Human Factors and Ergonomics in Manufacturing & Service Industries
Digital manufacturing technologies (DMTs) have the potential to transform industry productivity, ... more Digital manufacturing technologies (DMTs) have the potential to transform industry productivity, but their introduction into the workplace is often a complex process, requiring not only technical expertise but also an awareness of ethical and societal challenges surrounding human-system integration. Concerns about the introduction of new technology have been prevalent throughout history, and exploring public perceptions of these technologies can provide insight to help address such cultural anxieties. However, evaluating user perceptions of futuristic technology is difficult, requiring novel approaches to provide context and understanding. To explore users' perceptions of future DMTs, we applied the ContraVision technique in a questionnaire-based study. Participants viewed films, representing fictionalized utopic and dystopic visions of what the future of these DMTs might involve, and a questionnaire probed the perceptions of the technologies afterward. Findings showed that irrespective of the way technology was portrayed, participants had concerns about the ethical and responsible implementation of these tools. Participant responses were analyzed to identify key challenges for policy surrounding DMT implementation in the future of manufacturing.
Proceedings of the European Conference on Cognitive Ergonomics
Virtual Reality (VR) has seen a fast growth in the past decades, thanks to increases in the quali... more Virtual Reality (VR) has seen a fast growth in the past decades, thanks to increases in the quality of the visualization technologies and decreases in costs. VR is currently applied in different domains, such as medical and psychological therapy, industry, entertainment and training. Given the importance established by this system, it is fundamental to understand the factors that could lead to a better implementation. Trust has been seen as an important factor for other technologies, but little attention has previously been given to trust in VR systems. This work aimed to understand if the concept of presence could be one of the factors influencing trust in VR. To do so, an experiment has been conducted at The University of Nottingham. The results show that there is a relationship between presence and trust, which exists for different VR systems and encompasses all the sub-factors of trust.
The future's industrial workforce will be a product of today's society. As manufacturing ... more The future's industrial workforce will be a product of today's society. As manufacturing evolves to incorporate digital manufacturing technologies (DMTs), addressing societal concerns surrounding these technologies will support ethical and effective implementation.<br>Using the ContraVision technique, we developed two videos showing fictional, futuristic utopian and dystopian perspectives on DMTs. These videos were used to elicit feedback from the public on perceptions of these technologies. Results showed that regardless of the utopic or dystopic condition, participants acknowledged benefits of such technologies despite expressing concerns, specifically identifying issues around ethical implementation and data security.
Proceedings of the 21st Congress of the International Ergonomics Association (IEA 2021), 2021
While interest in online and blended learning has surged during the COVID-19 pandemic, distance l... more While interest in online and blended learning has surged during the COVID-19 pandemic, distance learning courses have been available for several decades. This paper provides a reflective review of the Ergonomics and Human Factors distance learning courses offered by the University of Nottingham. Some of the successes of these courses include the adoption of new collaboration technologies and the high quality practical work conducted in the students’ own workplaces. Challenges remain around maintaining student engagement, managing the impact of students’ other responsibilities on their learning, and parity of the student experience. Opportunities exist for blended learning and adopting additional technologies such as immersive virtual learning environments.
Proceedings of the 8th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, 2016
Touchscreen Human-Machine Interfaces (HMIs) inherently demand some visual attention. By employing... more Touchscreen Human-Machine Interfaces (HMIs) inherently demand some visual attention. By employing a secondary device, to work in unison with a touchscreen, some of this demand may be alleviated. In a medium-fidelity driving simulator, twenty-four drivers completed four typical invehicle tasks, utilising each of four devices-touchscreen, rotary controller, steering wheel controls and touchpad (counterbalanced). Participants were then able to combine devices during a final 'free-choice' drive. Visual behaviour, driving/task performance and subjective ratings (workload, emotional response, preferences), indicated that in isolation the touchscreen was the most preferred/least demanding to use. In contrast, the touchpad was least preferred/most demanding, whereas the rotary controller and steering wheel controls were largely comparable across most measures. When provided with 'free-choice', the rotary controller and steering wheel controls presented as the most popular candidates, although this was task-dependent. Further work is required to explore these devices in greater depth and during extended periods of testing.
