Tesis sobre el tema "Computer terminals – Physiological aspects"
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Dowler, Elizabeth Safety Science Faculty of Science UNSW. "Effects of neutral posture on muscle tension, pain and performance for computer users". Awarded by:University of New South Wales, 1998. http://handle.unsw.edu.au/1959.4/37113.
Texto completoAtwood, Max J. "Lighting effects on video display terminals". Thesis, Kansas State University, 1985. http://hdl.handle.net/2097/9819.
Texto completoLonne-Rahm, Sol-Britt. "Etiological and clinical aspects of skin sensitivity /". Stockholm, 2003. http://diss.kib.ki.se/2003/91-7349-746-0.
Texto completoLatham, Charles V. (Charles Vernon). "The Effect of Color in Computer Assisted Instruction on Vocabulary Retention Rates and Computer Attitudes of Selected Upward Bound Students". Thesis, University of North Texas, 1990. https://digital.library.unt.edu/ark:/67531/metadc331796/.
Texto completoWhattananarong, Krisana. "A Cross-Culture Study of Color Preferences on a Computer Screen Between Thai and American Students". Thesis, University of North Texas, 1991. https://digital.library.unt.edu/ark:/67531/metadc332612/.
Texto completoKuai, Wenming. "Neural networks constructed using families of dense subsets of L[subscript]2(R) functions and their capabilities in efficient and flexible training". Diss., Georgia Institute of Technology, 1991. http://hdl.handle.net/1853/29587.
Texto completoStreater, D. Brent. "Modeling how individual entities react to indirect fire". Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Jun%5FStreater.pdf.
Texto completoPochobradsky, Pavel. "Computerized system for time-motion analysis". Thesis, McGill University, 1994. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=26306.
Texto completoHetherington, Phil A. (Phillip Alan). "Hippocampal function and spatial information processing : computational and neural analyses". Thesis, McGill University, 1995. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=28778.
Texto completoFourie, Sarie Marissa. "3D measurement of cervical and thoracic postural dynamism in sitting : a pilot study". Thesis, Stellenbosch : Stellenbosch University, 2013. http://hdl.handle.net/10019.1/85712.
Texto completoENGLISH ABSTRACT: The aim of this study was to improve the measurement of postural dynamism in the sitting position using a three-dimensional (3D) motion analysis system. The primary objective was to describe pilot data for postural dynamism of the cervical and thoracic spines while working at a desktop computer. The secondary objective was to refine the process of posture measurement and analysis by decreasing data processing time. Certain factors in 3D motion analysis can lead to an increase in gaps in data collected during trial capture, which in turn will lead to a longer time of data processing. In the first phase of this study, a number of such factors were identified and altered. A series of pilot studies was performed to test the improvement of data processing time when altering these factors. In the first two pilot studies, camera and tripod positionings were explored and refined, workstation layout and anatomical landmark marker placement were investigated, and optimal capture frequency was established. In both these pilot studies, outcomes were established by means of trial and error by experimenting with a variety of different options for the different outcomes. In the third pilot study, computer software which provides computer tasks for the participant during primary trial capture was tested. Two independent computer users performed all the activities as per software, after which they were required to give oral feedback and suggestions on improvement in terms of user friendliness. The objective of the fourth and final pilot study was to include all of the outcomes from the preceeding pilot studies and attempt a trial run of the actual data collection process. A study participant with no affiliation to the research project was used and a complete trial run was performed after which the measurement process was deemed feasible. In the primary study, 18 student volunteers completed a sequence of computer tasks, including keyboard, mouse and reading activities. Prior to data capture, full range of motion of the thoracic and cervical spines were measured in three dimensions for every participant. Data capture took place for the full duration of performance of all computer activities. Outcome parameters for postural dynamism included true range of motion (degrees), proportional range of motion (percentage) and motion frequency (movement per minute) in all three planes of motion of the cervical and thoracic spines. Typing tasks were associated with biggest movement ranges and motion frequencies. Mouse activity was associated with the most stationary posture, exhibiting the least frequent movement as well as the smallest ranges of motion. The results from this study allow us to better understand the dynamic nature of posture, as well as postural dynamism associated with different computer tasks. This study provides a baseline for future research of 3D motion analysis of the sitting posture. It also marks the need for further research regarding ergonomics, use and potential alternatives in the computer workstation and input devices.
