Human Systems Engineering and Design III
Proceedings of the 3rd International Conference on Human Systems Engineering and Design (IHSED2020): Future Trends and Applications, September 22-24, 2020, Juraj Dobrila University of Pula, Croatia
- 2021
- Book
- Editors
- Dr. Waldemar Karwowski
- Dr. Tareq Ahram
- Darko Etinger
- Nikola Tanković
- Dr. Redha Taiar
- Book Series
- Advances in Intelligent Systems and Computing
- Publisher
- Springer International Publishing
About this book
This book focuses on novel design and systems engineering approaches, including theories and best practices, for promoting a better integration of people and engineering systems. It covers a range of innovative topics related to: development of human-centered systems; interface design and human-computer interaction; usability and user experience; innovative materials in design and manufacturing; biomechanics and physical rehabilitation, as well as safety engineering and systems complexity. The book, which gathers selected papers presented at the 3rd International Conference on Human Systems Engineering and Design: Future Trends and Applications (IHSED 2020), held on September 22-24, 2020, at Juraj Dobrila University of Pula, in Pula, Croatia, provides researchers and practitioners with a snapshot of the state-of-the-art and current challenges in the field of human systems engineering and design.
Table of Contents
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Human-Centered Design
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Frontmatter
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User-Centered Detection of Fake News and Misinformation - Design and Prototypical Implementation in the System Contexter
Kurt EnglmeierAbstractMisinformation or fake news may threaten our democracies, societies, and economies, even individual health and well-being. Humans are usually careful about the things they are being told. They check news or tweets against their knowledge or beliefs and estimate to what extent propositions contain information that is bogus. People have abstract representations of facts in mind. That help them to validate propositions and to search for information suitable for their validation. This paper presents design and prototypical implementation of the Contexter system that enables users to define and manage blueprints of facts or fake news. Contexter takes these blueprints as a schema to detect facts or fake news. It also starts to find variants of these blueprints to detect pieces of text that come semantically close to the propositions addressed by the original blueprint. -
Modular Car Seat for Monitoring the Pressure Distribution on Regions of Pan and Backrest
Alberto Vergnano, Andrea Piras, Francesco LealiAbstractCar driver and occupants monitoring is important for safety and comfort. The systems using vision sensors for monitoring the line of sight can be integrated with pressure sensors embedded in the seats to identify critical Out of Position conditions. A new modular car seat is here proposed to monitor the pressure distribution on different significant regions. The solution improves the limitations of existing technologies embedded in seats. The proportional and fast measurement enables online complex evaluations, while the layout reduces the risk of errors. The experiments proved the effectiveness of the prototype. -
Technical Challenges to Adopting Large Scale Additive Manufacturing for the Production of Yacht Hulls
Eric PetersonAbstractRecent developments in additive manufacturing technology may initially appear as an emerging opportunity for multiple manufacturing sectors, but there are several serious challenges to the potential application of additive manufacturing with Fiber Reinforced Plastic (FRP) to the yacht design and manufacturing industry. While several boat hulls have been produced using additive manufacturing technologies such as the 3Dirigo demonstration project built at the University of Maine [1], vessels of this type remain experimental prototypes that will require additional testing before the technology proves commercially viable as a construction method. The example of Thermwood’s Large Scale Additive Manufacturing (LSAM) system to successfully produce a small yacht hull plug mold is a promising application for 3d printing in yacht manufacturing [2]. Other applications of additive manufacturing technology to yacht components have proven viable, especially for small-scale replacement parts and retrofit components [3]. These initial steps into additive manufacturing are promising advances for the yacht design and manufacturing sector, but serious technical challenges remain before FRP hulls can be produced using additive manufacturing technology. -
Human-Machine Interactions for on the Fly Free Text Input Processing
Sergius Dyck, Almuth HoffmannAbstractInformation in machine-readable form has to be entered by users of information systems in various situations. In the input process, forms with a number of individual fields are commonly used. For the creator, this input can be cumbersome and potentially counterintuitive. For this reason, free text components are becoming increasingly important. Information in the form of free text is not machine-readable as such, and extracting information is complex. The accuracy of existing approaches used to extract information from free text components depends directly on the quality of the used internal model. These models have to be created by experts or trained in advance using the appropriate machine learning methods. The main objective presented in this paper is extracting information as well as enhancing the underlying model on the fly. This implies that the information extraction algorithms apply directly to the user’s input and that the user is enabled to correct possible deficiencies in the model as they arise. -
