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Journal articles on the topic 'Perceptual Human Factors'

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1

Stoyanov, Danail, George P. Mylonas, Mirna Lerotic, Adrian J. Chung, and Guang-Zhong Yang. "Intra-Operative Visualizations: Perceptual Fidelity and Human Factors." Journal of Display Technology 4, no. 4 (December 2008): 491–501. http://dx.doi.org/10.1109/jdt.2008.926497.

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Hunt, Robert W. G. "Perceptual factors affecting colour order systems." Color Research & Application 10, no. 1 (1985): 12–19. http://dx.doi.org/10.1002/col.5080100105.

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Wang, Shuang, Wei Jiang, Yanan Su, and Jingyu Liu. "Human perceptual responses to multiple colors: A study of multicolor perceptual features modeling." Color Research & Application 45, no. 4 (May 3, 2020): 728–42. http://dx.doi.org/10.1002/col.22512.

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4

Manning, D. J., and J. Leach. "Perceptual and signal detection factors in radiography." Ergonomics 45, no. 15 (December 2002): 1103–16. http://dx.doi.org/10.1080/0014013021000039565.

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Helander, Martin G. "Hedonomics - Affective Human Factors Design." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 12 (September 2002): 978–82. http://dx.doi.org/10.1177/154193120204601209.

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People have affective reactions towards tasks, artifacts and interfaces. Theses reactions are caused by design features, which operate either through their perceptual attributes or from a sense of control in handling or from past experience. A systematic framework is proposed to conceptualize Affective Human Factors Design or as we call it - Hedonomics. The word Hedonomics is derived from the Greek “hedone” (pleasure – akin to sweet) and “nomos” (laws, principles). The focus is on pleasurable design of artifacts and tasks. Several existing theories may combine to support this framework, including: Human Information Processing, Activity Theory, and Theory of Flow. There are also analogies with past theories – in human need structure, motivation, job satisfaction, and stress research. The problem is now to conceptualize Hedonomics, to propose theories that can be used for design, and appropriate measurement tools. It is particularly important to develop tools to measure and predict affective design – and on an individual level predict user and customer needs for affect.
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Mole, Callum D., Otto Lappi, Oscar Giles, Gustav Markkula, Franck Mars, and Richard M. Wilkie. "Getting Back Into the Loop: The Perceptual-Motor Determinants of Successful Transitions out of Automated Driving." Human Factors: The Journal of the Human Factors and Ergonomics Society 61, no. 7 (March 6, 2019): 1037–65. http://dx.doi.org/10.1177/0018720819829594.

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Objective: To present a structured, narrative review highlighting research into human perceptual-motor coordination that can be applied to automated vehicle (AV)–human transitions. Background: Manual control of vehicles is made possible by the coordination of perceptual-motor behaviors (gaze and steering actions), where active feedback loops enable drivers to respond rapidly to ever-changing environments. AVs will change the nature of driving to periods of monitoring followed by the human driver taking over manual control. The impact of this change is currently poorly understood. Method: We outline an explanatory framework for understanding control transitions based on models of human steering control. This framework can be summarized as a perceptual-motor loop that requires (a) calibration and (b) gaze and steering coordination. A review of the current experimental literature on transitions is presented in the light of this framework. Results: The success of transitions are often measured using reaction times, however, the perceptual-motor mechanisms underpinning steering quality remain relatively unexplored. Conclusion: Modeling the coordination of gaze and steering and the calibration of perceptual-motor control will be crucial to ensure safe and successful transitions out of automated driving. Application: This conclusion poses a challenge for future research on AV-human transitions. Future studies need to provide an understanding of human behavior that will be sufficient to capture the essential characteristics of drivers reengaging control of their vehicle. The proposed framework can provide a guide for investigating specific components of human control of steering and potential routes to improving manual control recovery.
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Patterson, Robert, and Wayne L. Martin. "Human Stereopsis." Human Factors: The Journal of the Human Factors and Ergonomics Society 34, no. 6 (December 1992): 669–92. http://dx.doi.org/10.1177/001872089203400603.