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2018
This paper presents a multisensory and low-cost virtual training simulator developed in Unity 3D,... more This paper presents a multisensory and low-cost virtual training simulator developed in Unity 3D, with the aim of improving the effectiveness of Occupational Safety and Health (OSH) training. The prototype system facilitates heat and smell feedback functions operated by an Arduino microprocessor and triggered based on the proximity of the avatar to receptive 4 within the Virtual Environment (VE). The prototype enables the creation of bespoke virtual representations using the 3D scanning function of the Google Tango device making multisensory VE OSH training a feasible and versatile approach in the short-term future.
Proceedings of the ACM SIGCHI Symposium on Engineering Interactive Computing Systems, 2017
This demonstration will show how a small number of wearable tactors can improve the suitability o... more This demonstration will show how a small number of wearable tactors can improve the suitability of a multimodal system for engineering design. It is well reported in the scientific literature that depth perception in virtual reality is inaccurate, yet users of VR need a high-fidelity experience in several applications, including engineering, in this case so that decisions are made based on the true design intent. The tactors' vibration in this demonstration is reconfigurable to create various vibration effects, for example: frequency value ranging from 261.0 to 523.0Hz, delay (from 3830 to 1920 microseconds) and repeat effects. The avatar can be rescaled so that decision makers can experience the design from the perspective of different percentile users. We developed an integrated full-body and finger kinematics based on a combination of Microsoft Kinect and Leap Motion (LM). We explored the collider system and examined Oriented Bounding Box (OBB) and skin mesh-based colliders. We demonstrate the ways in which low-cost technologies can be appropriated to develop a wearable and usable system that offers improvements to engineering design.
This paper presents the results of a series of studies on participatory ergonomics (PE) in Indone... more This paper presents the results of a series of studies on participatory ergonomics (PE) in Indonesian tin mining. It describes an investigation into occupational safety and recommendation on how PE can be implemented. The study was conducted by postal data requests, interviews with participants including local government representatives, a tin company, and small-medium enterprises (SMEs). The study shows that support from OSH authorities is needed in order to strengthen workers’ knowledge in ergonomics and good safety practices and to allow them to implement ergonomics through training and the participatory approach. The results of this study may contribute to the implementation of PE. As a consequence of improved implementation, tin mining accidents may be reduced.
Human Factors and Ergonomics in Manufacturing & Service Industries, 2021
Ergonomics assessment in the automotive industry has, to date, focused mainly on physical ergonom... more Ergonomics assessment in the automotive industry has, to date, focused mainly on physical ergonomics, for example, manual handling and posture. However, workload and, in particular, metabolic and cognitive workload, contributes to worker efficiency but has not received sufficient attention to yield practical guidance for industry. Successful workload assessment requires in-depth understanding of the context in which it will be conducted and of the various assessment techniques which will be applied, with consideration given to factors such as feasibility, resources, and skill of the assessor. These requirements are met with challenges within large and complex organizations and are often dealt with in a piecemeal and isolated matter (i.e., reactive workload assessment). The present paper explores these challenges within the automotive manufacturing industry and aims to develop a decision matrix to guide effective selection of workload assessment techniques focused on metabolic and cognitive demands. It also presents the requirements for time, equipment, and knowledge to implement these techniques as part of a participatory ergonomics approach. Early findings suggest that most assessment techniques reviewed require further development, for example, to establish the acceptance criteria for the specific workload scenario. However, five methods (Garg, Borg RPE, IPAQ, SWAT, and NASA-TLX) are ready to use in certain applications. Ultimately, the findings suggest that it is possible to implement a participatory workload evaluation program within large and complex manufacturing plants.