Cork as a Relevant Material in Fashion: A Study of Socio-Cultural Trends and a Semiotic Reading of the Cork-a-Tex Yarn
Theresa Lobo, William Afonso Cantú, Nelson Pinheiro GomesAbstractThe main objective of this research is to understand the symbolic and cultural readings that the Cork-a-Tex yarn can have as a new fashion design textile. The methodology is divided into two parts: literary review and analysis. The literary review contextualizes the main themes of this paper and the analysis approaches both semiotic and trend methods, framing the case study as a ‘cool signal’ of socio-cultural trends. Both analyses contribute to a cultural reading of meanings behind the case study and promote a better perception of contexts and mindsets. Through this combination of methods, we understand the framework of meanings imprinted on the object. Understanding its cool nature and association with trends reinforces the need for developments of new materials from cork and stimulates research on socio-cultural trends. -
Psychological Interpretation of Human Social Behaviors in the Atypical Architectural Shape
Young Lim Lee, Yun Gil LeeAbstractThis study is the continuation of our previous study and concerns the development of a system that simulates human behavior for use in the design process for an atypical space. This paper aims to identify the psychological causes of human social behavior in atypical architectural geometry, which are essential for the development of a human behavior simulation system. Users interact both individually with a building’s shape and socially with others within an atypical building, and it is necessary to grasp both the form of social action taking place in an atypical space and identify the cause of that form in order to lay the foundation for computerization. In order to analyze the causes of social behaviors of users in an atypical space, we first looked at the actual social behaviors. A representative case was drawn from the results of a survey. Then, a psychological interpretation was attempted based on the literature review. This paper’s primary concern is with the psychological interpretation, and the second half presents a proposal for applying the psychological interpretation to a social behavior simulation system. The results of this study can be used as a foundation for technology that can be integrated into the previously developed ActoViz system to realize a more appropriate simulation for user behavior. -
Automatic Summarization Method for First-Person-View Video Based on Object Gaze Time
Keita Hamaoka, Yasuyuki KonoAbstractSeveral first-person lifelog videos are lengthy in duration, and often include scenes that are not useful. This can be problematic for users as it requires a considerable amount of time to watch such a video. Therefore, in this study, we propose an automatic video summarization system for first-person-view videos by employing gaze tracking and object detection, based on human gaze time on an object. Because gaze is useful for capturing a user’s intention and interest, our approach summarily captures their interest and conscious focal points while watching videos. As a result of the experiment, the evaluation value of the summary video generated by the proposed system exceeded that of the summary video in which important scenes are randomly extracted. From these results, it can be said that our system is useful for rapidly watching videos, and summarizing them to reflect user interest. Our system is applicable in many fields, including behavior recognition, visual diary creation, and support for patients having memory impairment. -
Modelling the Adoption of the Version Control System: An Empirical Study
Tihomir Orehovački, Darko Etinger, Snježana BabićAbstractVersion control system is a repository of a source code that provides support in all stages of a software development lifecycle. Success of a version control system is affected by its acceptance by end-users. This paper deals with the adoption of the distributed version control system. With an aim to determine antecedents of satisfaction with as well as behavioral intention related to the reuse of the version control system, we proposed a research model composed of constructs that originate from several theories and models including technology acceptance model, theory of reasoned action, and expectation-confirmation theory. An empirical study was then carried out and was composed of two parts. First, study participants had to complete scenario-based interaction with GitHub as a representative sample of distributed version control systems. As a follow up, study respondents had to fill out the post-use questionnaire. Students from two higher education institutions were included in the study as a representative sample of users. The psychometric features of the research model were examined by means of the partial least squares structural equation modelling method. Study findings uncovered implications for both researchers and practitioners. -
