Search results for "user-computer"

showing 10 items of 120 documents

Semantic distance as a critical factor in icon design for in-car infotainment systems

2017

In-car infotainment systems require icons that enable fluent cognitive information processing and safe interaction while driving. An important issue is how to find an optimised set of icons for different functions in terms of semantic distance. In an optimised icon set, every icon needs to be semantically as close as possible to the function it visually represents and semantically as far as possible from the other functions represented concurrently. In three experiments (N = 21 each), semantic distances of 19 icons to four menu functions were studied with preference rankings, verbal protocols, and the primed product comparisons method. The results show that the primed product comparisons me…

AdultMaleAutomobile DrivingiconSafety-critical user interfacesComputer scienceSemantic distancemedia_common.quotation_subjectPhysical Therapy Sports Therapy and RehabilitationHuman Factors and Ergonomicscomputer.software_genre050105 experimental psychologyUser-Computer InterfaceYoung AdultSemantic similarityHuman–computer interactionFactor (programming language)IconReaction TimeHumanssemantic distance0501 psychology and cognitive sciencesSafety Risk Reliability and QualitySet (psychology)Function (engineering)Engineering (miscellaneous)050107 human factorsmedia_commoncomputer.programming_languageta113ta213MultimediakuvakkeetCognitive Information Processing05 social sciencesIcon designEquipment DesignSemanticsProduct (mathematics)semantiikkaFemaleIconAutomobilessafety-critical user interfacescomputerApplied Ergonomics
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Using Augmented Reality to Treat Phobias

2005

Virtual reality (VR) is useful for treating several psychological problems, including phobias such as fear of flying, agoraphobia, claustrophobia, and phobia to insects and small animals. We believe that augmented reality (AR) could also be used to treat some psychological disorders. AR and VR share some advantages over traditional treatments. However, AR gives a greater feeling of presence (the sensation of being there) and reality judgment (judging an experience as real) than VR because the environment and the elements the patient uses to interact with the application are real. Moreover, in AR users see their own hands, feet, and so on, whereas VR only simulates this experience. With thes…

AdultMaleComputer sciencemedia_common.quotation_subjectCockroachesVirtual realitycomputer.software_genreFear of flyingUser-Computer InterfaceSensationComputer GraphicsmedicineAnimalsHumansComputer Simulationmedia_commonPhobiasMultimediaSpidersModels Theoreticalmedicine.diseaseComputer Graphics and Computer-Aided DesignTreatment OutcomeMultimediaPhobic DisordersFeelingTherapy Computer-AssistedClaustrophobiaFemaleAugmented realityDesensitization PsychologiccomputerSoftwareCognitive psychologyAgoraphobiaIEEE Computer Graphics and Applications
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Immersion and emotion: their impact on the sense of presence.

2005

The present study is designed to test the role of immersion and media content in the sense of presence. Specifically, we are interested in the affective valence of the virtual environments. This paper describes an experiment that compares three immersive systems (a PC monitor, a rear projected video wall, and a head-mounted display) and two virtual environments, one involving emotional content and the other not. The purpose of the experiment was to test the interactive role of these two media characteristics (form and content). Scores on two self-report presence measurements were compared among six groups of 10 people each. The results suggest that both immersion and affective content have …

AdultMaleEngineeringAdolescentSense of presenceVirtual realityAffect (psychology)computer.software_genreJudgmentUser-Computer InterfaceHuman–computer interactionSurveys and QuestionnairesImmersion (virtual reality)HumansMass MediaMedia contentApplied PsychologyMass mediaMultimediabusiness.industryCommunicationGeneral MedicineMiddle AgedAffective valenceHuman-Computer InteractionAffectFemalebusinessVideo wallcomputerCyberpsychologybehavior : the impact of the Internet, multimedia and virtual reality on behavior and society
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Comparisons of Musculoskeletal Complaints and Data Entry Between a Sitting and a Sit-Stand Workstation Paradigm

2009

Background: Seated working positions are often regarded as a cause for discomfort in the musculoskeletal system. Performing work in different working positions—that is, alternating between sitting and standing (sit-stand workstation paradigm)—could help reduce physical complaints. Objective: The questions were whether performing office work partly in a standing position leads to reduced complaints and whether standing would change the efficiency of data entry office work. Method: We investigated the effect of a sit-stand workstation paradigmd during experimental data entry office work on physical and psychological complaints and data entry efficiency by conducting a randomized controlled t…