AFRIKAANSE OPSOMMING: Hierdie studie het ten doel gehad om die meting van posturale dinamisme in die sitposisie te verbeter deur middel van „n drie-dimensionele (3D) bewegingsanalisesisteem. Die primêre doelwit was om loodsdata te beskryf vir posturale dinamisme van die servikale en torakale werwelkolomme terwyl op „n rekenaar gewerk word. Die sekondêre doelwit was om die proses van postuurmeting en analise te verfyn deur die dataprosesseringstyd te verminder. Sekere faktore van 3D bewegingsanalise kan „n vermeerdering van gapings in ingesamelde data tot gevolg hê, wat weer kan lei na „n verlengde tydperiode van dataprosessering. In die eerste fase van hierdie studie is sulke faktore identifiseer en aangepas. „n Reeks loodsstudies is uitgevoer om die verbetering van dataprosesseringstyd te toets namate aanpassings aan hierdie faktore gemaak is. Tydens die eerste twee loodsstudies is verskillende kamera en driepoot posisionering ondersoek en verfyn, werkstasie uitleg en anatomiese baken merker plasing is ondersoek en die optimale dataversamelingsfrekwensie is vasgestel. In beide hierdie loodsstudies is die uitkomste vasgestel op grond van toets- en fouteer deur te eksperimenteer met „n verskeidenheid opsies soos van toepassing op die betrokke uitkomste. Tydens die derde loodsstudie is rekenaarsagteware getoets wat die rekenaaraktiwiteit vir die studiedeelnemers verskaf het tydens primêre data-insameling. Twee onafhanklike persone het al die aktiwiteite volgens die sagteware voltooi en het verbale terugvoer en aanbevelings gegee oor hoe om die program te verbeter. Die vierdie en finale loodsstudie het gepoog om al die uitkomste van die eerste drie loodsstudies in te sluit en „n toetsmeting te doen van die ware dataversamelingsproses. „n Onafhanklike studiedeelnemer met geen affiliasie tot die navorsingsprojek nie het „n toetslopie van die hele versamelingsproses gedoen en die metingsproses is haalbaar verklaar. Tydens die primêre studie het 18 student-vrywilligers „n reeks rekenaartake gedoen (insluitend sleutelbord en muisaktiwiteite sowel as „n leesopdrag). Voor die aanvang van dataversameling is die volle bewegingsomvange van die torakale en servikale werwelkolomme van elke deelnemer gemeet. Dataversameling is vir die volle durasie van die uitvoer van rekenaaraktiwiteite gedoen. Uitkomsparameters vir posturale dinamisme het die volgende ingesluit: Omvang van beweging (grade), proporsionele omvang van beweging (persentasie) en bewegingsfrekwensie (bewegings per minuut) in al drie bewegingsvlakke van die servikale en torakale werwelkolomme. Sleutelbord-aktiwiteite is geässosieer met die grootste bewegingsomvange en die meeste bewegingsfrekwensie. Muisaktiwiteit is geässosieer met die mees stasionêre postuur en het die heel minste gereelde beweging getoon in die algemeen. Die resultate van hierdie studie help om die dinamise natuur van postuur beter te verstaan, sowel as posturale dinamisme wat met verskillende rekenaartake verbind word. Die studie bied „n basislyn vir die toekomstige navorsings wat posturale dinamisme met verskillende rekenaartake meet. Dit merk ook die behoefte aan verdere navorsing aangaande ergonomika, gebruik en alternatiewe tot rekenaarwerkstasie en –toerusting.
Grimes, Joseph D. "Modeling sound as a non-lethal weapon in the COMBATXXI simulation model". Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2005. http://library.nps.navy.mil/uhtbin/hyperion/05Jun%5FGrimes.pdf.
Texto completoVan, Vledder Nicole. "An ergonomic intervention : the effect of a chair and computer screen height adjustment on musculoskeletal pain and sitting comfort in office workers". Thesis, Stellenbosch : Stellenbosch University, 2015. http://hdl.handle.net/10019.1/96865.