Evidence on the Use of Gait Analysis - A Review
Afonso Laranjo, Susana Costa, Fernando Duarte, Miguel Carvalho, Pedro ArezesAbstractGait analysis consists of evaluating the individual through kinematic analysis, while walking along a surface. Kinematic analysis relates the relative movement between rigid bodies and finds applications in gait analysis. The purpose of this paper is to find the applications of gait analysis, the methodologies used to perform it and conclude about the different methodologies’ uses. A literature search was performed using PRISMA Guidelines. Twenty-two documents fulfilled the inclusion criteria. A total of 15 different countries presented researches in this topic. The areas within which these papers are published include Sports Medicine (7), Pediatric Medicine (1), General Medicine (11), Occupational Medicine (1), Engineering (2). Gait analysis has many different areas of intervention. Some gait parameters are interrelated and there are a few different methodologies available to perform gait analysis. A comprehensive table of results has been developed, where results are presented. -
Task-Technology Fit and Continuance of Use of Web-Based Programming Tool: A Pilot Study
Igor Škorić, Tihomir Orehovački, Marina Ivašić-KosAbstractWeb-based coding tools are widely accepted in computer science education. The use of these tools allows us to improve learning, but the requirement is to understand the factors that affect their acceptance. Carefully selecting technology that best suits the needs of the task will allow the optimal use of these tools in education. The purpose of this study is to develop a model that incorporates constructs of the Task-technology fit (TTF) model and the Expectation-confirmation model of IT continuance (ECM) to better understand the impact of the tool’s suitability on the user’s behavioral intention. The analysis was performed using the partial least squares approach to structural equation modeling. The results show a significant impact of task-technology fit factor on student satisfaction and their continuance intention. Consequently, this demonstrates that the proposed model is appropriate for understanding the acceptance of web-based programming tools in an educational context. -
Impacts of Virtual Communication During Social Isolation of Covid’19
Lilia Raycheva, Neli Velinova, Nadezhda Miteva, Mariyan TomovAbstractThe COVID’19 pandemic has led to drastic changes in people’s lifestyle around the world, incl. those related to the natural way in which individuals interact and communicate. In order to examine some of the effects of virtual communication during the social isolation, an academic research team from the Faculty of Journalism and Mass Communication at The St. Kliment Ohridsky Sofia University of Bulgaria undertook a study in the declared two-month’s period (13.03.–13.05.2020) of the state of emergency in the country. The researchers conducted a three-folded study: on the sociological polls and the media coverage during the pandemics; on the impacts of virtual communication during the social isolation, using mixed methodology: quantitative and qualitative survey with three groups of respondents: media users, media professionals and media experts; and on the activities of the telecommunication industry. The results of the effects of virtual communication in social isolation were indicative. -
Managing Strategic Participation Through Design Principles: A Model for Value Co-Creation in Service-Based Organizations
Rocío SalvatierraAbstractEven though it is well-known that co-creation generates opportunities and benefits for organizations, there is still a void in literature concerning participation management practice. This generates mistrust and blurred understandings about it’s strategic relevance. This paper presents three models to manage participation through design principles to close the gap between participation as a mindset and participation as a practice of value co-creation. Participation is a scale and each level refers to the depth in which actors are involved in a certain process, initiative or project and, therefore, the level of engagement they reach. It must be strategically managed through time and with the full spectrum of actors that build a service-ecosystem so as to achieve collaboration and multidimensional value. -
Mixed Reality Application with MR Glasses in the Interaction Exhibition of Mortise and Tenon Structure of Chinese Traditional Furniture
Dehua YuAbstractThe aim of this interaction exhibition of mortise and tenon structure of Chinese traditional furniture is to display the exact and exquisite structure of mortise and tenon and increase the interaction between visitors and the exhibits. All the visitors have chances to participate in the fixing and unfixing process of real mortise and tenon directed by virtual installation instruction. The first plan is to project the installation instruction animation on the wall with the aid of sensor technology. However, the interaction animation can only be displayed on the wall. The second plan is mix real mortise and tenon structure and virtual installation instruction together, while participants would immerse in the real and virtual surroundings with the aid of MR glasses. The experience process is easy and interesting without pressure, although some mortise and tenon is complicated to a certain extent. -
