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Mental Workload of In-vehicle Device Operation by Eye Gazing For Head-up Display
( Daiki Kanda ),( Yasuhiro Tsukamoto ),( Takafumi Asao ),( Satoshi Suzuki ),( Kentaro Kotani ) 한국감성과학회 2014 춘계학술대회 Vol.2014 No.-
When operating for information retrieval by in-vehicle device, we need to gaze at associative objects such as displays and in-vehicle control panels. This activity by gaze-based information retrieval may induce the risk of traffic accidents. In this study, a novel technique for reducing such risk using head-up display is introduced. The use of control panels shown in the head-up display can maintain the amount of attention toward traffic condition ahead of the vehicle. Onthe other hand, mental workload generated by using this novel technique has not been evaluated thus far. Therefore, this paper presents the results of evaluation for the mental workload generated by the proposed technique by comparing with the technique used for conventional manual operation, using NASA-TLX during performing peripheral detection task.
Mental workload of in-vehicle device operation by eye gazing for head-up display
Daiki Kanda,Yasuhiro Tsukamoto,Takafumi Asao,Satoshi Suzuki,Kentaro Kotani 대한인간공학회 2014 대한인간공학회 학술대회논문집 Vol.2014 No.5
When operating for information retrieval by in-vehicle device, we need to gaze at associative objects such as displays and in-vehicle control panels. This activity by gaze-based information retrieval may induce the risk of traffic accidents. In this study, a novel technique for reducing such risk using head-up display is introduced. The use of control panels shown in the head-up display can maintain the amount of attention toward traffic condition ahead of the vehicle. On the other hand, mental workload generated by using this novel technique has not been evaluated thus far. Therefore, this paper presents the results of evaluation for the mental workload generated by the proposed technique by comparing with the technique used for conventional manual operation, using NASA-TLX during performing peripheral detection task.
Minimum duration for presenting tactile stimuli to perceive stimulus locations on the palm
Kazuki Sakai,Kentaro Kotani,Satoshi Suzuki,Takafumi Asao 대한인간공학회 2014 대한인간공학회 학술대회논문집 Vol.2014 No.5
The duration for presenting tactile stimuli to generate certain images are important for developing tactile displays with effective information processing since such duration affects human short term memory, which determine accurate and effective perception for tactile information. In this study the experiment was conducted to obtain the duration required for generating spatial images from tactile stimuli. A total of five subjects participated in the experiment, where they performed two-point discrimination task with tactile stimuli ranging from 100ms to 300ms of stimulus duration. As a result, less than 200ms of duration lowered the performance of two-point differential threshold when two consecutive stimuli were given without inter-stimulus intervals. These results implied that less than 200ms of duration was not enough for identifying spatial information associated with tactile stimuli. The quantitative data obtained in this study give some insight for developing a mental model for identifying tactile spatial information.
Minimum Duration for Presenting Tactile Stimuli to Perceive Stimulus Locations on the Palm
( Kazuki Sakai ),( Kentaro Kotani ),( Satoshi Suzuki ),( Takafumi Asao ) 한국감성과학회 2014 춘계학술대회 Vol.2014 No.-
The duration for presenting tactile stimuli to generate certain images are important for developing tactile displays with effective information processing since such duration affects human short term memory, which determine accurate and effective perception for tactile information. In this study the experiment was conducted to obtain the duration required for generating spatial images from tactile stimuli. A total of five subjects participated in the experiment, where they performed two-point discrimination task with tactile stimuli ranging from 100ms to 300ms of stimulus duration. As a result, less than 200ms of duration lowered the performance of two-point differential threshold when two consecutive stimuli were given without inter-stimulus intervals. These results implied that less than 200ms of duration was not enough for identifying spatial information associated with tactile stimuli. The quantitative data obtained in this study give some insight for developing a mental model for identifying tactile spatial information.
( Kentaro Kotani ),( Hiroki Sato ),( Satoshi Suzuki ),( Takafumi Asao ) 한국감성과학회 2014 춘계학술대회 Vol.2014 No.-
This study introduces a potential technique for Japanese kana characters on tactile information display device (tactile display) that allows the user effectively perceived. Currently tactile display has not been developed for the purpose of character information transmission due to poor performance of recognition rates in terms of characters. The purpose of this study is to evaluate a novel technique, flick motion based display, for presenting Japanese kana characters on the tactile display (FMR tactile display). Flick motion is normally used as an input scheme for mobile devices, as one of touch screen gestures. In Japan, a set of flick motions on 10 isolated areason the touch screen is especially assigned as Japanese kana character entry. Many Japanese mobile phone users have its mental model, which was applied to present character information as an output scheme into tactile display. Experiments were conducted to evaluate how the implemented presentation system can perform well to let the user perceive kana characters. A total of 10 subjects, including users unfamiliar to FMR, participated in the study. The subjects located their right hand on the tactile display and a kana character by using FMR was given on the display. They responded the characters as soon as they perceived.
Ergonomic evaluation on wheel-scrolling motions for reducing the risk of musculoskeletal disorders
Hiroki Maniwa,Makoto Osada,Kentaro Kotani,Takafumi Asao,Satoshi Suzuki 대한인간공학회 2012 대한인간공학회 학술대회논문집 Vol.2012 No.5
The objective of this study is to find characteristics of wheel scrolling motions and to control such characteristics to observe whether or not subjective symptoms associated with musculoskeletal disorders were reduced. Wheel scrolling motions were obtained by a high-speed video camera and changes in joint angles and subjective evaluations for muscular loads were monitored. Susceptible characteristics of musculoskeletal disorders were enumerated by analyzing dynamic changes in finger joint angles and two mouse prototypes to reduce such characteristics were produced for evaluation. As a result, muscular loads were higher when subjects performed scroll-up motions (SU) than scroll-down motions (SD). Unnecessary finger motions with potentially awkward posture were also found during SU motions. Muscular loads during SU motions seemed related to the awkward postures of the finger. All in all, it was revealed that such awkward posture lead to the muscular loads.
Kentaro Kotani,Hiroki Sato,Satoshi Suzuki,Takafumi Asao 대한인간공학회 2014 대한인간공학회 학술대회논문집 Vol.2014 No.5
This study introduces a potential technique for Japanese kana characters on tactile information display device (tactile display) that allows the user effectively perceived. Currently tactile display has not been developed for the purpose of character information transmission due to poor performance of recognition rates in terms of characters. The purpose of this study is to evaluate a novel technique, flick motion based display, for presenting Japanese kana characters on the tactile display (FMR tactile display). Flick motion is normally used as an input scheme for mobile devices, as one of touch screen gestures. In Japan, a set of flick motions on 10 isolated areas on the touch screen is especially assigned as Japanese kana character entry. Many Japanese mobile phone users have its mental model, which was applied to present character information as an output scheme into tactile display. Experiments were conducted to evaluate how the implemented presentation system can perform well to let the user perceive kana characters. A total of 10 subjects, including users unfamiliar to FMR, participated in the study. The subjects located their right hand on the tactile display and a kana character by using FMR was given on the display. They responded the characters as soon as they perceived. Number of correct recognition of the characters were obtained throughout the set of trials consisted of 20 character presentations. The results showed that the average correct recognition rates were 41.5 percent and the average reaction time was 6.8 seconds, which were faster than conventional trace-based character representations. The results suggested that fine adjustment of the palm to the tactile display and changing stimulus duration would improve the performance of recognition rates.