Texto completoENGLISH ABSTRACT: Aims: To assess the effect of a vertical height adjustment of the chair and visual display unit (VDU) on work related upper quadrant musculoskeletal pain (WRUQMP) and sitting comfort in computer users. The upper quadrant refers to the occiput, cervical and upper thoracic spine including the clavicles and scapulae. Methods: An N=1 study was conducted using the ABC design whereby an ergonomic workstation adjustment, of VDU and chair height, was compared to the subject’s usual workstation settings. Pain and sitting comfort were measured using visual analogue scales (VAS). The subject was assessed over the four week phases as she performed her typical VDU work. The results were compiled and tabulated. Results: Both the mean and variance in pain intensity decreased after the workstation intervention. A deterioration was noted in sitting comfort. Conclusion: The vertical height adjustment of the chair and VDU may have contributed to a decrease in WRUQMP in this subject. This safe, economical workstation intervention may be a practical management option for the computer user suffering from WRUQMP. Further research into the measurement of comfort whilst sitting at a computer workstation, is recommended.
AFRIKAANSE OPSOMMING: Doelwitte: Om die effek te bepaal van n vertikale aanpassing van die stoel en beeldskerm van rekenaargebruikers op werksverwandte boonste kwadrant muskuloskeletale pyn en sitgemak. Die boonste kwadrant verwys na die oksiput, servikale en boonste torakale werwelkolom en sluit ook die klavikel en skapula in. Methode: Die N=1 studie is onderneem met gebruik van die ABC ontwerp in terme waarvan n ergonomiese aanpassing van stoel en beeldskerm vergelyk is met die normale gebruik van die deelnemer. Pyn en sitgemak is gemeet deur die gebruik van die Visueel analoogskaal. Die interwensies is ge-evalueer oor vierweekfases tydens normale rekenaar gebruik van die deelnemer. Die resultate is saamgestel en getabuleer. Uitkoms: Beide die gemiddelde en veranderlike pynintensiteit het verminder nadat die werkstasie aangepas is. Geen verbetering in sitgemak is opgemerk nie. Gevolgtrekking: Die vertikale hoogte-aanpassing van die stoel en beeldskerm het moontlik bygedra tot die verminderde pynvlakke in hierdie deelnemer. Hierdie veilige, ekonomiese verstelling is moontlik n praktiese beheeropsie vir rekenaargebruikers wat werksverwandte boonste kwadrant muskuloskeletale pyn verduur. Verder studie in die meet en waarneming van sitgemak tydens rekenaarwerk is nodig.
Getley, Ian L. Department of Aviation Faculty of Science UNSW. "Cosmic and solar radiation monitoring of Australian commercial flight crew at high southern latitudes as measured and compared to predictive computer modelling". Awarded by:University of New South Wales, 2007. http://handle.unsw.edu.au/1959.4/40536.
Texto completoSaggu, Rajinder Kaur. "Effect of a chair and computer screen height adjustment on the neck and upper back musculoskeletal symptoms in an office worker". Thesis, Stellenbosch : Stellenbosch University, 2015. http://hdl.handle.net/10019.1/96971.
Texto completoENGLISH ABSTRACT: Aims: To assess the effect of a chair and computer screen height adjustment on the neck and upper back musculoskeletal symptoms in an office worker. Methods: An N=1 study was conducted using the ABC design. Ethics approval was obtained for the study and the participant provided informed written consent. The participant was assessed over three four week phases as she performed her habitual computer work. The outcome measures assessed during the three phases were the pain intensity and perceived sitting comfort. The three phases were named the baseline, intervention and wash-out phases. During the baseline phase, the outcome measures were obtained at the participant‟s habitual work station. The intervention phase involved a vertical adjustment of the chair and computer screen height. The wash-out phase allowed the participant to adjust the chair and computer screen height to their choice. A follow-up interview was conducted with the participant three months after completion of the study. The mean values and the ranges of the pain intensity and perceived comfort were obtained and compared. The data collected was captured on a Microsoft Excel 2010 spread sheet, where after the data was tabulated and presented graphically. Results: The mean pain intensity of the participant increased slightly during the intervention phase in comparison to the baseline phase, but remained stable during the wash-out phase. The mean perceived sitting comfort deteriorated initially during the intervention phase, but improved later during the intervention phase and showed greater improvement during the wash out phase. The perceived sitting comfort showed more improvement than the pain intensity during the washout phase. Both the pain intensity and perceived sitting comfort showed improvement at the three months follow up assessment, post completion of the study. Conclusion: The vertical height adjustment of the chair and the VDT did not improve the participant‟s pain intensity and perceived sitting comfort when compared to the participant‟s habitual workstation parameters. The findings do not favour the horizontal viewing angle. The findings of this study however support the use of „slightly below horizontal‟ viewing angle as being conducive to reduce the pain intensity and improve the sitting comfort of an office worker.