Exploring Annotations and Hand Tracking in Augmented Reality for Remote Collaboration
Tiago Madeira, Bernardo Marques, João Alves, Paulo Dias, Beatriz Sousa SantosAbstractCollaboration among remotely distributed professionals is often required in a maintenance context. Professionals need mechanisms with adaptive capabilities to enable knowledge transfer, since the necessary experience and expertise are usually spread among different professionals. To provide a shared understanding, Augmented Reality (AR) has been explored. In this paper, which is part of ongoing research using a human-centered design approach with partners from the industry sector, we describe a framework using annotations to improve the shared perceived realities of different professionals. The framework allows manually freezing the on-site professional context and sharing it with a remote expert to create annotations. Then, the on-site professional can visualize instructions through aligned and anchored annotations, using a see-through Head Mounted Display (HMD). In addition, annotations based on real-time video stream from a remote expert are also available. Hand tracking is used to manipulate the annotations, enabling the adjustment of their position and scale in the real-world according to the context, thus enriching the on-site professional experience and improving visualization of information while conducting maintenance procedures suggested by a remote expert. -
“Homenu”: An Interactive Projection Cooking Assistant
Yahong Li, Shuyuan Zhang, Zhanxun DongAbstractIn recent years, people are increasingly concerned about the safety and health of their diet, which leads to more people preferring to cook for themselves. However, young people do not have complete cooking skills because of poor experience. This paper focuses on their cooking problems and applies user research approach to concluding the pain points of cooking behavior for this cohort of young-adult users. The purpose is to provide users with easy, intuitive, and interesting cooking instructions. Based on the interactive projection technology, we developed a cooking interactive projection system named “Homenu”, which has a lightweight and natural interaction. -
Process Design for Evoking Emotional Response Focusing on Empathy
Akane Matsumae, Mitsuki MiyaharaAbstractThis study attempts to improve video viewing experiences by elucidating the mechanisms of evoking emotional responses focusing not on the video itself, but on the cognitive state of the viewers. The authors focused on empathy, which is considered to be the most important factor in evoking emotional responses, affected by the amount of both knowledge and engagement. The comparative experiment was conducted between two groups: one group was asked just to watch the video; the other group was asked the same but after experiencing a workshop where they were given an opportunity to acquire knowledge of and engage with the video subject matter. As a result, the participants with greater knowledge and engagement before viewing the video displayed a significantly higher level of emotional response on average. The knowledge obtained from this study will contribute to the improvement of the design process to evoke an emotional response in video viewing. -
Humanoid Robotics: Guidelines for Usability Testing
Niccolò Casiddu, Francesco Burlando, Claudia Porfirione, Annapaola VacantiAbstractIn the macrofield of human–computer interaction, human–robot interaction (HRI) is a relatively new and unexplored field of study. As several efforts have been made in robotics to expand the range of functionalities of hardware and software, perhaps the hardest challenge is to ensure good usability and fluid interaction for users. With regard to remote operated robots, these aspects are unrelated and the interaction features may be taken into account at an advanced design stage. Nevertheless, when it comes to humanoid robots, interaction features are the keypoint, therefore the design of the latter should be driven by UX and UCD practices. The actual fact is that too little attention is paid to these issues or, at best, the latter are approached by IT’s point of view, who are in charge of the software development. In conjunction, a team of engineers take care of the mechanical parts and, in the most highly developed project, the appearance is curated by industrial designers. Given the importance of the interaction features, the design process should be rearranged in favour of the last-mentioned phase. However, the team in charge of this task should be composed of industrial designers, that we can consider as UI designers, along with UX expert. This study applies UX practices to the design process of a humanoid robot, providing practical guidance and guidelines to put in place usability testing during the various stages of development. Regarding testing, only user satisfaction is often investigated. Instead, the present approach includes an adaptation of typical elements of the web design area, such as learnability, efficiency, memorability and errors. -
Long-Distance Relationships: Use of Technology Advances in Communication, Idealization and Satisfaction