AdultMaleEngineeringmedicine.medical_specialtyAdolescentWorkstationPostureHuman Factors and ErgonomicsData entrySittingWork physiologylaw.inventionUser-Computer InterfaceYoung AdultBehavioral NeuroscienceMusculoskeletal disorderRandomized controlled triallawmedicineHumansMusculoskeletal DiseasesWorkplaceApplied PsychologyCross-Over Studiesbusiness.industryHuman factors and ergonomicsEquipment Designmedicine.diseaseMusculoskeletal discomfortBiomechanical PhenomenaOccupational DiseasesPhysical therapybusinessHuman Factors: The Journal of the Human Factors and Ergonomics Society
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Surface Lightness Influences Perceived Room Height

2010

Surprisingly little scientific research has been conducted on the effects of colour and lightness on the perception of spaciousness. Practitioners and architects typically suggest that a room's ceiling appears higher when it is painted lighter than the walls, while darker ceilings appear lower. Employing a virtual reality setting, we studied the effects of the lightness of different room surfaces on perceived height in two psychophysical experiments. Observers judged the height of rooms varying in physical height as well as in the lightness of ceiling, floor, and walls. Experiment 1 showed the expected increase of perceived height with increases in ceiling lightness. Unexpectedly, the perce…

AdultMaleLightnessBrightnessAdolescentLightPhysiologymedia_common.quotation_subjectExperimental and Cognitive PsychologyCeiling (cloud)Contrast SensitivityUser-Computer InterfaceYoung AdultPhysiology (medical)StatisticsPsychophysicsHumansContrast (vision)General PsychologyMathematicsmedia_commonAnalysis of VarianceDepth PerceptionDistance PerceptionSpace perceptionGeneral MedicineNeuropsychology and Physiological PsychologyFemaleInterior spaceDepth perceptionPhotic StimulationQuarterly Journal of Experimental Psychology
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A novel minimally invasive, dorsolateral, tubular partial odontoidectomy and autologous bone augmentation to treat dens pseudarthrosis: cadaveric, 3D…

2017

OBJECTIVE The goal of this study was to demonstrate the clinical and technical nuances of a minimally invasive, dorsolateral, tubular approach for partial odontoidectomy, autologous bone augmentation, and temporary C1–2 fixation to treat dens pseudarthrosis. METHODS A cadaveric feasibility study, a 3D virtual reality reconstruction study, and the subsequent application of this approach in 2 clinical cases are reported. Eight procedures were completed in 4 human cadavers. A minimally invasive, dorsolateral, tubular approach for odontoidectomy was performed with the aid of a tubular retraction system, using a posterolateral incision and an oblique approach angle. Fluoroscopy and postprocedur…

AdultMaleModels Anatomicmedicine.medical_specialtyBone ScrewsRadiography Interventional03 medical and health sciencesUser-Computer InterfaceYoung Adult0302 clinical medicineImaging Three-DimensionalCadaverPars interarticularismedicineCadaverFluoroscopyHumansComputer SimulationOrthopedic ProceduresFixation (histology)030222 orthopedicsmedicine.diagnostic_testbusiness.industryGeneral Medicinemedicine.diseaseSurgeryPseudarthrosisPseudarthrosismedicine.anatomical_structureFluoroscopyCervical VertebraeFeasibility StudiesSpinal FracturesOrthopedic ProceduresCadaveric spasmbusinessTomography X-Ray Computed030217 neurology & neurosurgeryCervical vertebraeJournal of neurosurgery. Spine
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Presence and Emotions in Virtual Environments: The Influence of Stereoscopy

2008

ABSTRACT This study investigates how stereoscopy (the illusion of depth and 3D imaging) affects the sense of presence and the intensity of the positive mood that users feel in virtual environments (VEs). A between-group design was used, and 40 volunteers were randomly assigned to one of two experimental conditions (stereoscopy vs. no stereoscopy) and to one of two emotional VEs (relaxation or joy). The participants' emotions were assessed before and after the VR experience. Presence was measured with two postexperiment questionnaires (ITC-SOPI and SUS). Results show that there were no differences between stereoscopic and monoscopic presentations in VEs (neither subjective sense of presence …

