Search results for " human factor"

showing 10 items of 251 documents

Designing for Positive User Experience in Work Contexts: Experience Categories and their Applications

2018

Experience categories describe repeatedly occurring qualities of positive experiences that can be used for the analysis and generation of new/further/more positive experiences. This paper describes experience categories for the workplace. Based on 345 reports of positive user experiences in the workplace, we identified 17 experience categories through qualitative content analysis and describe their necessary and optional attributes. We believe that experience categories can support analysis and design activities for the work place in three ways: (a) using the questions derived from experience interviews to analyze existing positive experiences in work contexts, (b) explaining the potential …

experience categoriesinterviewsSocial PsychologyComputer sciencebusiness.industryCommunication05 social sciencesHuman-Computer InteractionworkWork (electrical)User experience designHuman–computer interactionuser experience0502 economics and businesspositive design0501 psychology and cognitive sciencesbusiness050203 business & management050107 human factorsHuman Technology
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Factory Workers' Ordinary User Experiences: An Overlooked Perspective

2018

Experiences with technology often are described as exciting and outstanding, for instance, in relation to novel technologies at home or at work. In this article, we aim to complement this perspective by emphasizing people’s mundane and ordinary experiences with technology, that is, unremarkable experiences happening in the background of people’s attention. Based on our investigations of user experience in a semiconductor factory, we show how such ordinary experiences are substantial in workers’ everyday interactions with technology, which are mainly shaped by repetitive activities and routines. However, current conceptions of user experience seem to overlook those mundane experiences and ho…

experiences with technologySocial Psychologybusiness.industryCommunication05 social sciencesPerspective (graphical)020207 software engineering02 engineering and technologyPublic relationsHuman-Computer Interactionnuances of ordinariness0202 electrical engineering electronic engineering information engineeringFactory (object-oriented programming)0501 psychology and cognitive sciencesSociologycomputer-supported practicesfactorybusinessuser experience theory050107 human factorsautomated systemsHuman Technology
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A Nonlinear Control of Synchronous Reluctance Motors (SynRM) Based on Feedback Linearization Considering the Self and Cross-Saturation Effects

2019

This paper proposes a nonlinear controller based on feedback linearization for Synchronous Reluctance Motors (SynRM) drives that takes into consideration the self and cross-saturation effects. Such control technique permits the dynamics of both the speed and flux loops to be maintained constant independently from the load and the saturation of the iron core. The proposed technique has been tested experimentally on a suitably developed test set-up.

feedback linearizationComputer scienceMagnetic reluctance05 social sciencesSynchronous reluctance motors (SynRM)020207 software engineering02 engineering and technologyNonlinear controlNonlinear systemSettore ING-INF/04 - AutomaticaMagnetic coreControl theorymagnetic saturation0202 electrical engineering electronic engineering information engineeringTorque0501 psychology and cognitive sciencesSynchronous reluctance motors (SynRM) Feedback linearization Magnetic saturationFeedback linearizationSaturation (magnetic)050107 human factors2019 IEEE Energy Conversion Congress and Exposition (ECCE)
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Features of W production in p-p, p-Pb and Pb-Pb collisions

2017

We consider the production of inclusive W bosons in variety of high-energy hadronic collisions: p--p, p--$\overline{\rm p}$, p--Pb, and Pb--Pb. In particular, we focus on the resulting distributions of charged leptons from W decay that can be measured with relatively low backgrounds. The leading-order expressions within the collinearly factorized QCD indicate that the center-of-mass energy dependence at forward/backward rapidities should be well approximated by a simple power law. The scaling exponent is related to the small-$x$ behaviour of the quark distributions, which is largely driven by the parton evolution. An interesting consequence is the simple scaling law for the lepton charge as…