Pamela Acosta-Rodas, Hugo Arias-Flores, Carlos Ramos-GalarzaAbstractLong distance romantic relationships are becoming more and more common nowadays. There can be various concrete reasons that are the causes for this occurrence, among the most common, the pursuit of career opportunities, educational goals, military service, and migratory issues. The aim of this study is answering the question: how is possible to maintain this kind of relationship? This is explained from two variables: the first one refers to the technology advances which help the communication and the second one studied from the psychological periscope, the romantic idealization. It is approach the perception of this new type of relationships in the general population. Understanding technology influences in human life could help to develop more technological advances to the people to feel closer and to keep healthy relationships with themselves and the others, as well, it could bring lights to counseling and psychological therapy. -
Design of a Human Machine Interface for Programming and Testing Adjustable Frequency Drives for Constant Pressure Pumping Applications
Byron Remache-Vinueza, Jefferson Castro-Ramírez, Mireya ZapataAbstractIn this project, a human machine interface (HMI) was developed for programming adjustable frequency drives (AFDs). Frequency drives have a wide range of industrial applications such as pumping systems, conveyor belts, ventilation and air conditioning systems, and, in general, applications that require motors with high torque. Constant pressure pumping systems with AFDs, for instance, allow working with a proportional integral derivative (PID) control, providing the system with precise response between the desired value and the process feedback. In this project, an HMI has been designed to effectively configure, test and calibrate AFDs for constant pressure pumping applications. Various alternatives of HMI screens were analyzed using the prioritization matrix method to determine the most suitable screen. The HMI interface was developed in the DOPsoft 4 software of DELTA Electronics, following the guidelines set forth by ANSI/ISA-101.01-2015, to generate a clear and easy to understand HMI. -
Analysis, Evaluation, and Upgrading of a Data Analytics Methodology Through a Qualitative Evaluation Technique and a User-Centered Design Process
Boris Astudillo, Katherine Cajilema, Marco Santórum, Jose AguilarAbstractA data analytics (DA) methodology allows a proper treatment to obtain the best benefit from the data with the aim of allowing supported business decisions to be made. However, a DA methodology needs to be continually reviewed and updated to incorporate standpoint from researchers, in order to become the most efficient version. Our paper carried out an analysis and evaluation of the first phase of a selected DA methodology called MIDANO applying qualitative techniques to reach an improved version. The analysis and evaluation process were applied through a focus group discussion from the results obtained during the implementation of a case study. The upgraded DA methodology, as a result of the qualitative analysis, was related to the nine attributes extracted, classified, and validated from a user-centered design process previously studied, and based on ISO 9241:2010 standard, in order to obtain a DA methodology participatory, adaptable, efficient, collaborative, and easy-to-apply. -
A Revisit of Objective Measurement and Subjective Measurement: Basic Concept and Application
Mengya Cai, Zhu Gao, Wenjun ZhangAbstractMeasurement is foundational to learn, research, and design an artificial system. Precisely measuring human factors especially human mind in systems is a common and important problem. Basically, the measurement methods are categorized as either objective or subjective measurement. Recently, tendency is emerging that objective measurement is preferred widely but subjective measurement is despised. To judge the tendency, this paper revisited the basic concept of measurement first, and re-declared the definition of objective and subjective measurement. Tools of measurement were also discussed generally. Second, four criterions were proposed to judge a measurement, and a review of the debate between the two measurements shows that subjective measurement is the counterparts of objective measurement. Choice of one from the two depends on specific applications. This paper further discussed the application of subjective measurement. Three challenges were proposed which are still open to address. In conclusion, further researches on subjective measurement is indispensable. -
Empowerment in the Learning of Wine Technology Based on Emotional Motivation Using the Moodle Platform
Ernesto Hernandez, Estrellita Calle, Miguel Hernandez, Ralph Rivera, Zury SócolaAbstractThe virtual university education required by the global pandemic has promoted the use of virtual platforms such as moodle, which allows for permanent interaction with the student. The influence of the independent variable called “Emotional motivation” was measured, which has as a stimulus the application of a reading about all the biblical verses that mention wine, considering as a dependent variable “Empowerment of learning about wine technology” as well as in the levels of the variable: “Cognitive” and “Previous knowledge”. The objective was to determine if a relationship existed between both variables. In the results of the dependent variable, there was a decrease in the low and middle levels; and an increase in the high level. Applying results of the pre-test and post-test, the chi-square test determined that in the dependent variable, if there is significant difference so the alternative hypothesis is accepted and the null hypothesis is rejected. -
