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1.
Work ; 41 Suppl 1: 1625-31, 2012.
Article in English | MEDLINE | ID: mdl-22316948

ABSTRACT

The study was undertaken to investigate the effects of pacing on aspects of performance at an assembly task and on the operators' responses related to work behaviour, perceived workload and perceived stress. A particular objective of the study was to investigate whether physical and cognitive demands may interact in their influences on these effects. An assembly task was simulated in the laboratory and the level of pacing imposed, work height and memory load within the task were all varied. The results showed that the type of pacing commonly imposed (as is common with a lean manufacturing Takt time system in industry) can significantly affect both performance and perceived workload and stress. Physical demands (through work height affecting posture) and mental demand (through memory load) were also found to have significant effects, as would be expected from the many studies of these in the literature. More importantly, some interactions were found between pacing and work height in their effects on quality of assembly and the operator's own rating of performance, and between work height and memory load in their effects on errors. These findings will need to be taken into account by companies when implementing Takt time systems.


Subject(s)
Industry , Task Performance and Analysis , Adult , Automobiles , Female , Humans , Male , Mental Processes/physiology , Middle Aged , Posture/physiology , Stress, Physiological , Workload/psychology
2.
Eye (Lond) ; 20(3): 375-8, 2006 Mar.
Article in English | MEDLINE | ID: mdl-15832181

ABSTRACT

BACKGROUND: We have developed a novel application of adapted virtual reality (VR) technology, for the binocular treatment of amblyopia. We describe the use of the system in six children. METHODS: Subjects consisted of three conventional treatment 'failures' and three conventional treatment 'refusers', with a mean age of 6.25 years (5.42-7.75 years). Treatment consisted of watching video clips and playing interactive games with specifically designed software to allow streamed binocular image presentation. RESULTS: Initial vision in the amblyopic eye ranged from 6/12 to 6/120 and post-treatment 6/7.5 to 6/24-1. Total treatment time was a mean of 4.4 h. Five out of six children have shown an improvement in their vision (average increase of 10 letters), including those who had previously failed to comply with conventional occlusion. CONCLUSIONS: Improvements in vision were demonstrable within a short period of time, in some children after 1 h of treatment. This system is an exciting and promising application of VR technology as a new treatment for amblyopia.


Subject(s)
Amblyopia/therapy , Therapy, Computer-Assisted/methods , Amblyopia/etiology , Amblyopia/physiopathology , Anisometropia/complications , Child , Child, Preschool , Computer Graphics , Humans , Male , Sensory Deprivation , Strabismus/complications , Treatment Failure , Treatment Outcome , Vision, Binocular , Visual Acuity
3.
Eye (Lond) ; 20(3): 370-4, 2006 Mar.
Article in English | MEDLINE | ID: mdl-15832182

ABSTRACT

PURPOSE: The conventional patching/occlusion treatment for amblyopia sometimes gives disappointing results for a number of reasons: it is unpopular, prolonged, frequently resulting in poor or noncompliance, and also disrupts fusion. The aim of this research was to develop a novel virtual-reality (VR)-based display system that facilitates the treatment of amblyopia with both eyes stimulated simultaneously. METHODS: We have adopted a multidisciplinary approach, combining VR expertise with a team of ophthalmologists and orthoptists to develop the Interactive Binocular Treatment (I-BiT) system. This system incorporates adapted VR technology and specially written software providing interactive 2D and 3D games and videos to the patient via a stereo (binocular) display, and a control screen for the clinician. RESULTS: We developed a prototype research system designed for treatment of amblyopia in children. CONCLUSIONS: The result is a novel way to treat amblyopia, which allows binocular treatment. It is interactive, and as it is partially software based, can be adapted to suit the age/ability, and needs of the patient. This means that the treatment can be made captivating and enjoyable. Further research is on-going to determine the efficacy of this new modality in the treatment of amblyopia.