AFRIKAANSE OPSOMMING: Doelstelling: Om die effek te bepaal van die hoogte aanpassing van die stoel en rekenaarskerm op die nek en bo-rug muskuloskeletale simptome van 'n kantoorwerker. Metodes: „n N=1 studie was uitgevoer deur gebruik te maak van die ABC ontwerp. Etiese goedkeuring was verkry vir die studie en die deelnemer het ingeligte skriftelike toestemming verleen. Die deelnemer was ge-evalueer oor drie vier week-lange fases terwyl sy haar gewone rekenaarwerk verrig het. Die uitkomsmetings ge-evalueer tydens die drie fases was pyn intensiteit en waargenome sitgemak. Die drie fases was genoem die basislyn, intervensie en uitwas fases. Gedurende die basislyn fase was die uitkomsmetings by die deelnemer se gewone werkstasie ingevorder. Die intervensie fase het 'n vertikale aanpassing van die stoel en rekenaarskerm behels. Die uitwas fase het die deelnemer toegelaat om haar stoel en rekenaarskerm se hoogte aan te pas volgens haar keuse. 'n Opvolg onderhoud was gevoer met die deelnemer drie maande na die voltooiing van die studie. Die resultate was vasgelê op 'n Microsoft Excel 2010 data bladsy, waarna die data getabuleer en grafies uitgebeeld is. Resultate: Die gemiddelde pyn intensiteit van die deelnermer het effens toegeneem tydens die intervensie fase in vergelyking met die basislyn fase, maar het stabiel gebly tydens die uitwas fase. Die gemiddelde waargenome sitgemak het aanvanklik verswak tydens die intervensie fase, maar het later verbeter tydens die intervensie fase en het aangehou verbeter tydens die uitwas fase. Die waargenome sitgemak het groter verbetering getoon as die pyn intensiteit tydens die uitwas fase. Beide pyn intensiteit en waargenome sitgemak het verbetering getoon by die drie maande opvolg evaluasie, na voltooiing van die studie. Gevolgtrekking. Die vertikale hoogte aanpassing van die stoel en rekenaarskerm het nie die deelnemer se pyn intensiteit en waargenome sitgemak in vergelyking met die deelnemer se gewone werkstasie parameters verbeter nie. Hierdie bevindinge is nie ten voordeel van die horisontale kykhoek nie. Nietemin, ondersteun die bevindinge van hierdie studie die gebruik van die "effens onder die horisontale" kykhoek as bevorderend om die pyn intensiteit te verminder en die sitgemak van 'n kantoorwerker te verbeter.
Lin, Bing Chun. ""Do Not Disturb": A Micro-Macro Examination of Intrusions at Work". PDXScholar, 2013. https://pdxscholar.library.pdx.edu/open_access_etds/1500.
Texto completoFassbender, Eric. "VirSchool the effect of music on memory for facts learned in a virtual environment /". Phd thesis, Australia : Macquarie University, 2009. http://hdl.handle.net/1959.14/76852.
Texto completoBibliography: p. [265]-280.
Introduction -- Literature review -- Method -- Experiments -- Conclusion.
