• 제목/요약/키워드: Ergonomics evaluation system

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감성적 의미공간상의 물리특성간 상관분석 (The Correlation Analysis of Physical Characteristics on Human Sensibility Space)

  • 김정만;김병극
    • 산업경영시스템학회지
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    • 제22권52호
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    • pp.241-246
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    • 1999
  • In this study, to specify an evaluation of human sensibility, the types of color, intensity of illuminations and lights consisting work environmental condition are decided, and image data from examining the change of human sensibility followed by changes of the above three conditions are obtained. Using the factor analysis and quantification theory in multi-variate analysis type of Sensibility Ergonomics, determinating the structure of factors, specifying the relations of environmental conditions and factors can be done so that the structure of image on human sensibility space with the change of environmental conditions is analyzed.

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Development and Usability Testing of a User-Centered 3D Virtual Liver Surgery Planning System

  • Yang, Xiaopeng;Yu, Hee Chul;Choi, Younggeun;Yang, Jae Do;Cho, Baik Hwan;You, Heecheon
    • 대한인간공학회지
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    • 제36권1호
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    • pp.37-52
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    • 2017
  • Objective: The present study developed a user-centered 3D virtual liver surgery planning (VLSP) system called Dr. Liver to provide preoperative information for safe and rational surgery. Background: Preoperative 3D VLSP is needed for patients' safety in liver surgery. Existing systems either do not provide functions specialized for liver surgery planning or do not provide functions for cross-check of the accuracy of analysis results. Method: Use scenarios of Dr. Liver were developed through literature review, benchmarking, and interviews with surgeons. User interfaces of Dr. Liver with various user-friendly features (e.g., context-sensitive hotkey menu and 3D view navigation box) was designed. Novel image processing algorithms (e.g., hybrid semi-automatic algorithm for liver extraction and customized region growing algorithm for vessel extraction) were developed for accurate and efficient liver surgery planning. Usability problems of a preliminary version of Dr. Liver were identified by surgeons and system developers and then design changes were made to resolve the identified usability problems. Results: A usability testing showed that the revised version of Dr. Liver achieved a high level of satisfaction ($6.1{\pm}0.8$ out of 7) and an acceptable time efficiency ($26.7{\pm}0.9 min$) in liver surgery planning. Conclusion: Involvement of usability testing in system development process from the beginning is useful to identify potential usability problems to improve for shortening system development period and cost. Application: The development and evaluation process of Dr. Liver in this study can be referred in designing a user-centered system.

A Classification of Sitting Strategies based on Driving Posture Analysis

  • Park, Jangwoon;Choi, Younggeun;Lee, Baekhee;Jung, Kihyo;Sah, Sungjin;You, Heecheon
    • 대한인간공학회지
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    • 제33권2호
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    • pp.87-96
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    • 2014
  • Objective: The present study is intended to objectively classify upper- & lower-body sitting strategies and identify the effects of gender and OPL type on the sitting strategies. Background: A sitting strategy which statistically represents comfortable driving posture can be used as a reference posture of a humanoid in virtual design and evaluation of a driver's seat. Although previous research has classified sitting strategies for driving postures in various occupant package layout (OPL) types, the existing classification methods are not objective and the factors affecting sitting strategies have not been identified. Method: Forty drivers' preferred driving postures in three different OPL types (coupe, sedan, and SUV) were measured by a motion capture system. Next, the measured driving postures were classified by K-means cluster method. Results: Sitting strategies of upper-body were classified as erect (33%), slouched (41%), and reclined (26%) postures, and those of lower-body were classified as knee bent (42%), knee extended (32%), and upper-leg lifted (26%) postures. Significant differences at ${\alpha}$ = 0.05 in the upper-body sitting strategy by gender and lower-body sitting strategy by OPL type were found. Application: Both the classified sitting strategies and the identified factors would be of use in ergonomic seat design and evaluation.