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This paper reviews much of the basic literature on stereopsis for the purpose of providing information about the ability of humans to utilize stereoscopic information under operational conditions. This review is organized around five functional topics that may be important for the design of many stereoscopic display systems: geometry of stereoscopic depth perception, visual persistence, perceptual interaction among stereoscopic stimuli, neurophysiology of stereopsis, and theoretical considerations. The paper concludes with the presentation of several basic ideas related to the design of stereoscopic displays.
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Jones, Marshall B., and Robert S. Kennedy. "Temporal Factors in Visual Perception: A Differential Approach." Perceptual and Motor Skills 81, no. 3 (December 1995): 859–67. http://dx.doi.org/10.2466/pms.1995.81.3.859.

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The tradition in sensory and perceptual psychology is not to pay much attention to individual differences but to focus almost exclusively on normative or generic processes. Nevertheless, consistent individual differences may exist in sensory and perceptual processes, just as they do in all other areas of human behavior where their existence has been investigated. A preliminary study was made of flicker fusion frequency, apparent movement, and three other perceptual tasks as differential measures. With one exception, Letter Search, all of the tests were psychophysical rather than cognitive. All had to do with time; that is, perceptual speed mattered in all of them. The analysis focused on reliability, in the sense of consistency from trial to trial. Four of the five tests showed good reliabilities in this sense, while the fifth was borderline. In one test, Bistable Stroboscopic Motion, the dependent measure, interstimulus interval, showed a consistent though shallow tendency to lengthen with practice. In the remaining four tests practice effects were largely confined to the first two administrations.
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Phipps, Denham L., and Don Harris. "Perceptual control and feedback control in the analysis of complex tasks." Theoretical Issues in Ergonomics Science 15, no. 5 (February 18, 2013): 505–16. http://dx.doi.org/10.1080/1463922x.2013.766775.

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Fadde, Peter J., and Leonard Zaichkowsky. "Training perceptual-cognitive skills in sports using technology." Journal of Sport Psychology in Action 9, no. 4 (October 2, 2018): 239–48. http://dx.doi.org/10.1080/21520704.2018.1509162.

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11

Kondo, Hirohito M., Dávid Farkas, Susan L. Denham, Tomohisa Asai, and István Winkler. "Auditory multistability and neurotransmitter concentrations in the human brain." Philosophical Transactions of the Royal Society B: Biological Sciences 372, no. 1714 (February 19, 2017): 20160110. http://dx.doi.org/10.1098/rstb.2016.0110.

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Multistability in perception is a powerful tool for investigating sensory–perceptual transformations, because it produces dissociations between sensory inputs and subjective experience. Spontaneous switching between different perceptual objects occurs during prolonged listening to a sound sequence of tone triplets or repeated words (termed auditory streaming and verbal transformations, respectively). We used these examples of auditory multistability to examine to what extent neurochemical and cognitive factors influence the observed idiosyncratic patterns of switching between perceptual objects. The concentrations of glutamate–glutamine (Glx) and γ-aminobutyric acid (GABA) in brain regions were measured by magnetic resonance spectroscopy, while personality traits and executive functions were assessed using questionnaires and response inhibition tasks. Idiosyncratic patterns of perceptual switching in the two multistable stimulus configurations were identified using a multidimensional scaling (MDS) analysis. Intriguingly, although switching patterns within each individual differed between auditory streaming and verbal transformations, similar MDS dimensions were extracted separately from the two datasets. Individual switching patterns were significantly correlated with Glx and GABA concentrations in auditory cortex and inferior frontal cortex but not with the personality traits and executive functions. Our results suggest that auditory perceptual organization depends on the balance between neural excitation and inhibition in different brain regions. This article is part of the themed issue ‘Auditory and visual scene analysis'.
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Gilbert, D. Kristen, and Wendy A. Rogers. "Age-Related Differences in Perceptual Learning." Human Factors: The Journal of the Human Factors and Ergonomics Society 38, no. 3 (September 1996): 417–24. http://dx.doi.org/10.1518/001872096778701953.

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Fennigkoh, Larry. "Visual, Perceptual, And Cognitive Factors In Human-Computer Interface Design and Use." Biomedical Instrumentation & Technology 47, s2 (January 1, 2013): 18–23. http://dx.doi.org/10.2345/0899-8205-47.s2.18.

