1 / 56

Human Factors Fundamentals Ch 3

Human Factors Fundamentals Ch 3. By Lucas Calabrese. Human Factors. Capability Characteristics Limitations Senses Thinking -This chapter is the foundation for most of the upcoming chapters. Information Processing. Users constantly are taking in information. process this information

luann
Download Presentation

Human Factors Fundamentals Ch 3

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Human Factors Fundamentals Ch 3 By Lucas Calabrese

  2. Human Factors • Capability • Characteristics • Limitations • Senses • Thinking -This chapter is the foundation for most of the upcoming chapters.

  3. Information Processing • Users constantly are taking in information. • process this information • Execute an action • Receive Feedback on the action, and start the process over again

  4. Wickens and Carsewell Information Processing • https://www.researchgate.net/figure/Wickens-model-of-human-information-processing-adapted-from-Wickens-Hollands-2000_fig1_317065722/download

  5. Attention • Affects several subprocess such as gathering information. Used to draw our focus. • Involves choosing which info to process • *subject not fully understood* • However there is evidence that it has three parts Image is of a video where you are asked to count the number of passes, and many people don’t notice the gorilla https://ucsdneuro.wordpress.com/2014/03/09/the-thalamus-coordinates-your-attention/

  6. 3 Components of Attention • Selective attention: what information to process • Focused attention is the effort to continue processing information while trying to not be distracted • Divided Attention process more than on event at once

  7. Decision Making • Making a decision when there are more than one outcomes based on a situation • Two important issues: Behavior and Skill https://en.wikipedia.org/wiki/Pok%C3%A9mon_Red_and_Blue

  8. Behavior • Use of strategies that can be based on the following factors: Culture, Beliefs, Habits, Social Norms, Attitudes • Can be affected by your current emotions • Can be affected by conditioning which can affect behavior. It is where “responses are triggered by specific stimuli” • Can be affected by skills

  9. Skills • Are what allows users to be accurate or fast. • Can be acquired after more use/practice • Skills include decision making, memory, and motor

  10. 3 Stages in Acquiring Skills • Cognitive stage – represents declarative knowledge/info stored in memory (https://trainingindustry.com/glossary/declarative-knowledge/) • Associative stage – behavior is adjusted to reduce errors • Autonomous stage – When actions can be made quickly and accurately.

  11. Selection and Control of Action • Closely tied to decision making, almost seamless • Lower level than decision making. More automatic and requires less thought.

  12. Stimulus-Response Compatibility • Combinations of stimuli and responses • Can be affected by uncertainty

  13. Visual Cues • Important to allow user to properly interpret the scene • Depth Cues are important so that the user can tell where objects are in the scene

  14. Depth Cue Relative Size • Given no information about absolute size, we can compare the size of an other object to guess the depth of an object

  15. Occlusion • When an object closer to the viewer covers up parts or all of an object that is farther away than the viewer

  16. Linear Perspective • The farther away parallel lines the closer they appear • They look close right now

  17. Linear Perspective • Very Spread out

  18. Shadows • The last square appears the highest • First Square appears lowest

  19. Texture Gradient • The pattern on an object with 2d surface grows more dense the farther you are away from it

  20. Accommodation • When viewing an object from far away the lens relaxes and becomes ore spherical • When viewing an object from near by, the lens stretches out • https://en.wikipedia.org/wiki/Accommodation_(eye) (Image source)

  21. Vergence • Rotation of eyes so that images from each eye can be merged • https://en.wikipedia.org/wiki/Vergence (image source)

  22. Motion Parallax

  23. Binocular Disparity • The difference between the two images between both eyes • You can check this by holding a pencil in front of you and switch between looking at it with your left eye only or right eye only

  24. Stereopsis • The fusion of the two images from your eyes

  25. Auditory System • Outer Ear • Middle Ear • Inner Year • http://teachmesurgery.com/ent/presentations/tinnitus/ (image source)

  26. Auditory System • Outer ear gathers sound and channels it to the eardrum. • The eardrum mimics the sound by vibrating. • Eardrum causes a reaction that causes motion in the fluid of the inner ear

  27. Auditory System • The fluid causes receptors to bend back and then signals are sent to the brain The ear can hear frequencies between 20 to 20000 Hz

  28. Binaural Cues • Cues based on the difference between sounds received by each ear • Humans can locate audio sources based on the difference in intensity between the ears • There is ambiguity if sounds occur between the two ears

  29. Interneural Time Difference • The difference in time between sound reaching each ear • Helps to tell if the sound is on the left or right. • Ambiguity can be caused at certain points at least 3 ft away from the listener since those points have similar differences in intensities and time.