This paper presents part of the outcomes of a programme of research into the influence of the the... more This paper presents part of the outcomes of a programme of research into the influence of the thermal environment on human behaviour in an outdoor public seating area. The research was conducted during one month in summer, autumn and winter of 2015 and 2016. The data gathered consists in the conduct of people using a public square in Nottingham city centre, and measurements of the environmental conditions taken at that place. The data of Number of People and the Size of Groups of people, were analysed according with the thermal environment of the place. The results showed a strong significant correlation between Number of People and Globe Temperature_sun [r = .66, p < .001]. A multiple regression analysis found that the Number of People per minute in a public space can be predicted using the Globe Temperature_sun and the Wind Speed data of that place [R-square of .39, p < 0.001]. These prediction models can be used to forecast the occupancy of the place and the grouping of use...
Virtual Reality (VR) can reduce time and costs, and lead to an increase in quality, in the develo... more Virtual Reality (VR) can reduce time and costs, and lead to an increase in quality, in the development of a product. Given the pressure on car companies to reduce time-to-market and to continually improve quality the automotive industry has championed the use of VR across a number of applications, including design, manufacturing, and training. This paper describes interviews with 11 stakeholders from an automotive manufacturer about their current physical and virtual properties and processes. The results guided a review of research findings and scientific advances from the academic literature, which formed the basis of recommendations for future developments of VR technologies and applications. These include: develop a greater range of virtual contexts; use multi-sensory simulation; address perceived differences between virtual and real cars; improve motion capture capabilities; implement networked 3D technology; and use VR for market research.
There are several simplistic, low-cost methods for evaluating the distraction of in-vehicle infor... more There are several simplistic, low-cost methods for evaluating the distraction of in-vehicle information systems (IVIS), intended primarily for use in the formative design process. This study compared two standardised low-cost evaluation methods, Occlusion and Lane Change Task (LCT), with a medium-fidelity driving simulation. Participants carried out tasks using an in-vehicle information system under three conditions: Using the occlusion protocol; LCT; and while driving on a motorway in the simulator. Findings provided strong evidence that the occlusion technique is a stronger candidate than the LCT for evaluating driving distraction due to IVIS. Measures from the occlusion technique (Total Shutter Open Time —TSOT; and Task Time with full vision) were found to correlate highly with the majority of the driving simulator measures (total glance time, mean glance time, driving task time, standard deviation of headway and standard deviation of lane position). Importantly, TSOT was found t...
This paper presents a case study of an approach for predicting the human response to a domestic f... more This paper presents a case study of an approach for predicting the human response to a domestic fire, using a combination of a talk-through technique (Kirwan and Ainsworth, 1992) and sequential analysis (Bakeman and Gottman, 1986). 20 participants were asked what actions they would take upon hearing a strange noise in their house, which they were later told was a fire. Each act was recorded and the results were compared to previous research in which people involved in real fires had been interviewed (Canter et al, 1980). A significant relationship was found between the frequency (Spearman's rho: 0.694, p<0.01) and sequence (Spearman's rho: 0.441, p<0.05) of acts in this study and those from the interviews with people involved in real fires. More work is needed to develop the approach, but this case study indicates that it might have use as a low-cost method which can be used to predict behaviour in an emergency.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
Understanding validity of user behaviour in Virtual Environments (VEs) is critical as they are in... more Understanding validity of user behaviour in Virtual Environments (VEs) is critical as they are increasingly being used for serious Health and Safety applications such as predicting human behaviour and training in hazardous situations. This paper presents a comparative study exploring user behaviour in VE-based fire evacuation and investigates whether this is affected by the addition of thermal and olfactory simulation. Participants (N=43) were exposed to a virtual fire in an office building. Quantitative and qualitative analyses of participant attitudes and behaviours found deviations from those we would expect in real life (e.g. pre-evacuation actions), but also valid behaviours like fire avoidance. Potentially important differences were found between multisensory and audiovisual-only conditions (e.g. perceived urgency). We conclude VEs have significant potential in safety-related applications, and that multimodality may afford additional uses in this context, but the identified limitations of behavioural validity must be carefully considered to avoid misapplication of the technology.
