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…
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…
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…
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…
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…
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…
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…
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…
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 …
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…