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14

Malhotra, Bhupesh. "A perceptual study on post-acquisitions leadership disruption on human resource factors." International Journal of Business and Globalisation 26, no. 3 (2020): 306. http://dx.doi.org/10.1504/ijbg.2020.10032728.

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Malhotra, Bhupesh. "A perceptual study on post-acquisitions leadership disruption on human resource factors." International Journal of Business and Globalisation 26, no. 3 (2020): 306. http://dx.doi.org/10.1504/ijbg.2020.110956.

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Vicentini, Marco, and Debora Botturi. "Human Factors in Haptic Contact of Pliable Surfaces." Presence: Teleoperators and Virtual Environments 18, no. 6 (December 1, 2009): 478–94. http://dx.doi.org/10.1162/pres.18.6.478.

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This paper considers relevant human factors to interact with a pliable body in a teleoperation surgical environment. Our aim is to identify the human capabilities, in terms of penetration depth and responsiveness, in a task of pliable surface contact, where surgeons are required to adopt a specific behavior immediately after the contact. A psychophysical experiment is conducted using virtual surfaces rendered with two different force-feedback devices. The results show that impact velocity affects performance in surface contact perception. In a second experiment where different postures are used, we examine whether the previous results hold for the particular ergonomic configuration employed. The results show that posture affects performance especially in expert users. Our findings underscore the importance of understanding the interplay of human perceptual parameters in the surgical teleoperation framework.
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Schuster, David, Javier Rivera, Brittany C. Sellers, Stephen M. Fiore, and Florian Jentsch. "Perceptual training for visual search." Ergonomics 56, no. 7 (July 2013): 1101–15. http://dx.doi.org/10.1080/00140139.2013.790481.

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18

Zaidi, Qasim. "Is there a perceptual color space?" Color Research & Application 26, no. 4 (2001): 325–28. http://dx.doi.org/10.1002/col.1041.

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Wu, Zhengxin, and Tao Jin. "Research on Visual Awareness Interface Design Based on Human-Computer Interaction Task." Journal of Physics: Conference Series 2136, no. 1 (December 1, 2021): 012054. http://dx.doi.org/10.1088/1742-6596/2136/1/012054.

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Abstract By using the form and specific process of human-computer interaction to comprehensively understand and judge whether users can accurately and quickly recognize products, it has a positive effect on the current visual and perceptual interface design work. On the basis of understanding the achievements of current related scientific research projects, this paper analyzes how to construct and design a new visual and perceptual interface based on human-computer interaction tasks by studying the main factors that affect users’ cognition of visual information interface.
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MARKEN, RICHARD S. "PERCOLATe: Perceptual control analysis of tasks." International Journal of Human-Computer Studies 50, no. 6 (June 1999): 481–87. http://dx.doi.org/10.1006/ijhc.1998.0260.

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21

LEGG, S. J., L. PERKO, and P. CAMPBELL. "Subjective perceptual methods for comparing backpacks." Ergonomics 40, no. 8 (August 1997): 809–17. http://dx.doi.org/10.1080/001401397187801.

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22

Ayachi, Fouaz S., Jean-Marc Drouet, Yvan Champoux, and Catherine Guastavino. "Perceptual Thresholds for Vibration Transmitted to Road Cyclists." Human Factors: The Journal of the Human Factors and Ergonomics Society 60, no. 6 (June 22, 2018): 844–54. http://dx.doi.org/10.1177/0018720818780107.

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Objectives: In this article, we seek to determine how sensitive road cyclists are to vertical vibration transmitted while riding a road bicycle and to propose metrics for the evaluation of dynamic comfort. Background: Road cyclists are exposed to random-type excitation due to road roughness. Vibration transmitted affects dynamic comfort. But how sensitive are cyclists to vibration level? What are the best metrics to measure the amount of vibration transmitted to cyclists? Previous studies used sinusoidal excitation with participants on rigid seats and measured acceleration. Methods: We use a psychophysical estimation of Just Noticeable Differences in Level (JNDL) for vertical vibration transmitted to cyclists on a road simulator. In Experiment 1, we estimate the JNDL for whole-body vibration using vertical excitation on both wheels simultaneously (20 male cyclists). In Experiment 2, we estimate the JNDL at two different points of contact by applying the same signal to only the hands or the buttocks (9 male cyclists). Results: The JNDLs are expressed in terms of acceleration and power transmitted to the cyclist. We compare the JNDLs expressed with these 2 metrics and measured at different points of contact. Conclusion: Using these two metrics and at all points of contact, vibration magnitude needs to be reduced by at least 15%, for the change to be detectable by road cyclists. Application: A road bicycle needs to transmit at least 15% less vibration for male cyclists to detect an improvement in dynamic comfort. Dynamic bicycle comfort can be measured in terms of a new metric: power transmitted to the cyclist.
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Fowler, Barry, Sean Meehan, and Anthony Singhal. "Perceptual-Motor Performance and Associated Kinematics in Space." Human Factors: The Journal of the Human Factors and Ergonomics Society 50, no. 6 (December 2008): 879–92. http://dx.doi.org/10.1518/001872008x374965.

