovie Ed Aeroporti0501 psychology and cognitive sciencesCrash dataCrash prediction050107 human factorscomputer.programming_language050210 logistics & transportationMechanical Engineering05 social sciencesmicrosimulationlcsh:TA1001-1280Traffic simulationlcsh:HE1-9990Computer Science ApplicationsVisSimAutomotive EngineeringRoundaboutlcsh:Transportation engineeringlcsh:Transportation and communicationsAutomotive Engineering.computerJournal of Advanced Transportation
researchProduct

WITHDRAWN: What is the role of Pôle Emploi? Crossed representations among job seekers and careers advisers: Between requests for help and types of su…

2020

Abstract Introduction Since 2008, Pole Emploi (PE), the French government agency responsible for handling unemployment matters and unemployment benefits, has undergone a major restructuring, influencing the work of careers advisers (CA) and the support and follow-up services provided to job seekers (JS). This study examines the representations of PE and support among both CAs and JSs. Objectives The aim of the study is to contribute to a reflection on CA training. Method In the first study, 84 CAs and 125 JSs responded to a questionnaire using a word association task (WAT). In the second study, interviews were conducted with 22 CAs and 19 JSs. The data were analyzed based on a lexicometric …

GovernmentRestructuringmedia_common.quotation_subjectDiscourse analysis05 social sciencesApplied psychologyWord AssociationSeekersUnemploymentAgency (sociology)0501 psychology and cognitive sciencesPsychology050107 human factorsGeneral PsychologyAutonomy050104 developmental & child psychologymedia_commonPratiques Psychologiques
researchProduct

Social Viewing in Cinematic Virtual Reality: Challenges and Opportunities

2018

Cinematic Virtual Reality (CVR) has been increasing in popularity in the last years. However, viewers can feel isolated when watching 360° movies with a Head-Mounted Display. Since watching movies is a social experience for most people, we investigate if the use of Head Mounted Displays is appropriate for enabling shared CVR experiences. In this context, even if viewers are watching the movie simultaneously, they do not automatically see the same field of view, since they can freely choose the viewing direction. Based on the literature and experiences from past user studies, we identify seven challenges. To address these challenges, we present and discuss design ideas for a CVR social movie…

Head (linguistics)05 social sciences020207 software engineeringContext (language use)02 engineering and technologyVirtual realityPopularityUser studiesWork (electrical)Human–computer interaction0202 electrical engineering electronic engineering information engineeringSocial experience0501 psychology and cognitive sciencesPsychology050107 human factors
researchProduct