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1.
J Rehabil Assist Technol Eng ; 8: 20556683211021527, 2021.
Article in English | MEDLINE | ID: mdl-34290881

ABSTRACT

INTRODUCTION: It is notoriously difficult to obtain a perfect fitting of hearing aids (HAs) for children as they often struggle to understand their hearing loss well enough to discuss the fitting adequately with their audiologist. Dartanan is an 'edutainment' game developed to help children understand the functions of their HA in different sound contexts. Dartanan also has elements of a leisure game for all children, in order to create an inclusive activity. METHODS: Game prototypes were evaluated during two formative evaluations and a summative evaluation. In total 106 children with and without hearing loss in Italy, Spain and the UK played Dartanan. A built-in virtual HA enabled children with hearing loss to use headphones to play.Results and conclusions: During the formative stages, feedback was discussed during focus groups on factors such as the audiological aspects, the extent to which children learned about HA functions, accessibility and usability, and this feedback was presented to the developers. After redevelopment, a summative evaluation was performed using an online survey. It was concluded that the game had met the goals of helping children understand their HA functionalities and providing an inclusive activity. User-evaluations were crucial in the development of the app into a useful and useable service.

2.
Ergonomics ; 60(11): 1461-1470, 2017 Nov.
Article in English | MEDLINE | ID: mdl-28361563

ABSTRACT

The invasion of personal space is often a contributory factor to the experience of discomfort in aircraft passengers. This paper presents a questionnaire study which investigated how air travellers are affected by invasions of personal space and how they attempt to adapt to, or counter, these invasions. In support of recent findings on the factors influencing air passenger comfort, the results of this study indicate that the invasion of personal space is not only caused by physical factors (e.g. physical contact with humans or objects), but also other sensory factors such as noise, smells or unwanted eye contact. The findings of this study have implications for the design of shared spaces. Practitioner Summary: This paper presents a questionnaire study which investigated personal space in an aircraft environment. The results highlight the factors which affect the perception of personal space invasion in aircraft and can therefore inform the design of aircraft cabin environments to enhance the passenger experience.


Subject(s)
Aircraft , Personal Space , Travel , Adolescent , Adult , Aged , Environment , Female , Humans , Male , Middle Aged , Noise , Perception , Smell , Surveys and Questionnaires , Touch , Young Adult
3.
Work ; 54(4): 963-79, 2016 Jul 19.
Article in English | MEDLINE | ID: mdl-27447418

ABSTRACT

BACKGROUND: Comfort is an important factor in the acceptance of transport systems. In 2010 and 2011, the European Commission (EC) put forward its vision for air travel in the year 2050 which envisaged the use of in-flight virtual reality. This paper addressed the EC vision by investigating the effect of virtual environments on comfort. Research has shown that virtual environments can provide entertaining experiences and can be effective distracters from painful experiences. OBJECTIVE: To determine the extent to which a virtual environment could distract people from sources of discomfort. METHODS: Experiments which involved inducing discomfort commonly experienced in-flight (e.g. limited space, noise) in order to determine the extent to which viewing a virtual environment could distract people from discomfort. RESULTS: Virtual environments can fully or partially distract people from sources of discomfort, becoming more effective when they are interesting. They are also more effective at distracting people from discomfort caused by restricted space than noise disturbances. CONCLUSIONS: Virtual environments have the potential to enhance passenger comfort by providing positive distractions from sources of discomfort. Further research is required to understand more fully the reasons why the effect was stronger for one source of discomfort than the other.


Subject(s)
Aircraft/standards , Perception , User-Computer Interface , Adult , Computer Simulation/standards , Equipment Design/methods , Equipment Design/standards , Female , Humans , Male , Posture , Qualitative Research , Surveys and Questionnaires
4.
Appl Ergon ; 46 Pt A: 144-57, 2015 Jan.
Article in English | MEDLINE | ID: mdl-25130310

ABSTRACT

Automobile final assembly operators must be highly skilled to succeed in a low automation environment where multiple variants must be assembled in quick succession. This paper presents formal user studies conducted at OPEL and VOLVO Group to identify assembly training needs and a subset of requirements; and to explore potential features of a hypothetical game-based virtual training system. Stakeholder analysis, timeline analysis, link analysis, Hierarchical Task Analysis and thematic content analysis were used to analyse the results of interviews with various stakeholders (17 and 28 participants at OPEL and VOLVO, respectively). The results show that there is a strong case for the implementation of virtual training for assembly tasks. However, it was also revealed that stakeholders would prefer to use a virtual training to complement, rather than replace, training on pre-series vehicles.


Subject(s)
Automobiles/standards , Computer-Assisted Instruction , Ergonomics , Task Performance and Analysis , User-Computer Interface , Educational Measurement , Humans , Industry , Interviews as Topic
5.
Work ; 41 Suppl 1: 2208-15, 2012.
Article in English | MEDLINE | ID: mdl-22317043

ABSTRACT

This paper outlines the approach taken to iteratively evaluate a set of VR/AR (virtual reality / augmented reality) applications for five different manual-work applications - terrestrial spacecraft assembly, assembly-line design, remote maintenance of trains, maintenance of nuclear reactors, and large-machine assembly process design - and examines the evaluation data for evidence of the effectiveness of the evaluation framework as well as the benefits to the development process of feedback from iterative evaluation. ManuVAR is an EU-funded research project that is working to develop an innovative technology platform and a framework to support high-value, high-knowledge manual work throughout the product lifecycle. The results of this study demonstrate the iterative improvements reached throughout the design cycles, observable through the trending of the quantitative results from three successive trials of the applications and the investigation of the qualitative interview findings. The paper discusses the limitations of evaluation in complex, multi-disciplinary development projects and finds evidence of the effectiveness of the use of the particular set of complementary evaluation methods incorporating a common inquiry structure used for the evaluation - particularly in facilitating triangulation of the data.


Subject(s)
Computer Simulation , Ergonomics , Task Performance and Analysis , User-Computer Interface , Work , Europe , Humans , Inservice Training , Qualitative Research , Surveys and Questionnaires
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