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Dugay, Fabienne, Ivar Farup, and Jon Y. Hardeberg. "Perceptual evaluation of color gamut mapping algorithms." Color Research & Application 33, no. 6 (December 2008): 470–76. http://dx.doi.org/10.1002/col.20443.

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Morrow, Daniel, Robert North, and Christopher D. Wickens. "Reducing and Mitigating Human Error in Medicine." Reviews of Human Factors and Ergonomics 1, no. 1 (June 2005): 254–96. http://dx.doi.org/10.1518/155723405783703019.

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Although precise definitions and models of human error in medicine remain elusive, there is little doubt that adverse events, sometimes involving human error, threaten patient safety and can be addressed by human factors approaches to error. In this chapter, we combine an information-processing framework that identifies perceptual, cognitive, and behavioral requirements of operators involved in health care activities with a system-based perspective that helps define when these needs are met by the health care context. We focus on errors and adverse events related to four broad areas of medical activities: medical device use, medication use, team collaboration, and diagnostic/decision support. For each area, we review evidence for specific error types, operator and system factors that contribute to these errors, and possible mitigating strategies related to design and training interventions that enable health care systems to better meet operators' perceptual, cognitive, and behavioral needs. This review reveals progress in identifying sources of human error and developing mitigating strategies in the areas of medical device and medication use, in part because of tools from human factors engineering that identify user needs and how to design environments to support them. Much less is known about how error emerges from work practices in complex settings, such as collaboration among team members. There is a need for theoretical frameworks to analyze error in the context of routine work practices. Such frameworks will bridge cognitive analyses of individual operators and tasks and more comprehensive theories of organizations, to guide interventions that target medical error at multiple levels.
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Azam, Muhammad, Gyoojae Choi, and Hyun Chae Chung. "An HMD-based pedestrian simulator for training and measuring individuals perceptual-motor behaviour in road crossing." International Journal of Human Factors and Ergonomics 7, no. 4 (2020): 325. http://dx.doi.org/10.1504/ijhfe.2020.112501.

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Chung, Hyun Chae, Gyoojae Choi, and Muhammad Azam. "An HMD-based pedestrian simulator for training and measuring individuals perceptual-motor behaviour in road crossing." International Journal of Human Factors and Ergonomics 7, no. 4 (2020): 1. http://dx.doi.org/10.1504/ijhfe.2020.10033636.

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Kramer, Arthur F., John T. Coyne, and David L. Strayer. "Cognitive Function at High Altitude." Human Factors: The Journal of the Human Factors and Ergonomics Society 35, no. 2 (June 1993): 329–44. http://dx.doi.org/10.1177/001872089303500208.

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The effects of altitude on human performance and cognition were evaluated in a field study performed on Mount Denali in Alaska during the summer of 1990. Climbers performed a series of perceptual, cognitive, and sensory-motor tasks before, during, and after climbing the West Buttress route on Denali. Relative to a matched control group that performed the tasks at sea level, the climbers showed deficits of learning and retention in perceptual and memory tasks. Furthermore, climbers performed more slowly on most tasks than did the control group, suggesting long-term deficits that may be attributed to repeated forays to high altitudes
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TAYLOR, M. M. "Editorial: Perceptual Control Theory and its application." International Journal of Human-Computer Studies 50, no. 6 (June 1999): 433–44. http://dx.doi.org/10.1006/ijhc.1998.0262.