Subject(s)
Amblyopia/therapy , Therapy, Computer-Assisted/methods , Child , Child, Preschool , Computer Graphics , Computer Simulation , Computer Systems , Humans , Photic Stimulation/methods , Software , Therapy, Computer-Assisted/instrumentation , Vision, Binocular
4.
Appl Ergon ; 30(1): 47-57, 1999 Feb.
Article in English | MEDLINE | ID: mdl-10098816

ABSTRACT

Research into the effects of simulators has led to suggestions that postural instability occurring after immersion in a virtual reality virtual environment (VR/VE) may have direct implications for the safety of post-immersion activities such as driving or operating machinery. However, experimental studies have highlighted a lack of standardisation in the postural stability measurement techniques applied and subsequent inconsistencies in the results obtained. An experiment was conducted to evaluate the use of static, dynamic and posturographic postural stability measures in determining the effect of participation in an interactive virtual environment (VE) for 20 min. The results demonstrate differences in the sensitivity of postural stability measurement techniques and variations in inter- and intra-individual responses to measures. The VE immersion was found to produce postural instability only when measured using a posturographic technique under normal stance static posture, and then only mildly and not long-lasting. No associations were found between reported symptoms of simulator sickness and postural stability with postural stability measures. This paper discusses issues relating to postural stability measurement and the implications for evaluation of virtual environment effects.


Subject(s)
Ergonomics , Motion Sickness , Posture , User-Computer Interface , Adult , Female , Humans , Male , Safety
5.
Brain Res Bull ; 47(5): 459-64, 1998 Nov 15.
Article in English | MEDLINE | ID: mdl-10052574

ABSTRACT

The aim of this experiment was to measure the effect of immersion in a virtual environment (VE) on postural stability and examine the relationship between postural stability and self-reported simulator sickness. Forty healthy subjects were exposed to 20 min of immersion in an interactive VE with restricted user movement. The VE was viewed on a head mounted display (HMD) and the subject remained standing throughout the immersion period. Two static postures, normal stance and tandem romberg, were recorded before immersion, immediately after immersion and again at 10 min postimmersion. Performance in each posture was simultaneously measured by recording time that the posture could be maintained and mm path length of body sway over a 30-s period. The results demonstrated differences in the sensitivity of postural stability measurement techniques and variations in inter- and intraindividual responses to measures. Sway magnetometry measured a significant increase in postural instability in normal stance after VE immersion. None of the other measures were sensitive to this change. Postimmersion reports of simulator sickness symptoms indicate that the VE stimulus was provocative and correlation was found between reports of simulator sickness and balance-related symptoms. However, no association between self-reported symptoms and performance measures of postural instability was found.


Subject(s)
Computer Simulation , Motion Sickness/physiopathology , Posture/physiology , User-Computer Interface , Adolescent , Adult , Evaluation Studies as Topic , Female , Humans , Male , Surveys and Questionnaires
6.
Stud Health Technol Inform ; 58: 91-102, 1998.
Article in English | MEDLINE | ID: mdl-10350933

ABSTRACT

This paper presents an overview of the development of the Learning in Virtual Environments programme (LIVE), carried out in special education over the last four years. It is more precisely a project chronology, so that the reader can sense the historical development of the programme rather than giving emphasis to any one particular feature or breakthrough, which are covered in other papers and available through the authors. The project conception in a special school in Nottingham is followed by a description of the development of experiential and communicational virtual learning environments. These are followed, in turn, by the results of our testing programmes which show that experience gained in a virtual environment can transfer to the real world and that their use can encourage self-directed activity in students with severe learning difficulties. Also included is a discussion of the role of virtual learning environments (VLEs) in special education and of its attributes in the context of contemporary educational theory.


Subject(s)
Computer Simulation , Education, Special , Image Processing, Computer-Assisted/instrumentation , Social Environment , Therapy, Computer-Assisted/instrumentation , User-Computer Interface , Activities of Daily Living/psychology , Adolescent , Adult , Child , Computer Graphics/instrumentation , Curriculum , England , Humans , Learning Disabilities/rehabilitation , Software
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