Design Narrative and City Information Modeling
Gonçalo Falcão, José BeirãoAbstractThis paper connects researchers from two different areas of expertise – Architecture/CIM (City Information Modeling) software and Design – by using the concept of the Trojan Horse to develop a common project. The concept is used experimentally to get a different insight on these two knowledge areas and as a method to research the impact of scientific knowledge on the two specific academic communities by intersecting very specific digital features from both knowledge areas. Computer analysis can help to stop or at least mitigate human failures as methods and analysis can be speeded up immensely. This research stems from a conversation between CIM and Design to improve the city analysis and modeling tools by looking into design thinking and design methods as a means for searching for better interfaces and human systems integration. -
Designing Synthetic Emotions of a Robotic System
Niccolò Casiddu, Francesco Burlando, Claudia Porfirione, Annapaola VacantiAbstractAs massive changes in our lifestyle and society structure are coming, due to the contemporary pandemic situation, we face more than ever the challenge of employing non-human and teleassistance devices in many areas, especially those that require assisting and caring for weak users. Humanoid robots are proven to be a valuable asset in these situations but require to be carefully designed in their interaction features, in order to be accepted and valuably used by their users. In particular, this study is focused on robots that have a certain degree of human-likeness that allows to define them “humanoids”; for this kind of robots we can say that the area devoted to replicate human facial features is the most important interface for human–robot interaction. Actually, more than 60% of human–human interaction is conducted non-verbally, by using facial expressions and gestures. For a robot to be able to engage in this kind of interaction with a human and provide understandable feedbacks is a massive step towards acceptance and development of an affectional relationship by users. Being meant to reproduce human emotions, visual feedbacks are mostly developed referring to eminent researches in the psychological field: as Paul Ekman already observed in 1998, human faces have a universal coding for six basic expressions that represent as many basic emotions: fear, anger, disgust, happiness, sadness and surprise. Our research focuses on the design of an expression system to be implemented in a European-funded project for an assistive robot that will support weak users at home or in assistance facilities and their caregivers. Our main concern regarding this project are to design a dynamic, human-friendly system that is scalable and visually recalls real facial expressions without being too much human-like, in order to avoid the well-known uncanny effect described by Masairo Mori. -
Relationship Between Gestalt and Usability Heuristics in Mobile Device Interfaces
Daniel Ripalda, César Guevara, Alejandra GarridoAbstractWhile usability heuristics are universal concepts, visual references for using them in an application are limited, contradictory, and sometimes confusing, especially for novice developers. The present work has linked Nielsen’s heuristics with Gestalt principles, which are the foundation of human perception, developed from psychology, and which have been used in art, design, and architecture, to understand how different visual stimulus can be interpreted by the human being. The heuristics, Match between system and the real world, Recognition rather than recall and Aesthetic and minimalistic design, have been linked with the Gestalt principles of Similarity, Proximity, Common direction, and Simplicity. This link is possible because Gestalt principles have certain conceptual similarities with usability heuristics, in addition to the fact that these fundamentals were identified in some mobile interfaces and are related to specific interactions. This work provides theoretical guidelines, visual references and practical examples on the use of some graphic components that are regularly used in mobile interfaces, such as buttons, menus, and sections; Besides, information is provided regarding how these visual components affect certain usability interactions such as learnability, efficiency, memorability, and usefulness. -
Birthing Bed Design Process for New Mothers, Considering All the Users Involved at Delivery Phase: Case Study in Mexico