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Treviño, Mario, Santiago Castiello, Oscar Arias-Carrión, Braniff De la Torre-Valdovinos, and Ricardo Medina Coss y León. "Isomorphic decisional biases across perceptual tasks." PLOS ONE 16, no. 1 (January 22, 2021): e0245890. http://dx.doi.org/10.1371/journal.pone.0245890.

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Humans adjust their behavioral strategies to maximize rewards. However, in the laboratory, human decisional biases exist and persist in two alternative tasks, even when this behavior leads to a loss in utilities. Such biases constitute the tendency to choose one action over others and emerge from a combination of external and internal factors that are specific for each individual. Here, we explored the idea that internally-mediated decisional biases should stably occur and, hence, be reflected across multiple behavioral tasks. Our experimental results confirm this notion and illustrate how participants exhibited similar choice biases across days and tasks. Moreover, we show how side-choice behavior in a two alternative choice task served to identify participants, suggesting that individual traits could underlie these choice biases. The tasks and analytic tools developed for this study should become instrumental in exploring the interaction between internal and external factors that contribute to decisional biases. They could also serve to detect psychopathologies that involve aberrant levels of choice variability.
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Mumma, Joel M., Francis T. Durso, Michelle Dyes, Rogelio dela Cruz, Valerie P. Fox, and Mary Hoey. "Bag Valve Mask Ventilation as a Perceptual-Cognitive Skill." Human Factors: The Journal of the Human Factors and Ergonomics Society 60, no. 2 (December 4, 2017): 212–21. http://dx.doi.org/10.1177/0018720817744729.

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Objective This study used a high-fidelity infant mannequin to examine the relationship between the quality of bag valve mask ventilation (BVMV) and how providers of varying levels of experience use visual feedback (e.g., electronic vital signs) to guide their performance. Background BVMV is a common and critical procedure for managing pediatric respiratory emergencies. However, providers do not consistently deliver effective BVMV. Efforts to improve BVMV have ignored the question of how providers effectively use feedback often available during BVMV. Method Six expert and six novice respiratory therapists completed two simulations of an infant requiring BVMV. In one, the technology failed to display SpO2, an important but somewhat redundant visual cue. Eye movements, verbal reports, and ventilation rate (in breaths per minute) were measured in each simulation. Results Regardless of SpO2 availability, eye movements and verbal reports suggested that novices depended strongly on electronic vital signs and when SpO2 was absent ventilated at a faster rate (exceeding the recommended range of ventilation rates) than when SpO2 was present. Experts’ ventilation rates were comparable and within the recommended range in both conditions. When SpO2 was absent, experts emphasized information from direct observation of the patient that novices neglected. Conclusion Individual differences in the use of feedback during BVMV contribute to the quality of BVMV. This work bears on the theoretical discussions involving the use of automation and nontechnological cues to guide performance. Application These results have the potential to expand the current understanding of factors underlying effective BVMV with implications for training novice providers.
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Brill, Michael H. "Perceptual Constancy: Why Things Look As They Do." Color Research & Application 24, no. 4 (August 1999): 300–302. http://dx.doi.org/10.1002/(sici)1520-6378(199908)24:4<300::aid-col13>3.0.co;2-5.

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Poynton, Charles, and Brian Funt. "Perceptual uniformity in digital image representation and display." Color Research & Application 39, no. 1 (February 25, 2013): 6–15. http://dx.doi.org/10.1002/col.21768.

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Burke, Darren, Paul Everingham, Tracey Rogers, Melinda Hinton, and Sophie Hall-Aspland. "Perceptual Grouping in Two Visually Reliant Species: Humans (Homo Sapiens) and Australian Sea Lions (Neophoca Cinerea)." Perception 30, no. 9 (September 2001): 1093–106. http://dx.doi.org/10.1068/p3239.