International Journal of Mechanical Engineering Technologies and Applications, 2021
Participatory ergonomics (PE), the origins of which can be traced back to the western ergonomics ... more Participatory ergonomics (PE), the origins of which can be traced back to the western ergonomics approach, is an approach that focuses on involving workers to improve safety and health at their workplace. This paper has presented a literature review of studies concerning PE, the methodological approaches used to study PE and PE in industrial developing countries (IDCs). The paper has also explained factors which would seem to pose an extra challenge in applying PE in IDCs and Indonesia. The purpose of this was to provide the reader with a view of how the development of participatory ergonomics today possibly can help solve the problem of occupational safety in small-medium size enterprises (SMEs) in Indonesia.
Fires and fire-related fatalities remain a tragic and frequent occurrence. Evidence has shown tha... more Fires and fire-related fatalities remain a tragic and frequent occurrence. Evidence has shown that humans adopt sub-optimal behaviours during fire incidents and, therefore, training is one possible means to improve occupant survival rates. We present the potential benefits of using Virtual Environment Training (VET) for fire evacuation. These include experiential and active learning, the ability to interact with contexts which would be dangerous to experience in real life, the ability to customise training and scenarios to the learner, and analytics on learner performance. While several studies have investigated fire safety in VET, generally with positive outcomes, challenges related to cybersickness, interaction and content creation remain. Moreover, issues such as lack of behavioural realism have been attributed to the lack realistic sensory feedback. We argue for multimodal (visual, audio, olfactory, heat) virtual fire safety training to address limitations with existing simulators, and ultimately improve the outcomes of fire incidents.
Human Factors and Ergonomics in Manufacturing & Service Industries
Digital manufacturing technologies (DMTs) have the potential to transform industry productivity, ... more Digital manufacturing technologies (DMTs) have the potential to transform industry productivity, but their introduction into the workplace is often a complex process, requiring not only technical expertise but also an awareness of ethical and societal challenges surrounding human-system integration. Concerns about the introduction of new technology have been prevalent throughout history, and exploring public perceptions of these technologies can provide insight to help address such cultural anxieties. However, evaluating user perceptions of futuristic technology is difficult, requiring novel approaches to provide context and understanding. To explore users' perceptions of future DMTs, we applied the ContraVision technique in a questionnaire-based study. Participants viewed films, representing fictionalized utopic and dystopic visions of what the future of these DMTs might involve, and a questionnaire probed the perceptions of the technologies afterward. Findings showed that irrespective of the way technology was portrayed, participants had concerns about the ethical and responsible implementation of these tools. Participant responses were analyzed to identify key challenges for policy surrounding DMT implementation in the future of manufacturing.
Proceedings of the European Conference on Cognitive Ergonomics
Virtual Reality (VR) has seen a fast growth in the past decades, thanks to increases in the quali... more Virtual Reality (VR) has seen a fast growth in the past decades, thanks to increases in the quality of the visualization technologies and decreases in costs. VR is currently applied in different domains, such as medical and psychological therapy, industry, entertainment and training. Given the importance established by this system, it is fundamental to understand the factors that could lead to a better implementation. Trust has been seen as an important factor for other technologies, but little attention has previously been given to trust in VR systems. This work aimed to understand if the concept of presence could be one of the factors influencing trust in VR. To do so, an experiment has been conducted at The University of Nottingham. The results show that there is a relationship between presence and trust, which exists for different VR systems and encompasses all the sub-factors of trust.