Guillermina Dinora Suárez-Gómez, Alejandra Robles-Barba, Montserrat Avelar-Enciso, Carlos Raymundo Garnier-Ortiz, Fabiola Cortes-ChávezAbstractThe objective of this study is to demonstrate the innovation and design process of a birthing bed, designed specifically for young first mothers [1]. This problem was chosen due to the social and cultural conditions nowadays in Mexico, which, according to data from the INEGI, National Institute of Geography and Statistics, around 32 million women over 12 years old pursue their motherhood [2]. Not only are the numbers alarming, but it must be addressed the fact that a poorly attended delivery can be truly traumatic. The data collected by primary sources is a series of surveys sent to mothers, doctors and nurses, in which they are questioned about their experience before, during and after delivery. They were also questioned about recommendations regarding actual delivery beds. Data collection via internet focused mainly in complementing the formation obtained in the surveys. The data in this investigation includes the complete process of a delivery, the actual birthing beds and the role of each user within a delivery. -
Expulsion Stretcher for Births in Indigenous Communities
Mariana Diaz-Pinal, Julieta Ramirez-Reynoso, Mariana Ascencio-Murillo, Grecia Alejandra Chavira-Hernández, Fabiola Cortés-Chávez, Carlos Garnier-OrtizAbstractThe objective of this document is to show the development of the design of a portable birthing stretcher that facilitates the process of birthing in the indigenous communities of Mexico, to both the midwives and the mothers since the current conditions of birthing in the aforementioned place is insufficient to make it a safe and a comfortable delivery, it is worth mentioning that the midwives travel distances to be able to assist the mothers. For the design, we sought to ensure that it would not complicate the midwife’s transportation, but that it would also be a tool to transport all the necessary utensils for safe and hygienic delivery, as well as a device that would help with the mother’s posture so that she would be more comfortable during the delivery and would also help with the midwife to make it safer [1, 2]. -
Birthing Bed with Ergonomic Design of Adjustable Sections by Touch Technology that Facilitates Its Understanding and Use
Teresita Bátiz-Flores, Andrea Perez, María Fernanda Martínez-López, Fabiola Cortes-Chavez, Carlos Raymundo Garnier-OrtizAbstractLabor is a complex process in which one of the main factors within the hospital’s context is the medical equipment that helps to carry out the work, such as the birthing bed. Is around it that the activities that allow an efficient labor are carry out. There are two main approaches when it comes to medical design, known as EBD (Evidence-Based Design) and UCD (User-Centered Design). Each one seeks to meet different expectations and functions with the design each supports. This article presents a comparative analysis on the design of a birthing bed using both approaches, aiming to know if an user-centered design methodology helps increase the satisfaction of the users, by improving the bed’s ease of use and understanding. -
Using Serious Games and Motion Tracking for Physical Rehabilitation
Santiago Solórzano, Patricio-David Espinosa-Alvarez, Karina Jimenes-Vargas, Jorge-Luis Pérez-MedinaAbstractTele-rehabilitation has evolved significantly in recent years thanks to the latest advances and low cost of the 3D movement acquisition technologies. Autonomous physical rehabilitation from home through the use of serious games requires measuring angles of interest and compensatory angles of the patients when they perform the exercises. this work has been focused in creating a game with an architecture based on the Unity 3D engine to support rehabilitation activities. It encompasses the acquisition of an articulated skeleton, the customization of a character (avatar) in friendly scenes, and the compute of the required angles to evaluate a set of exercises. -
New Birthing Bed Design that Improves User Experience During Delivery Phase, Including Ergonomic Factors
Natalia Villalpando-Chávez, Cristina Vázquez-Hernández, María Andrea Escoto-Aceves, Fabiola Cortés-Chávez, Carlos Raymundo-Garnier-OrtizAbstractThe design process for a birthing bed in search of incrementing the satisfaction of every user involved during delivery. Our design proposal seeks adequate participation of them during the delivery. The users considered in this study are the mother, the companion, the gynecologist/obstetrician, the pediatrician, the anesthesiologist, the birth nurses, and the maintenance personnel. The design proposal was determined based on the following aspects: increasing comfort, safety, emotional state and effectiveness in the delivery process. -
Virtual Learning Objects’ of Math Educative Process
Omar Cóndor-Herrera, Janio Jadán-Guerrero, Carlos Ramos-GalarzaAbstractNowadays, we are facing rapid educational and technological era, therefore there is increased need to highlight the connection for teachers to rediscover improved teaching-learning processes. The actual educative processes are being developed in virtual learning environments, offering flexible, far reaching distance learning, and better tools for teachers and students in the 2.0 web, this has allowed discovering countless opportunities to improve learning environments, offering students an education that responds to the reality where they can flourish, innovate and develop. The present research brings up as its objective the analysis of the implementation of virtual learning objects in learning math, and as a result, the creation of an innovator technological proposal in the process of teaching-learning. -