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Kurylo, van Nest, and Knepper (1997 Journal of Comparative Psychology111 126–134) have recently shown that hooded rats are able to judge the global orientation of an array of elements if orientation is signalled by the perceptual-grouping principle of proximity, but not if it is signalled by element alignment. Using a procedure designed to overcome some potential problems with the experiment of Kurylo et al, we found the same distinction in the perceptual processing of Australian sea lions. The sea lions were able to judge the orientation of arrays containing strong proximity and similarity information, but performed at chance levels judging arrays in which element alignment signalled global orientation. Human subjects were able to judge all three pattern types quickly and accurately. This is strong evidence of a qualitative distinction in the way in which perceptual grouping operates in humans and the non-human species tested. Whether this distinction is a consequence of evolutionary or experiential factors is a question for future research, but the mere fact of a qualitative difference holds important implications for our understanding of perceptual grouping.
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Feldstein, Ilja T. "Impending Collision Judgment from an Egocentric Perspective in Real and Virtual Environments: A Review." Perception 48, no. 9 (July 30, 2019): 769–95. http://dx.doi.org/10.1177/0301006619861892.

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The human egocentric perception of approaching objects and the related perceptual processes have been of interest to researchers for several decades. This article gives a literature review on numerous studies that investigated the phenomenon when an object approaches an observer (or the other way around) with the goal to single out factors that influence the perceptual process. A taxonomy of metrics is followed by a breakdown of different experimental measurement methods. Thereinafter, potential factors affecting the judgment of approaching objects are compiled and debated while divided into human factors (e.g., gender, age, and driving experience), compositional factors (e.g., approaching velocity, spatial distance, and observation time), and technical factors (e.g., field of view, stereoscopy, and display contrast). Experimental findings are collated, juxtaposed, and critically discussed. With virtual-reality devices having taken a tremendous developmental leap forward in the past few years, they have been able to gain ground in experimental research. Therefore, special attention in this article is also given to the perception of approaching objects in virtual environments and put in contrast to the perception in reality.
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Zhang, Na Na, Jia Fa Mao, Jing Yin, and Xiao Fang Yang. "Digital Watermarking Payload Estimation Based on Human Visual System." Advanced Materials Research 798-799 (September 2013): 785–89. http://dx.doi.org/10.4028/www.scientific.net/amr.798-799.785.

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This paper proposes the estimation method for the maximum payload on spatial domain, concentrates on digital watermarking payload in the spatial domain image, on the constraint of perceptual invisibility research, the influence under the factors in Human Visual System. The maximum payload is influenced by the factors which include the size of image, the brightness masking, contrast masking and texture masking of the image. with such as noise visibility function visual model, gets the just noticeable different value to calculate the payload of the image, finally we get the watermarking payload, test and verify it with Matlab simulation experiments.
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Liu, Guang-Hai, and Zhao Wei. "Image Retrieval Using the Fused Perceptual Color Histogram." Computational Intelligence and Neuroscience 2020 (November 24, 2020): 1–10. http://dx.doi.org/10.1155/2020/8876480.

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Extracting visual features for image retrieval by mimicking human cognition remains a challenge. Opponent color and HSV color spaces can mimic human visual perception well. In this paper, we improve and extend the CDH method using a multi-stage model to extract and represent an image in a way that mimics human perception. Our main contributions are as follows: (1) a visual feature descriptor is proposed to represent an image. It has the advantages of a histogram-based method and is consistent with visual perception factors such as spatial layout, intensity, edge orientation, and the opponent colors. (2) We improve the distance formula of CDHs; it can effectively adjust the similarity between images according to two parameters. The proposed method provides efficient performance in similar image retrieval rather than instance retrieval. Experiments with four benchmark datasets demonstrate that the proposed method can describe color, texture, and spatial features and performs significantly better than the color volume histogram, color difference histogram, local binary pattern histogram, and multi-texton histogram, and some SURF-based approaches.
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Indow, Tarow. "Predictions based on Munsell notation. I. Perceptual color differences." Color Research & Application 24, no. 1 (February 1999): 10–18. http://dx.doi.org/10.1002/(sici)1520-6378(199902)24:1<10::aid-col5>3.0.co;2-g.

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Gerhardt, Jérémie, and Jon Y. Hardeberg. "Spectral color reproduction minimizing spectral and perceptual color differences." Color Research & Application 33, no. 6 (December 2008): 494–504. http://dx.doi.org/10.1002/col.20444.

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Deml, Barbara. "Human Factors Issues on the Design of Telepresence Systems." Presence: Teleoperators and Virtual Environments 16, no. 5 (October 1, 2007): 471–87. http://dx.doi.org/10.1162/pres.16.5.471.