The future's industrial workforce will be a product of today's society. As manufacturing ... more The future's industrial workforce will be a product of today's society. As manufacturing evolves to incorporate digital manufacturing technologies (DMTs), addressing societal concerns surrounding these technologies will support ethical and effective implementation.<br>Using the ContraVision technique, we developed two videos showing fictional, futuristic utopian and dystopian perspectives on DMTs. These videos were used to elicit feedback from the public on perceptions of these technologies. Results showed that regardless of the utopic or dystopic condition, participants acknowledged benefits of such technologies despite expressing concerns, specifically identifying issues around ethical implementation and data security.
Proceedings of the 21st Congress of the International Ergonomics Association (IEA 2021), 2021
While interest in online and blended learning has surged during the COVID-19 pandemic, distance l... more While interest in online and blended learning has surged during the COVID-19 pandemic, distance learning courses have been available for several decades. This paper provides a reflective review of the Ergonomics and Human Factors distance learning courses offered by the University of Nottingham. Some of the successes of these courses include the adoption of new collaboration technologies and the high quality practical work conducted in the students’ own workplaces. Challenges remain around maintaining student engagement, managing the impact of students’ other responsibilities on their learning, and parity of the student experience. Opportunities exist for blended learning and adopting additional technologies such as immersive virtual learning environments.
Proceedings of the 8th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, 2016
Touchscreen Human-Machine Interfaces (HMIs) inherently demand some visual attention. By employing... more Touchscreen Human-Machine Interfaces (HMIs) inherently demand some visual attention. By employing a secondary device, to work in unison with a touchscreen, some of this demand may be alleviated. In a medium-fidelity driving simulator, twenty-four drivers completed four typical invehicle tasks, utilising each of four devices-touchscreen, rotary controller, steering wheel controls and touchpad (counterbalanced). Participants were then able to combine devices during a final 'free-choice' drive. Visual behaviour, driving/task performance and subjective ratings (workload, emotional response, preferences), indicated that in isolation the touchscreen was the most preferred/least demanding to use. In contrast, the touchpad was least preferred/most demanding, whereas the rotary controller and steering wheel controls were largely comparable across most measures. When provided with 'free-choice', the rotary controller and steering wheel controls presented as the most popular candidates, although this was task-dependent. Further work is required to explore these devices in greater depth and during extended periods of testing.
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), 2018
This paper presents a multisensory and low-cost virtual training simulator developed in Unity 3D,... more This paper presents a multisensory and low-cost virtual training simulator developed in Unity 3D, with the aim of improving the effectiveness of Occupational Safety and Health (OSH) training. The prototype system facilitates heat and smell feedback functions operated by an Arduino microprocessor and triggered based on the proximity of the avatar to receptive 4 within the Virtual Environment (VE). The prototype enables the creation of bespoke virtual representations using the 3D scanning function of the Google Tango device making multisensory VE OSH training a feasible and versatile approach in the short-term future.
Proceedings of the ACM SIGCHI Symposium on Engineering Interactive Computing Systems, 2017
This demonstration will show how a small number of wearable tactors can improve the suitability o... more This demonstration will show how a small number of wearable tactors can improve the suitability of a multimodal system for engineering design. It is well reported in the scientific literature that depth perception in virtual reality is inaccurate, yet users of VR need a high-fidelity experience in several applications, including engineering, in this case so that decisions are made based on the true design intent. The tactors' vibration in this demonstration is reconfigurable to create various vibration effects, for example: frequency value ranging from 261.0 to 523.0Hz, delay (from 3830 to 1920 microseconds) and repeat effects. The avatar can be rescaled so that decision makers can experience the design from the perspective of different percentile users. We developed an integrated full-body and finger kinematics based on a combination of Microsoft Kinect and Leap Motion (LM). We explored the collider system and examined Oriented Bounding Box (OBB) and skin mesh-based colliders. We demonstrate the ways in which low-cost technologies can be appropriated to develop a wearable and usable system that offers improvements to engineering design.