Relationship Between Technological Resources and Meaningful Learning in Secondary Students
Johanna Bonilla-Guachamín, Janio Jadán-Guerrero, David Rojas-Londoño, Carlos Ramos-GalarzaAbstractTechnological resources have as a goal to facilitate knowledge acquisition, storage, and use, to achieve the results proposed in the teaching-learning process and to obtain meaningful learning. The research proposed as following is based on a correlational methodology, which is oriented towards the improvement of the teaching-learning process and has as aim, to study the relationship between technological resources and meaningful learning of students belonging to high-school level. Results obtained are as following: (a) higher availability of technological resources produce an increase of knowledge acquisition (r = 0.42, p =< 0.001) and (b) while there is higher scientific literature available, students’ skills will be higher too (r = 0.53, p =< 0.001). -
Virtual Assistants and Its Implementation in the Teaching-Learning Process
Omar Cóndor-Herrera, Janio Jadán-Guerrero, Carlos Ramos-GalarzaAbstractNowadays, technological advances encompass realities that in the last century were possible just as fantasies. Society lives now in a technological era where education must look for the path and tools to get the benefits that these advances offer, as well as the technological innate abilities that have been developed in students of this generation, who have been nominated as digital natives. For 2017 the capacities and use of virtual assistants have been significantly expanded, new products are offered in the market, although, these assistants are sub-used with basic functions solely, not taking into account the offered benefits. The present work aims to describe the different virtual assistants that could be used as an educational tool contributing to the teaching-learning process. -
Motion Capture and Virtual Reality Application in the Interactive Exhibition of Chinese Traditional Furniture
Dehua YuAbstractThe aim of this interaction exhibition of Chinese traditional furniture is to increase visitors’ experience of Chinese traditional furniture and its mortise and tenon structure. Cinemagraph effect, virtual reality and motion capture sensors technology are used. First, when visitors go across the virtual ancient painting “Western Garden” drew by Xie Huan from Ming dynasty on the wall, the cinemagraph effect used in the painting would attract more interest of visitors. Second, with more interest, some visitors can approach the real mortise and tenon structure of Chinese traditional furniture, and can fix or unfixed the structure directed by virtual installation instructions on the wall. Third, some volunteers would be chosen to participate the interaction activities wearing the motion and movement capture sensor system. The volunteers would be consistent with the virtual characters in ancient paintings, experiencing the ancient life scenario with ancient furniture and furnishings around. -
Exploratory Approach to Performance of Smart Components of Intelligent [Smart] Buildings
Lekan Amusan, Emetere Moses, Ojelabi RaphealAbstractIntelligent building is gaining access to the construction industry all over the world in recent times. Building functionality and the need for occupant comfort has been the major drive toward advent of intelligent Buildings. In the light of this, there is a need to carry out continuous evaluation of performance of the building to ensure value for money. In this study therefore, post-occupation building managers at different levels of types of buildings were censored within the scope of the following parameters; awareness on current state of practice in office intelligent building application, the level of satisfaction of managers and the users of intelligent buildings’ performance, effectiveness of the security system and access control in building and performance enhancement measures to be adopted and factors that influences effective performance of intelligent building accessories. Survey method was used with the aid of questionnaire the resultant data was analyse using relative agreement index (RAI), Mann-Whitney U-Test, Pearsons’s Chi-square test and Student’s T-test. The study presented factors that influences integration of automated accessory in building and their performance, effectiveness of security system and access control, conventional automation application in building products among others. The study recommend constructive innovative approach to intelligent building management, strategic plan should be instituted in maintenance operation, proactive management building accessory, and collaborative stake holder inclusive management, as panacea to forestalling negative attendant consequence of facility negligence in intelligent building.
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- Title
- Human Systems Engineering and Design III
- Editors
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Dr. Waldemar Karwowski
Dr. Tareq Ahram
Darko Etinger
Nikola Tanković
Dr. Redha Taiar
- Copyright Year
- 2021
- Publisher
- Springer International Publishing
- Electronic ISBN
- 978-3-030-58282-1
- Print ISBN
- 978-3-030-58281-4
- DOI
- https://doi.org/10.1007/978-3-030-58282-1
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