Improvement of Ammunition Box by Ergonomic Evaluation

  • Lee, Kyung-Sun;Kim, Sung-Hoon;Seo, Song-Won;Jung, Myung-Chul
    • 대한인간공학회지
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    • 제34권1호
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    • pp.1-10
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    • 2015
  • Objective: The purpose of this paper is to evaluate old and newly designed ammunition boxes from an ergonomic point of view. Background: The ammunition boxes made of wood, which are currently used by the military, have some difficulties such as corrosion and damage of ammunition, environmental pollution, and stock management. Also, damages to the wooden ammunition boxes take place frequently, because soldiers carry them manually. Method: Sixteen participants volunteered to randomly perform lifting, carrying, and side-by-side moving tasks with 4 different old and new boxes, respectively for the ammunitions of 5.56mm, 60mm, 81mm, and 105mm in diameter. The old boxes are made of wood and are currently used in the military, while the new boxes are made of plastics. The joint moments of the elbow, shoulder, back, and knee were measured by using a motion analysis system and force platforms. In addition, an electromyographic system was used to measure the forces of hand and wrist muscles. Results: In most tasks, new boxes caused less joint moments at the elbow and shoulder than old boxes, because the new boxes were lighter and smaller than the old boxes. New boxes also derived less hand and wrist muscle forces due to the provision of fixed hard handles rather than string handles. Conclusion: The ergonomically designed new boxes could reduce the physical stresses of soldiers manually handling ammunitions and be helpful for storage and reuse. Application: This study shows an ergonomic application example for product development and evaluation.

[Retracted]Development and Evaluation of Self-Management Program for Patients with Coronary Artery Disease

  • Kim, Hyun Young;Kim, Su Hyun;Jung, Hyun Jung;Kim, Hwa Sun
    • Journal of Multimedia Information System
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    • 제6권4호
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    • pp.317-322
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    • 2019
  • The purpose of this study was to develop a self-management program for patients suffering from coronary artery disease (CAD), based on the self-determination theory and subsequently perform a heuristic evaluation by professionals and a quality assessment by users. The program consisted of 6 main menus and 20 submenus. Heuristic evaluation was conducted using eight principles, and as a result, a score of 1 was assigned by a professional for five principles: consistency and mapping, good ergonomics and minimalist design, flexibility and efficiency, anesthetics, and error management. Two professionals gave the principles of ease of input, screen readability, and glanceability a score of 1. In the quality assessment by the users, the system quality category had the highest score of 4.6 out of 5, and information quality had the lowest score of 3.87 out of 5. The overall average score was 4.08, which indicated the general satisfaction regarding the quality of the application. We have reflected on all the recommendations provided by the professionals based on their heuristic evaluation and incorporated them in the program.

Development of Smart Driving System Using iPod and Its Performance Evaluation for People with Severe Physical Disabilities in the Driving Simulator

  • Jung, Woo-Chul;Kim, Yong-Chul
    • 대한인간공학회지
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    • 제31권5호
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    • pp.637-646
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    • 2012
  • Objective: The aim of this study was to develop the adaptive device for severe physical disabilities using smart device in the driving simulator and its performance evaluation. Development of appropriate driving adaptive device for the people with serious physical limitation could contribute to maintain their community mobility. Background: There is lack of adaptive driving devices for the people with disabilities in Korea. However, if smart device systems like iPod and iPhone are used for driving a car, the people with serious physical limitations can improve their community mobility. Method: Both gyroscope and accelerometer from iPod were used to measure the tilted angle of the smart device for driving. Customized Labview program was also used to control three axis motors for steering wheel, accelerator and brake pedals. Thirteen subjects were involved in the experiment for performance evaluation of smart device in simulator. Five subjects had driver licenses. Another four subjects did not have driver licenses. Others were people with disabilities. Results: Average driving score of the normal group with driver license in the simulator increased 46.6% compared with the normal group without driver license and increased 30.4% compared with the disabled group(p<0.01). There was no significant difference in the average driving score between normal group without driver license and disabled group(p>0.05). Conclusion: The normal group with driver license showed significantly higher driving score than other groups. The normal group without driver license and disabled group could improve their driving skills with training in simulator. Application: If follow-up studies would be continued and applied in adapted vehicle for on road environment, many people with more severe disabilities could drive and improve the quality of life.