Video games are becoming increasingly popular and their level of sophistication comes close to that of professional movie productions. Educational institutions and corporations are beginning to use video games for teaching purposes, however, not much is known about the use and effectiveness of video games for such purposes. One even less explored factor in video games is the music that is played throughout the course of the games. Little is known about the role that this music plays in cognitive processes and what effect background music has on players' memory. It is this question that the present thesis explores by asking which effect background music has on participants' memory for facts that are learned from a virtual environment. -- To answer the research question, a computer-animated history lesson, called VirSchool, was created which used the history of the Macquarie Lighthouse in Sydney as a basis for two experiments. Different musical stimuli accompanied the audio-visual presentation of the history topic. These stimuli were tested for their effectiveness to support participants' memory. The VirSchool history lesson was first presented in a Reality Center (a highly immersive, semi-cylindrical 3 projector display system) and one soundtrack was identified which showed a statistically significant improvement in the number of facts that participants remembered correctly from the VirSchool history lesson. Furthermore, Experiment 1 investigated how variations of tempo and pitch of the musical stimuli affected memory performance. It was found that slow tempo and low pitch were beneficial for remembrance of facts from the VirSchool history lesson. -- The beneficial soundtrack that was identified in Experiment 1 was reduced in tempo and lowered in pitch and was subsequently used as the sole musical stimulus in Experiment 2. Furthermore, because of equipment failure, Experiment 2 offered the opportunity to compare memory performance of participants in the Reality Center and a 3-monitor display system, which was used as a replacement for the defect Reality Center. Results showed that, against expectation, the memory for facts from the VirSchool history lesson was significantly better in the less immersive 3-monitor display system. Moreover, manipulated background music played in the second five and a half minutes of the VirSchool history lesson in the Reality Center resulted in a statistically significant improvement of participants' remembrance of facts from the second five and a half minutes of the VirSchool history lesson. The opposite effect was observed in the 3-monitor display system where participants remembered less information from the second five and a half minutes of the VirSchool history lesson if music was played in the second five and a half minutes of the VirSchool history lesson. -- The results from the present study reveal that in some circumstances music has a significant influence on memory in a virtual environment and in others it does not. These findings contribute towards and encourage further investigation of our understanding of the role that music plays in virtual learning environments so that they may be utilised to advance learning of future generations of students.
Mode of access: World Wide Web.
280 p. ill. (some col.)
Ferati, Mexhid Adem. "DESIGN FOUNDATIONS FOR CONTENT-RICH ACOUSTIC INTERFACES: INVESTIGATING AUDEMES AS REFERENTIAL NON-SPEECH AUDIO CUES". Thesis, 2012. http://hdl.handle.net/1805/3084.
Texto completoTo access interactive systems, blind and visually impaired users can leverage their auditory senses by using non-speech sounds. The current structure of non-speech sounds, however, is geared toward conveying user interface operations (e.g., opening a file) rather than large theme-based information (e.g., a history passage) and, thus, is ill-suited to signify the complex meanings of primary learning material (e.g., books and websites). In order to address this problem, this dissertation introduces audemes, a new category of non-speech sounds, whose semiotic structure and flexibility open new horizons for facilitating the education of blind and visually impaired students. An experiment with 21 students from the Indiana School for the Blind and Visually Impaired (ISBVI) supports the hypothesis that audemes increase the retention of theme-based information. By acting as memory catalysts, audemes can play an important role in enhancing the aural interaction and navigation in future sound-based user interfaces. For this dissertation, I designed an Acoustic EDutainment INterface (AEDIN) that integrates audemes as a way by which to vividly anticipate text-to-speech theme-based information and, thus, act as innovative aural covers. The results of two iterative usability evaluations with total of 20 blind and visually impaired participants showed that AEDIN is a highly usable and enjoyable acoustic interface. Yet, designing well-formed audemes remains an ad hoc process because audeme creators can only rely on their intuition to generate meaningful and memorable sounds. In order to address this problem, this dissertation presents three experiments, each with 10 blind and visually impaired participants. The goal was to examine the optimal combination of audeme attributes, which can be used to facilitate accurate recognitions of audeme meanings. This work led to the creation of seven basic guidelines that can be used to design well-formed audemes. An interactive application tool (ASCOLTA: Advanced Support and Creation-Oriented Library Tool for Audemes) operationalized these guidelines to support individuals without an audio background in designing well-formed audemes. An informal evaluation conducted with three teachers from the ISBVI, supports the hypothesis that ASCOLTA is a useful tool by which to facilitate the integration of audemes into the teaching environment.