AdultMaleRelaxationAdolescentmedia_common.quotation_subjectIllusionSense of presenceStereoscopylaw.inventionUser-Computer InterfacelawSurveys and QuestionnairesHumansApplied Psychologymedia_commonDepth PerceptionCommunicationRelaxation (psychology)Optical Illusionsbusiness.industryCommunicationGeneral MedicineHuman-Computer InteractionAffectMoodFemalebusinessPsychologyCognitive psychologyCyberPsychology & Behavior
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Visual Search for Grouped versus Ungrouped Icons in a Computer Interface

2000

The paradigm of visual search was used to investigate how participants looked for a target file among distracter files in an icon-based computer interface. The purpose of these experiments was to study the effect of icons and spatial grouping on scanning speed. Does spatial grouping of identical icons increase the scanning speed? Do icons themselves speed up the search for a target file when compared with a condition in which the files are indicated with mere textual labels? Our results showed that both the presence of icons and their grouping had a significant positive effect on the scanning speed. Potential applications of this research include the design of graphics-based interfaces, su…

AdultMaleVisual perceptionComputer sciencemedia_common.quotation_subjectInterface (computing)050109 social psychologyHuman Factors and Ergonomics050105 experimental psychologyUser-Computer InterfaceBehavioral NeuroscienceHuman–computer interactionPerceptionHumans0501 psychology and cognitive sciencesGraphicsApplied Psychologycomputer.programming_languagemedia_commonGraphical user interfaceVisual searchInternetbusiness.industry05 social sciencesUnited StatesComputer TerminalsVisual PerceptionFemaleIconUser interfacebusinesscomputerHuman Factors: The Journal of the Human Factors and Ergonomics Society
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Factorial Structure of Web-Credibility in a population of Italian Internet Users. A pilot study

2009

Recent studies by Fogg and his colleagues have defined a new psychological construct called Web credibility. It describes the principal dimensions which lead people to believe (or not) online information. In this framework, the factorial structure of Web credibility was explored in a sample of 152 Italian students of psychology who were Internet users, using a questionnaire. A consistent four-factorial structure emphasized crucial aspects of Web credibility, namely, Inaccuracy, Efficiency, Social Validation, and Commercial Features. Such results seem in line with Fogg's theoretical model; however, further research is required to identify dimensions of this construct.

AdultMaleWeb-credibilitySettore M-PSI/01 - Psicologia GeneraleFactorialWeb credibilityPopulationPilot ProjectsSample (statistics)EfficiencyModels PsychologicalTrustcognitive assessementWorld Wide WebUser-Computer InterfaceSurveys and QuestionnairesHumansStudentseducationGeneral PsychologyStructure (mathematical logic)Interneteducation.field_of_studyAttitude to ComputersPrincipal (computer security)Equipment DesignTranslatingItalyFemaleInternet usersFactor Analysis StatisticalConstruct (philosophy)PsychologySocial psychologyfactorial study
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Mono-stereo-autostereo: the evolution of 3-dimensional neurosurgical planning.

2012

BACKGROUND: In the past decade, surgery planning has changed significantly. The main reason is the improvements in computer graphical rendering power and display technology, which turned the plain graphics of the mid-1990s into interactive stereoscopic objects. OBJECTIVE: To report our experiences with 2 virtual reality systems used for planning neurosurgical operations. METHODS: A series of 208 operations were planned with the Dextroscope (Bracco AMT, Singapore) requiring the use of liquid crystal display shutter glasses. The participating neurosurgeons answered a questionnaire after the planning procedure and postoperatively. In a second prospective series of 33 patients, we used an autos…

AdultMalemedicine.medical_specialtyNeuronavigationStereoscopyVirtual realityNeurosurgical Procedureslaw.inventionRendering (computer graphics)User-Computer InterfaceImaging Three-DimensionallawBackupAutostereoscopyPreoperative CaremedicineHumansParalysisMedical physicsProspective StudiesNeuronavigationAgedAged 80 and overAphasia Brocabusiness.industryBrain NeoplasmsNavigation systemMiddle AgedDextroscopeCerebral AngiographyLiquid CrystalsParesisEyeglassesSurgeryFemaleNeurology (clinical)businessMagnetic Resonance AngiographyNeurosurgery
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