heavy ion: scatteringHadronPb-Pb collisionsPartonElementary particle02 engineering and technologycomputer.software_genrePower lawHigh Energy Physics - ExperimentHigh Energy Physics - Experiment (hep-ex)background: lowHigh Energy Physics - Phenomenology (hep-ph)0202 electrical engineering electronic engineering information engineering[PHYS.HEXP]Physics [physics]/High Energy Physics - Experiment [hep-ex]050107 human factorsBosonQuantum chromodynamicsPhysicsDatabasehigher-order: 0Hadronic collisionsCharge asymmetries05 social sciencesscalinghep-phCharged leptonsHigh Energy Physics - PhenomenologyCERN LHC CollParticle Physics - ExperimentQuarkInelastic scatteringParticle physicssmall-xquark: distribution functionp p: scatteringFOS: Physical sciencesW: decay114 Physical sciencesenergy dependence[ PHYS.HEXP ] Physics [physics]/High Energy Physics - Experiment [hep-ex]W: productionquantum chromodynamicsanti-p p: scatteringCollision systems0501 psychology and cognitive sciencesHigh energy physicsp nucleus: scatteringBosonsParticle Physics - Phenomenologyhep-exlepton: charge: asymmetryfactorization: collinearHigh Energy Physics::PhenomenologyElementary particlesScaling exponent Lead alloys020207 software engineeringBinary alloysW bosonsLeading ordersrapidityevolution equation[PHYS.HPHE]Physics [physics]/High Energy Physics - Phenomenology [hep-ph][ PHYS.HPHE ] Physics [physics]/High Energy Physics - Phenomenology [hep-ph]High Energy Physics::Experimentcomputerhigh-energy hadronic collisionsLead Center-of-mass energiesLepton
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Aesthetic Appeal and Visual Usability in Four Icon Design Eras

2016

Technological artefacts express time periods in their visual design. Due time, visual culture changes and thus affects the design of pictorial representations in technological products, such as icons in user interfaces. Previous research of temporal aspects in human-computer interaction has been focusing on particular interaction situations, but not on the effects of design eras on user experience. The influence of icon design styles of different eras on aesthetic and usability experiences was studied with the method of primed product comparisons. Affective preferences and their processing times were analysed in order to examine visual usability in terms of semantic distance and aesthetic a…

iconComputer sciencemedia_common.quotation_subjectaffective reaction timesaesthetic appeal050105 experimental psychologyUser experience designHuman–computer interactionvisual usabilitysemantic distance0501 psychology and cognitive sciences050107 human factorsmedia_commonVisual culturecomputer.programming_languageta113Communication designbusiness.industry05 social sciencesta6132UsabilityIcon designdesign erasBeautyIconUser interfacebusinesscomputerProceedings of the 2016 CHI Conference on Human Factors in Computing Systems
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« Le pilotage par l’Etat de la formation des enseignants du début des années 1990 à nos jours et ses incidences sur le métier de formateur »

2014

L’objet de cet article est de questionner, dans une perspective historique, la manière dont l’État a organisé et a fait évoluer la formation des enseignants du début des années 1990 à nos jours. Il s’attache à mettre en lumière les ambitions qui ont présidé aux réformes et tente de montrer la manière dont le métier de formateur d’enseignants s’est constitué et a évolué. Le formateur avait acquis un certain nombre de savoir-faire, et plus généralement une certaine culture, qui pourraient conduire à affirmer qu’un processus de professionnalisation était en cours, et ce jusqu’au milieu des années 2000. Ce processus tendait à rassembler sous une même dénomination, celle de « formateur », des in…

idéologieSocial Sciences and Humanities[SHS.EDU]Humanities and Social Sciences/Education[SHS.EDU] Humanities and Social Sciences/Educationsciencesteacher training[SHS]Humanities and Social Sciencesprofessionalization0501 psychology and cognitive sciencesscience050107 human factorsComputingMilieux_MISCELLANEOUSGeneral Environmental ScienceformateursprofessionnalisationTeacher4. Education05 social sciencesideology050301 educationexpertiseGeneral Earth and Planetary SciencesSciences Humaines et Socialesenseignants[SHS] Humanities and Social Sciences0503 education
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Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices

2016

Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sick…

immersionArticle SubjectComputer sciencemedia_common.quotation_subject02 engineering and technologycomputer.software_genreQuality of resultshuman-technology interactionlcsh:QA75.5-76.95authenticityHuman–computer interactionuser experience0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0501 psychology and cognitive sciencesautenttisuus050107 human factorsmedia_commonta113Multimediabusiness.industry05 social sciences020207 software engineeringUsabilityHuman-Computer InteractionFeelingvirtual environmentsSimulator sicknesslcsh:Electronic computers. Computer sciencekäyttäjäkokemusbusinessImmersive virtual environmentcomputerAdvances in Human-Computer Interaction
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Assisting immersive virtual reality development with user experience design approach

2017

In our study we explored how to design a biography of a late Finnish artist as a VR experience. We conducted a development process assisted by user experience (UX) design methods, which increased the process efficiency, and resulted in a research prototype. Through previous research and our development process, we identified components affecting the user experience. These components are: Immersion, Presence, Disorientation, Sense of Control, Pleasantness, Exploration and Simulator Sickness. From our user study with 13 participants, we were able to draw implications that relate to these components. While the set of components could be incomplete or subject to change, shows that further resea…

immersionEngineering02 engineering and technologyVirtual realitycomputer.software_genreUser experience designHuman–computer interaction0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0501 psychology and cognitive sciencesta518Design methods050107 human factorsta113Multimediabusiness.industryomnidirectional videoUser journey05 social sciencesuser experience design020207 software engineeringinteractive omnidirectional videoUser interface designSimulator sicknessProcess efficiencyvirtual realitybusinesscomputerProceedings of the 21st International Academic Mindtrek Conference
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Actual and Potential Pedagogical Use of Tablets in Schools

2013

This study reviews the potential of tablet technology for teaching and learning. In autumn 2012, we conducted a focused survey comprising quantitative and qualitative questions with Finnish teachers (N = 171, from 54 schools). We focused on perceived pedagogical opportunities and the actualized pedagogical potential of tablets at schools. The survey results indicate that the actual usefulness of tablets in schools was significantly less than what teachers perceived as the pedagogical potential. However, the results demonstrate the positive impact these devices are having on teaching and learning, as well as prompting changes in pedagogical perspectives. Teachers stated that tablets can dive…

innovative pedagogylcsh:T58.5-58.64Social Psychologylcsh:Information technology4. EducationCommunicationTeaching methodtablets05 social sciences050301 educationSurvey resultmobile learningHuman-Computer InteractionInformation and Communications TechnologyICTPedagogyComputingMilieux_COMPUTERSANDEDUCATION0501 psychology and cognitive sciencessustaining practicesPsychology0503 educationIndependent learning050107 human factorsstudent-centered educationHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
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Connaissances et compétences motrices en sport collectif : quoi enseigner ?

2019

Cet article de synthèse s’inscrit dans la rubrique « Innovations objectivées » de la revue eJRIEPS. Son objectif est de présenter et d’analyser les connaissances en sports collectifs qui pourraient être enseignées à l'école et dans une approche compatibles avec l'horaire en lycée et en collège. Une première expérimentation au lycée de Thala en Tunisie a permis de fournir une première indication sur la pertinence des catégories retenues. A la lumière de cette expérimentation, les contenus des programmes français 2008, 2010 et 2016 en EPS sur l’enseignement des sports collectifs sont analysés et examinés en regard des connaissances proposées. This synthesis article fits in « Innovations » sec…

knowledge4. Education[SHS.EDU]Humanities and Social Sciences/Education05 social sciences[SHS.EDU] Humanities and Social Sciences/Educationprogrammecurriculumconnaissance[ SHS.EDU ] Humanities and Social Sciences/Education030229 sport sciencesGeneral Medicinecompétence motrice03 medical and health sciences0302 clinical medicinesport collectif0501 psychology and cognitive sciencesteam sportmotor competencies050107 human factorsComputingMilieux_MISCELLANEOUSinterventionsport pedagogy
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