This paper presents the results of a series of studies on participatory ergonomics (PE) in Indone... more This paper presents the results of a series of studies on participatory ergonomics (PE) in Indonesian tin mining. It describes an investigation into occupational safety and recommendation on how PE can be implemented. The study was conducted by postal data requests, interviews with participants including local government representatives, a tin company, and small-medium enterprises (SMEs). The study shows that support from OSH authorities is needed in order to strengthen workers’ knowledge in ergonomics and good safety practices and to allow them to implement ergonomics through training and the participatory approach. The results of this study may contribute to the implementation of PE. As a consequence of improved implementation, tin mining accidents may be reduced.
Human Factors and Ergonomics in Manufacturing & Service Industries, 2021
Ergonomics assessment in the automotive industry has, to date, focused mainly on physical ergonom... more Ergonomics assessment in the automotive industry has, to date, focused mainly on physical ergonomics, for example, manual handling and posture. However, workload and, in particular, metabolic and cognitive workload, contributes to worker efficiency but has not received sufficient attention to yield practical guidance for industry. Successful workload assessment requires in-depth understanding of the context in which it will be conducted and of the various assessment techniques which will be applied, with consideration given to factors such as feasibility, resources, and skill of the assessor. These requirements are met with challenges within large and complex organizations and are often dealt with in a piecemeal and isolated matter (i.e., reactive workload assessment). The present paper explores these challenges within the automotive manufacturing industry and aims to develop a decision matrix to guide effective selection of workload assessment techniques focused on metabolic and cognitive demands. It also presents the requirements for time, equipment, and knowledge to implement these techniques as part of a participatory ergonomics approach. Early findings suggest that most assessment techniques reviewed require further development, for example, to establish the acceptance criteria for the specific workload scenario. However, five methods (Garg, Borg RPE, IPAQ, SWAT, and NASA-TLX) are ready to use in certain applications. Ultimately, the findings suggest that it is possible to implement a participatory workload evaluation program within large and complex manufacturing plants.
This paper presents part of the outcomes of a programme of research into the influence of the the... more This paper presents part of the outcomes of a programme of research into the influence of the thermal environment on human behaviour in an outdoor public seating area. The research was conducted during one month in summer, autumn and winter of 2015 and 2016. The data gathered consists in the conduct of people using a public square in Nottingham city centre, and measurements of the environmental conditions taken at that place. The data of Number of People and the Size of Groups of people, were analysed according with the thermal environment of the place. The results showed a strong significant correlation between Number of People and Globe Temperature_sun [r = .66, p < .001]. A multiple regression analysis found that the Number of People per minute in a public space can be predicted using the Globe Temperature_sun and the Wind Speed data of that place [R-square of .39, p < 0.001]. These prediction models can be used to forecast the occupancy of the place and the grouping of use...
Virtual Reality (VR) can reduce time and costs, and lead to an increase in quality, in the develo... more Virtual Reality (VR) can reduce time and costs, and lead to an increase in quality, in the development of a product. Given the pressure on car companies to reduce time-to-market and to continually improve quality the automotive industry has championed the use of VR across a number of applications, including design, manufacturing, and training. This paper describes interviews with 11 stakeholders from an automotive manufacturer about their current physical and virtual properties and processes. The results guided a review of research findings and scientific advances from the academic literature, which formed the basis of recommendations for future developments of VR technologies and applications. These include: develop a greater range of virtual contexts; use multi-sensory simulation; address perceived differences between virtual and real cars; improve motion capture capabilities; implement networked 3D technology; and use VR for market research.