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The overall aim of this work is to provide some guidelines for the design of tele-presence systems from a human factors point of view. Developers of such human-machine systems face at least two major problems: There are hardly any standard input devices, and guiding design principles are almost missing. Further, most often telepresence systems should enable both a high degree of performance and a high sensation of presence, and yet the relationship between these two variables is still a subject of research. To cope with some of the problems, two experimental studies are presented. Each focuses on a different aspect of interface design, which is of widespread interest in the field of telepresence systems. The first is related to the control of multiple degrees of freedom and the second refers to bimanual input control. Beyond this work, a meta-analytical study is presented to describe the relationship between presence and performance more precisely. Certainly there are more issues that have to be studied (e.g., perceptual aspects) to guide the design of telepresence systems. To provide a framework for these and further human factor aspects, a computer based design guide is suggested at the end. This tool addresses system developers and assists in realizing new interfaces more effectively.
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John, Mark. "Interruptions, Distractions, and Attention Management: A Multi-Faceted Problem for Human Factors." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 49, no. 3 (September 2005): 462. http://dx.doi.org/10.1177/154193120504900352.

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Interruptions and distractions are a serious problem for many tasks, from programming a device to forming a battle plan, and from driving a car to monitoring airspaces. Interruptions and distractions can interfere with short term memory in planning and executing plans, and they can divert attention and reduce processing capacities for the detection and interpretation of significant events in dynamic situations. Attention management across tasks, and even within complex tasks, is a multi-faceted cognitive, perceptual, and social problem for users and display designers alike. The key to improving attention management is understanding the human, task, and environment issues and designing technologies that dovetail with and exploit that understanding. The research presentations in this session delve into several different facets of attention management and interruption. They analyze the issues, develop design principles, and evaluate alternative interface designs.
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Gras, Jose Maria Gomez, Ignacio Mira Solves, and Jesus Martinez Mateo. "Human capital and perceptual factors in the entrepreneurial decision: empirical analysis in the GEM framework." International Journal of Business Environment 3, no. 1 (2010): 15. http://dx.doi.org/10.1504/ijbe.2010.031268.

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Fowler, Barry, Elizabeth Pang, and Ian Mitchell. "RESEARCH NOTE: On Controlling Inert Gas Narcosis." Human Factors: The Journal of the Human Factors and Ergonomics Society 34, no. 1 (February 1992): 115–20. http://dx.doi.org/10.1177/001872089203400111.

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Ten subjects breathed experimental mixtures of 20% and 35% nitrous oxide (N2O) balanced with oxygen and then aligned a pointer with a target using vision, kinesthesis, or combinations of these senses. In a prior session the subjects had been trained on the task with feedback while breathing N2O. The results showed that N2O did not influence variable error (VE), constant error, (CE), or absolute CE, but perceptual conditions influenced VE and absolute CE. These results suggest that the demonstration by Legge (1965) of changes in the variability and accuracy of matching on this task under N2O are indicative of changes in response bias and/or attention rather than perceptual sensitivity. It is argued that narcosis slows rather than distorts information processing. Slowing is accompanied by strategic changes that may be maladaptive. This suggests that, contrary to conventional wisdom, the safety and efficiency of divers exposed to narcosis could be improved with training.
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Coşgun, Büşra, Kemal Yıldırım, and Mehmet Lutfi Hidayetoglu. "Effect of wall covering materials on the perception of cafe environments." Facilities 40, no. 3/4 (November 3, 2021): 214–32. http://dx.doi.org/10.1108/f-07-2021-0060.