A Study on the Effect of Pre-cue in Simple Reactions on Control-on-Display Interfaces

  • Lim, Ji-Hyoun;Choi, Jun-Young;Kim, Young-Su
    • 대한인간공학회지
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    • 제30권4호
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    • pp.563-569
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    • 2011
  • Objective: This study focuses on the effects of pre-cues informing the location of upcoming visual stimulus on finger movement response in the context of control-on-display interfaces. Background: Previous research on pre-cues focus on attention allocation and motion studies were limited to indirect control conditions. The design of this study aimed to collect data on the exact landing point for finger-tap responses to a given visual stimulus. Method: Controlled visual stimuli and tasks were presented on a UI evaluation system built using mobile web standards; response accuracy and response time were measured and collected as appropriate. Among the 16 recruited participants, 11 completed the experiment. Results: Providing pre-cue on the location of stimulus affected response time and response accuracy. The response bias, which is a distance from the center of stimulus to the finger-tap location, was larger when the pre-cue was given during a one-handed operation. Conclusion: Given a pre-cue, response time decreases, but with accuracy penalized. Application: In designing touch-screen UI's - more strictly, visual components also acting as controllers - designers would do well to balance human perceptual and cognitive characteristics strategically.

Design of Contactless Gesture-based Rhythm Action Game Interface for Smart Mobile Devices

  • Ju, Da-Young
    • 대한인간공학회지
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    • 제31권4호
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    • pp.585-591
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    • 2012
  • Objective: The aim of this study is to propose the contactless gesture-based interface on smart mobile devices for especially rhythm action games. Background: Most existing approaches about interactions of smart mobile games are tab on the touch screen. However that way is such undesirable for someone or for sometimes, because of the disabled person, or the inconvenience that users need to touch/tab specific devices. Moreover more importantly, new interaction can derive new possibilities from stranded game genre. Method: In this paper, I present a smart mobile game with contactless gesture-based interaction and the interfaces using computer vision technology. Discovering the gestures which are easy to recognize and research of interaction system that fits to game on smart mobile device are conducted as previous studies. A combination between augmented reality technique and contactless gesture interaction is also tried. Results: The rhythm game allows a user to interact with smart mobile devices using hand gestures, without touching or tabbing the screen. Moreover users can feel fun in the game as other games. Conclusion: Evaluation results show that users make low failure numbers, and the game is able to recognize gestures with quite high precision in real time. Therefore the contactless gesture-based interaction has potentials to smart mobile game. Application: The results are applied to the commercial game application.

차내 정보 시스템의 시각적 요구 평가를 위한 사용자 주도의 시각 차폐 기법 (A User-driven Visual Occlusion Method for Measuring the Visual Demand of In-Vehicle Information Systems (IVIS))

  • 박정철
    • 대한인간공학회지
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    • 제28권3호
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    • pp.49-54
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    • 2009
  • Visual occlusion method is a visual demand measuring technique which uses periodic vision/occlusion cycle to simulate driving environment. It became one of the most popular techniques for the evaluation of in-vehicle interfaces due to its robustness and cost-effectiveness. However, it has a limitation in that the vision/occlusion cycle forces the user to use the IVIS at a predetermined pace, while a driver decides when to use the device on his/her own in actual driving. This paper proposes a user-driven visual occlusion method for measuring the visual demand of in-vehicle interfaces. An experiment was conducted to examine the visual demand of an in-vehicle interface prototype using both the existing (system-driven) occlusion method and the proposed (user-driven) one. Two in-vehicle tasks were evaluated: address input and radio tuning. The results showed that, for the radio tuning task, there were significant differences in total shutter open time and resumability ratio between the methods. The user-driven visual occlusion method not only allows a better representation of drivers' behavior, but it also seems to provide more information on the chunkability of a task.