There are several simplistic, low-cost methods for evaluating the distraction of in-vehicle infor... more There are several simplistic, low-cost methods for evaluating the distraction of in-vehicle information systems (IVIS), intended primarily for use in the formative design process. This study compared two standardised low-cost evaluation methods, Occlusion and Lane Change Task (LCT), with a medium-fidelity driving simulation. Participants carried out tasks using an in-vehicle information system under three conditions: Using the occlusion protocol; LCT; and while driving on a motorway in the simulator. Findings provided strong evidence that the occlusion technique is a stronger candidate than the LCT for evaluating driving distraction due to IVIS. Measures from the occlusion technique (Total Shutter Open Time —TSOT; and Task Time with full vision) were found to correlate highly with the majority of the driving simulator measures (total glance time, mean glance time, driving task time, standard deviation of headway and standard deviation of lane position). Importantly, TSOT was found t...
This paper presents a case study of an approach for predicting the human response to a domestic f... more This paper presents a case study of an approach for predicting the human response to a domestic fire, using a combination of a talk-through technique (Kirwan and Ainsworth, 1992) and sequential analysis (Bakeman and Gottman, 1986). 20 participants were asked what actions they would take upon hearing a strange noise in their house, which they were later told was a fire. Each act was recorded and the results were compared to previous research in which people involved in real fires had been interviewed (Canter et al, 1980). A significant relationship was found between the frequency (Spearman's rho: 0.694, p<0.01) and sequence (Spearman's rho: 0.441, p<0.05) of acts in this study and those from the interviews with people involved in real fires. More work is needed to develop the approach, but this case study indicates that it might have use as a low-cost method which can be used to predict behaviour in an emergency.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
Understanding validity of user behaviour in Virtual Environments (VEs) is critical as they are in... more Understanding validity of user behaviour in Virtual Environments (VEs) is critical as they are increasingly being used for serious Health and Safety applications such as predicting human behaviour and training in hazardous situations. This paper presents a comparative study exploring user behaviour in VE-based fire evacuation and investigates whether this is affected by the addition of thermal and olfactory simulation. Participants (N=43) were exposed to a virtual fire in an office building. Quantitative and qualitative analyses of participant attitudes and behaviours found deviations from those we would expect in real life (e.g. pre-evacuation actions), but also valid behaviours like fire avoidance. Potentially important differences were found between multisensory and audiovisual-only conditions (e.g. perceived urgency). We conclude VEs have significant potential in safety-related applications, and that multimodality may afford additional uses in this context, but the identified limitations of behavioural validity must be carefully considered to avoid misapplication of the technology.
International Journal of Mechanical Engineering Technologies and Applications, 2021
Participatory ergonomics (PE), the origins of which can be traced back to the western ergonomics ... more Participatory ergonomics (PE), the origins of which can be traced back to the western ergonomics approach, is an approach that focuses on involving workers to improve safety and health at their workplace. This paper has presented a literature review of studies concerning PE, the methodological approaches used to study PE and PE in industrial developing countries (IDCs). The paper has also explained factors which would seem to pose an extra challenge in applying PE in IDCs and Indonesia. The purpose of this was to provide the reader with a view of how the development of participatory ergonomics today possibly can help solve the problem of occupational safety in small-medium size enterprises (SMEs) in Indonesia.
Fires and fire-related fatalities remain a tragic and frequent occurrence. Evidence has shown tha... more Fires and fire-related fatalities remain a tragic and frequent occurrence. Evidence has shown that humans adopt sub-optimal behaviours during fire incidents and, therefore, training is one possible means to improve occupant survival rates. We present the potential benefits of using Virtual Environment Training (VET) for fire evacuation. These include experiential and active learning, the ability to interact with contexts which would be dangerous to experience in real life, the ability to customise training and scenarios to the learner, and analytics on learner performance. While several studies have investigated fire safety in VET, generally with positive outcomes, challenges related to cybersickness, interaction and content creation remain. Moreover, issues such as lack of behavioural realism have been attributed to the lack realistic sensory feedback. We argue for multimodal (visual, audio, olfactory, heat) virtual fire safety training to address limitations with existing simulators, and ultimately improve the outcomes of fire incidents.
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Papers by Glyn Lawson