http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.
변환된 중국어를 복사하여 사용하시면 됩니다.
Effects of Sleep Deprivation on Vigilance, Attention, and Performance During Simulated Train Driving
Clara Theresia,Hardianto Iridiastadi,Gradiyan Budi Pratama 대한산업공학회 2021 Industrial Engineeering & Management Systems Vol.20 No.1
Sleep deprivation has been cited as a major factor that plays an important role in many incidents in the transportation sector. Sleep-deprived train drivers is a fairly common phenomenon in Indonesia, with local reports indicating a good percentage of train drivers who are sleep deprived prior to work. The present study was aimed at quantifying the effects of sleep deprivation on alertness and performance during prolonged simulated train driving. A total of 12 subjects participated in this study and were asked to sleep for approximately 2 h (sleep deprived) and 8 h (normal sleep) the night before the experimental day. The experiment consisted of driving a train simulator for 4 h on a monotonous route. Fatigue and sleepiness were assessed using Psychomotor Vigilance Task (PVT) and Sustained Attention Test (SAT), conducted before and after the driving simulation. Subjective levels of fatigue and sleepiness were determined using questionnaires, while driving performance was measured based on the number of speed-limit violations. Results of this study showed that two hours of sleep was characterized with an initial subjective fatigue and sleepiness measures that were up to two to three times greater than the normal sleep condition. This condition also resulted in poorer driving performance (75% increase in the number of speeding error). While the effects of sleep deprivations on the performance of train driving is probably obvious, the quantitative effects have not been addressed extensively in the literature. It is concluded in this study that the effects of excessive sleep deprivation on fatigue and sleepiness varies, depending on the measures used.
Serious Game Development for Vocal Training Session in Speech Therapy
Edwina Dwi Sadika,Gradiyan Budi Pratama,Xiaopeng Yang,Younggeun Choi,Hayoung Jung,Heecheon You,Boyoung Park,Minjung Yu,Myoung-Hwan Ko,Jongwan Park 대한인간공학회 2015 대한인간공학회 학술대회논문집 Vol.2015 No.10
Objective: This study was intended to develop serious games for vocal training session in speech therapy, which consists of voice continuity, loudness, and pitch training modules. Background: Serious games have started to be used in many purposes including health treatment. In speech therapy, serious games can help to maintain patient’s motivation and commitment. System Feature: Various games were developed for each module to keep patients’ interest. Therapists may determine variables such as duration, repetition, targeted loudness, and pitch levels of a game according to patients’ capabilities and disorder levels. In order to help therapists examine patients’ performance and evaluate their speech improvement, our application was equipped by database. Discussion: Clinical tests to evaluate the clinical effectiveness of our serious games on vocal training therapy is needed. We intend to compare patients’ speech improvement using speech therapy with serious games to conventional speech therapy.
An Analysis on Serious Games and Stakeholders’ Needs for Vocal Training Game Development
Xiaopeng Yang(양샤오펑),Edwina Dwi Sadika(에드위나 사디카),Gradiyan Budi Pratama(그라디안 프라타),Younggeun Choi(최영근),Yu-Kyung Kim(김유경),Ji-Yun Lee(이지윤),Yunju Jo(조윤주),Giwook Kim(김기욱),Jin-Kook Lee(이진국),Min-Jung Yu(유민정),M 한국언어청각임상학회 2019 Communication Sciences and Disorders Vol.24 No.3
배경 및 목적: 본 연구는 발성훈련에 대한 언어치료 환자의 치료 동기와 참여를 향상시키기 위한 기능성 게임에 대한 요구사항과 개발방향을 파악하기 위해 수행되었다. 방법: 문헌조사, 이해당사자 요구조사, 기존 3가지 발성훈련 게임(Visi Pitch, Dr. Speech, Vox System)의 벤치마킹 분석이 수행되었다. 결과: 문헌조사를 통해 13가지 게임 사용자 경험 척도들(유용성, 서사성, 몰입, 즐거움, 창의성, 오디오 심미성, 개인적 충족감, 사회적 연결성, 시각적 심미성, 정확성, 개인 맞춤형 분석, 게임 분석, 치료 연속성)이 파악되었다. 사용자 경험 척도들 중 기존 언어치료게임에서 일반적으로 미흡한 속성들로는 창의성(평균 만족도=2.5-4.3; Likert 7점 척도 사용), 사회적 연결성(2.4-4.4), 치료 연속성(1.7-4.7), 그리고 개인 맞춤형(2.5-5.0)이 파악되었다. 논의 및 결론: 본 연구의 사용자 경험 척도들은 발성훈련 기능성 게임을 평가하는 데 유용하게 활용될 수 있으며, 기존의 게임들이 상대적으로 미흡한 사용성 경험 척도를 보완하는 새로운 기능성 게임 개발이 필요하다. Objectives: The present study intended to identify the needs and development directions of a serious vocal training game for better motivation and commitment of patients with voice disorder to voice therapy. Methods: A literature review, a survey of stakeholders’ needs, and a benchmarking analysis of three vocal training games (Visi Pitch, Dr. Speech, and Vox System) was conducted. Results: From the literature review, thirteen game user experience scales (usability, narratives, play engrossment, enjoyment, creative freedom, audio aesthetics, personal gratification, social connectivity, visual aesthetics, accuracy, customization, game analytics, and therapy continuity) were identified for vocal training games and then applied to evaluation of the existing games. From the user experience scales, features not commonly implemented in the existing games include creative freedom (average satisfaction score, 2.5 to 4.3 out of 7), social connectivity (2.4 to 4.4), therapy continuity (1.7 to 4.7), and customization (2.5 to 5.0). Conclusion: The user experience scales would be of use to assess vocal training games, and new serious games need to be developed to complement the existing games in terms of the four scales found relatively lacking.