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Purpose This study aims to determine the effects of wall covering materials (wood, concrete and metal) used indoors on participants’ perceptual evaluations. The differences among participants’ perceptual evaluations regarding indoor physical environmental factors by occupation and gender were examined. Design/methodology/approach Cafes were selected as research environments. Virtual experimental spaces using three different wall covering materials were modelled and participants’ assessment of the physical environmental factors of these virtual spaces was measured through a detailed questionnaire. Findings Cafes using light-coloured wall covering materials were perceived more favourably than cafes using dark-coloured wall covering materials, and cafes with light-coloured wooden wall coverings were considered as a warmer material than cafes using concrete and metal. Participants who received design education (architect, interior architect) perceived physical environmental factors of cafes more negatively than those who did not receive design education (lawyer, economist, accountant, etc.). Male participants evaluated the physical environmental factors of cafes more positively than female participants for all adjective pairs. Except for two adjective pairs, no significant difference was found among the evaluations according to genders for the other adjective pairs. Originality/value This study revealed new results about customers’ choices of wall covering materials and offered designers new alternatives for materials that can be used in the design of cafes.
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Worchel, Stephen, Wayne L. Shebilske, Jeffrey A. Jordan, and Radmila Prison. "Competition and Performance on a Computer-Based Complex Perceptual-Motor Task." Human Factors: The Journal of the Human Factors and Ergonomics Society 39, no. 3 (September 1997): 410–16. http://dx.doi.org/10.1518/001872097778827025.

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Gray, Rob, and David M. Regan. "Perceptual Processes Used by Drivers During Overtaking in a Driving Simulator." Human Factors: The Journal of the Human Factors and Ergonomics Society 47, no. 2 (June 2005): 394–417. http://dx.doi.org/10.1518/0018720054679443.

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Altmann, Stefan, Rainer Neumann, Sascha Härtel, Gunther Kurz, Thorsten Stein, and Alexander Woll. "Agility testing in amateur soccer: A pilot study of selected physical and perceptual-cognitive contributions." PLOS ONE 16, no. 6 (June 24, 2021): e0253819. http://dx.doi.org/10.1371/journal.pone.0253819.

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The purpose of this study was to examine the relationships of physical and perceptual-cognitive factors with agility performance in amateur soccer players. Fifteen male amateur soccer players (age, 24.5 ± 1.9 years) completed a linear-sprint test with splits at 5 m, 10 m, and 30 m, a change-of-direction test of 12 m with 2 pre-planned directional changes of 45° at 2 m and 7 m, and a soccer-specific agility test with same movement pattern as the change-of-direction test but with the inclusion of a human stimulus performing passing movements. Additionally, the perceptual-cognitive deficit (agility performance minus change-of-direction performance) was calculated. In relation to agility performance, linear-sprint performance showed large relationships, which were higher with increasing sprint distance (5 m, r = 0.57; 10 m, r = 0.59; 30 m, r = 0.69), change-of-direction performance a very large relationship (r = 0.77), and the perceptual-cognitive deficit a large relationship (r = 0.55). The findings of this study highlight the relatively high contribution of both physical (i.e., linear-sprint and change-of-direction performance) and perceptual-cognitive factors (i.e., perceptual-cognitive deficit) in relation to soccer-specific agility performance at an amateur level. Consequently, such elements might be recommended to be included in training programs aimed at improving agility performance at this playing level. Moreover, the here introduced perceptual-cognitive deficit allows for a convenient and likewise thorough analysis of agility performance. Future studies should investigate the effects of both physically and perceptual-cognitive oriented training interventions on agility performance, which is considered a key element for success in soccer.
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McLaughlin, Anne, Maribeth Gandy, Jason Allaire, and Laura Whitlock. "Putting Fun into Video Games for Older Adults." Ergonomics in Design: The Quarterly of Human Factors Applications 20, no. 2 (April 2012): 13–22. http://dx.doi.org/10.1177/1064804611435654.

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Our observations of players older than 65 suggested that they weighed costs and benefits when deciding whether or not to play video games. Current games can be higher in cost for seniors because of the perceptual and cognitive changes that tend to occur with age. When seniors choose to invest effort in overcoming those costs, it is often because they perceive a high benefit. Creating successful games for seniors will likely require designers to increase the perceived benefits of games, such as engagement, even more than lowering costs such as frustration, time, and money.
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Nakauchi, Shigeki, Satoshi Hatanaka, and Shiro Usui. "Color gamut mapping based on a perceptual image difference measure." Color Research & Application 24, no. 4 (August 1999): 280–91. http://dx.doi.org/10.1002/(sici)1520-6378(199908)24:4<280::aid-col8>3.0.co;2-#.

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Legg, SJ, A. Barr, and DI Hedderley. "Subjective perceptual methods for comparing backpacks in the field." Ergonomics 46, no. 9 (July 2003): 935–55. http://dx.doi.org/10.1080/0014013031000107577.

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