  30. Head-Related Transfer Functions • Spatial filters that modify sounds based on how they interact with certain parts of the body • When sounds modified provide a cue for the location of the source

  31. Reverberation • The collection of sounds that have been reflected off of other surfaces • Only really helps with determining the distance of object. • The farther the distance the longer it takes for us to hear echoes • https://askabiologist.asu.edu/echolocation (image)

  32. Sound Intensity • The farther away a sound source is the softer sound

  33. Vestibular Cues • Related to balance • Cybersickness can be caused by mismatched visual and vestibular cues

  34. Other Senses the Book Goes Over • Somatosensory – feel. Cues include tactile thermal and pain, and kinesthetic and proprioceptive • Chemical Sensing – taste and smell. Underrepresented in most 3DUI.

  35. Mechanoreceptors • Exist throughout the body • Send signals to brain through two paths: -Lemnsical: carries signals related to sensing limbs and perceiving touch -Spinothalamic : transmit signals related to temperature and pain

  36. Homunculus • Somatosensory cortex in the brain is organized like a map. (50) • Homunculus maps different parts of the brain to body parts https://en.wikipedia.org/wiki/Cortical_homunculus

  37. Thermoreceptors • Send temperature info to the hypothalamus and receptors that deal with pain called nociceptors.

  38. Proprioception • Sense of the position of the body and limbs. • In sync with vestibular cues • Proprioceptive cues tell about the position and angle of body joints (52).

  39. Kinesthetic Cues • Muscular tension is used to tell the relationship between the body and another object.

  40. Tactile Cues • “Perceived by Mechanoreceptors that produce information about texture and pressure”(51) • Sensible events include: pressure, push, slap, pat, tap, prick, vibration, stretching, kneading, pinching, scratching, scraping, rubbing, sliding, brushing • These events can give us information about the object we are touching https://en.wikipedia.org/wiki/Sandpaper#/media/File:Schleifpapier_verschiedene_Sorten.jpg

  41. Olfactory and Gustatory Cues • Olfactory: there is no standard classification of the range of odors. Smelling can detect pleasant smells like food (usually pleasant), and danger like fire. • Gustatory: there is no standard classification of the range of tastes. But we still have tastes like sweet, sour, umami, bitter, metallic etc. https://www.cooksmarts.com/wp-content/uploads/2014/10/FlavorProfiles_BlogBanner_D1-01.jpg

  42. Flavor • Flavor is caused by both olfactory and gustatory cues.

  43. Sensory Substitution and Multisensory Processing • Sensory Substitution – Translating sensory information to another. Can occur from changing sensory information between different channels or the same systems. • Multisensory interface – Use sensory channels together which can be more effective than using a channel by itself.

  44. Perception Issues and Evaluation • Many issues are related to inadequate cues or not getting the users attention. For chemical sensing and the somatosensory system we have issues like technological issues. • Humans have differing capabilities for taste and smell. • Eval: User preference scales, visual search (find targets between distractors), and eye tracking are some options for evaluation https://tobii.github.io/UnitySDK/eyetracking-features

  45. Cognition • Governs memory, language, and thought • We often think about knowledge when we think of cognition

  46. Declarative and Nondeclarative Knowledge • Declarative knowledge – facts or events • Nondeclarative knowledge – skills, habits, associative and nonassociative memory

  47. Cognitive Mapping and Spatial Knowledge • Cognitive map –environmental knowledge stored in memory • Landmark knowledge - visual characteristics of environment • Route knowledge - actions to follow a path • Survey knowledge - object locations, distances between objects, object orientations • For example, Polynesians used stars, ocean currents, and wind patterns to navigate (https://en.wikipedia.org/wiki/Polynesian_navigation ) https://en.wikipedia.org/wiki/Polynesian_navigation

  48. Cognitive Issues • Mental Load – amount of cognitive work required to meet the demands of task difficulty, priority, attention, and processing resources • Human Error – failure in task • Both are related since if when there are unavailable mental resources the user may make human errors

  49. Cognitive Issues Evaluation Methods • Subjective measures should only be treated as additional. Some include the NASA TLX • Situational Awareness Global Assessment Technique - measures performance of situational awareness • Heart rate, pupil dilation, and eye movements, EEG • Measure anxiety and stress https://en.wikipedia.org/wiki/NASA-TLX#/media/File:NasaTLX.png

  50. Human Motion • Hands allow you to for many tasks such as gripping, holding, squeezing or bending. “virtually endless number of tasks”(70) • Feet and legs are usually used for walking through environments

More Related