Search results for "Human factor"

showing 10 items of 798 documents

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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Digital solutions transform the forest-based bioeconomy into a digital platform industry : a suggestion for a disruptive business model in the digita…

2018

With the notion that the transformation of the forest-based bioeconomy in recent years provides insightful suggestions not only on the bioeconomy, but on business innovation, this paper conducts an empirical analysis of the transformation and attempts to extract suggestions for a digital-solution-driven, disruptive business model in the digital economy. Notwithstanding the potential broad cross-sectoral benefits, the natural environment, locality constraints, and incessant challenge of distance have impeded the balanced development of the bioeconomy. However, driven by digital solutions, the bioeconomy has taken big steps forward in recent years. Digitalization has enabled real-time, end-to…

forest-based bioeconomySociology and Political ScienceCore businessHuman Factors and Ergonomics010501 environmental sciencesBusiness model01 natural sciencesEducation0502 economics and businessDemand planningDigital economyBusiness and International Managementdigital solutionscreative disruption platformIndustrial organization0105 earth and related environmental sciencesDownstream (petroleum industry)ta113Upstream (petroleum industry)business.industrytransformation05 social sciencesLocalityluovat menetelmätTransformative learningdigital platform industrydigitaaliset alustatbusinessbiotalous050203 business & management
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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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Emotions toward cognitive enhancement technologies and the body – Attitudes and willingness to use

2020

While technological development is becoming more integrated into our surrounding environments, it is also moving closer towards the human body. In fact, numerous examples can be seen in which information technology (IT) is being designed not just for use on the body, but also inside it. Technologies dominating this domain can be described as ‘cognitive enhancement technologies’ (CETs). These technologies are intended to enhance people's cognitive capabilities, and can be viewed in the forms of implants, lens, drugs, and then moving outward, smart clothing, watches and physical environments to name some. The present study focused on measuring peoples’ (N=104) emotions towards and willingness…

ihmisen ja tietokoneen vuorovaikutusasenteetHuman Factors and ErgonomicsEducationEnhancement Technologiestunteetbusiness.industrySignificant differenceGeneral EngineeringInformation technologyCognitionHuman bodykognitiiviset prosessitClothingHuman-Computer InteractionScholarshipWillingness to useälytuotteetHardware and Architectureteknologiaälytekniikkaetiikkacognitive enhancementbusinessPsychologySoftwareCognitive psychologyInternational Journal of Human-Computer Studies
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Reflections on the human role in AI policy formulations : how do national AI strategies view people?

2022

Abstract Purpose There is no artificial intelligence (AI) without people. People design and develop AI; they modify and use it and they have to reorganize the ways they have carried out tasks in their work and everyday life. National strategies are documents made to describe how different nations foster AI and as human dimensions are such an important aspect of AI, this study sought to investigate major national strategy documents to determine how they view the human role in emerging AI societies. Approach Our method for analyzing the strategies was conceptual analysis since the development of technology is embedded with conceptual ideas of humanity, explicit or implicit, and in addition to…

ihmisen ja tietokoneen vuorovaikutushuman-technology interaction (HTI)social transformationteknologinen kehitysethical AItekoälyartificial intelligenceeettisyysinnovaatiothuman-computer interaction (HCI)strategiatAI strategiesihminen-konejärjestelmätyhteiskunnallinen muutostulevaisuusinhimillisyyshuman factorsAI policyinhimilliset tekijät
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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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Effects of menu structure and touch screen scrolling style on the variability of glance durations during in-vehicle visual search tasks.

2011

The effects of alternative navigation device display features on drivers' visual sampling efficiency while searching forpoints of interest were studied in two driving simulation experiments with 40 participants. Given that the number of display items was sufficient, display features that facilitate resumption of visual search following interruptions were expected to lead to more consistent in-vehicle glance durations. As predicted, compared with a grid-style menu, searching information in a list-style menu while driving led to smaller variance in durations of in-vehicle glances, in particular with nine item displays. Kinetic touch screen scrolling induced a greater number of very short in-v…

in-vehicle information systemAdultMaleEngineeringAutomobile DrivingVisual perceptionresumabilityInformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Poison controlPhysical Therapy Sports Therapy and RehabilitationHuman Factors and Ergonomicsinterrupted visual searchajoneuvotietojärjestelmänäyttöStyle (sociolinguistics)User-Computer InterfaceYoung AdultInformation display systemsDistractionHumansComputer visionAttentionComputer Simulationta113Visual searchStructure (mathematical logic)Analysis of Variancebusiness.industryhäiriövaikutusvisual sampling strategydisplaykeskeytetty visuaalinen hakuScrollingData DisplayGeographic Information SystemsFemaleArtificial intelligencebusinesstiedon poimintastrategiadistractionErgonomics
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