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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
261

串流玩轉:論電子遊戲實況的嬉戲與遊戲 / Stream, Play and Games : Playing and Gaming in Video Game Streaming

蔡昀霆, Cai, Yun Ting Unknown Date (has links)
本文分析近年盛行的電子遊戲實況活動。從分心、不專注於電玩的現象開始,本文以「如何玩」這個提問來引導論證「嬉玩」與「遊戲」這組概念在分析上的效力,藉此,本文論證了電玩實況活動中的心智狀態與活動是游移在電玩活動與嬉鬧互動,在嚴肅遊戲與嬉戲玩耍之間游移,這樣的分神狀態之中也產生了有樂趣、具有實效的遊戲性。 從技術架構的觀點來看,以即時串流的技術為基礎,電玩實況活動結合了即時傳輸與即時互動。使用者所獲致的遊戲聆賞經驗以及互動是即時且與他人同步,便也構成了網路媒介之下的共時經驗,實況中以電玩活動為對象的起鬨也便具共在的實感。本文從聊天室起鬨、技術戲耍挪用等現象中論證了基於遊戲性旨趣的共謀嬉玩。嘲諷、干擾的對抗性是為了製造分神的條件,從中產生張力並獲致遊戲性,而包括實況主在內的所有參與者,皆是在這樣的分神狀態中嬉玩,維繫歡騰的共感情緒。 電子遊戲具有將遊戲性限定在其中的封閉性質,也因此對於電玩的遊戲經驗多有私密、個人的想像,即時串流的電玩實況活動便是打開了這樣的封閉性質。透過網路媒介將人匯聚在遊戲活動周圍,不僅共享了電玩活動本身的樂趣,也在即時串流之下共時的互動跟聆賞經驗中以遊戲為對象群聚嬉戲。這樣的網路活動之所以盛行,顯示了人對遊戲性的需求不僅是來自遊戲中,也來自與他人玩在一起的連結共感,電玩實況便是實現了這樣的需求。 / Taking the prevailing "video game live streaming" activities as research object, this thesis takes "play" and "game" as a set of core concepts, and begins the exploration into their conceptual effect. Setting out the arguments with "How to Play" question, this thesis concludes that the mentality and activities in video game live streaming are in an "in-between" condition. Between video game activity and playful disturbance, seriousness and playfulness, there are gameplay with actual effect. Taking the technical conditions into consideration, video game live streaming consists of live media transportation and live interaction. Users' experiences synchronize with each other, thus contribute to the "togetherness" mediated through the Internet, and also the carnivalistic interactions and disturbance in the live channel. From the fuss and disturbance in the chatroom to the appropriation of streaming "plugins", this thesis argues that these actions conducted by streamer and users contribute to the "distractive" scenario, and the conducts are all based on "the interest of play". Different from serious and immersive mentality which is deemed as the fundamental of playing and gaming, the gameplay in live stream is based on distraction, which is the core condition that brings tension and thus playfulness. All the users in video game live streaming, the streamer included, are connected and forged into a synchronized togetherness by this kind of distractive, carnivalistic playfulness. Digital video games have tributes of enclosure, which require concentration, seriousness and absorption. Video game live streaming opens up this kind of enclosure, and brings people in and around the video game activities. In the live channel, users experience the joy and fun of the game itself together in a synchronized way, and also act on the interest of play, creating distraction and disturbance that bring to playful experiences, and that explains why this kind of Internet activity prevails. This thesis shows that the need of gameplay comes not only from game activities themselves, but also from the desire to "play together". In a digital age, video game live streaming is just the fulfillment of this kind of desire.
262

La mutation du paysage commercial de la grande agglomération de Beyrouth à partir des années 90 : « Entre Réaction et/ou Evolution des espaces existants Et Production de nouveaux espaces de grande envergure». : Le cas de Bourj Hammoud , Zalka- Immaret Chalhoub et Le City Mall, dans la banlieue nord de Beyrouth. / The mutation of the commercial landscape of the great agglomeration of Beirut from the 1990s : " Between Reaction and/or Evolution of existing spaces and Production of new spaces of large-scale". : The case of Bourj Hammoud , Zalka-Immaret Chalhoub and The City Mall, in the north suburb of Beirut.

Fadel, Ninette 26 September 2011 (has links)
Au cours des dernières années, les villes du Monde Arabe assistent à une propagation de centres commerciaux. Parallèlement et à partir des années quatre vingt dix, période de la reconstruction du Liban suite à la guerre libanaise, le paysage commercial de Beyrouth a subi de profondes mutations avec l’introduction de la grande distribution internationale et la multiplication des franchises nationales et internationales éparpillées dans la ville et ses extensions. Là, le phénomène n’est pas nouveau au Liban, mais l’ampleur qu’il prend actuellement et sa généralisation à tout l’espace de l’agglomération beyrouthine, en modifie le paysage commercial. De nouvelles structures commerciales côtoient les structures existantes. Ainsi, la géographie commerciale devient de plus en plus multiforme et complexe, surtout avec l’émergence actuelle d’importants complexes commerciaux de grande échelle et d’une nouvelle typologie. Le commerce de proximité est bousculé et remis en cause par l’avènement de la grande distribution surtout alimentaire au Liban. La problématique émerge de ces mutations qui s’opèrent autour des centres commerciaux constituant des pôles d’attraction surtout, en l’absence de planification urbaine prévoyant leur implantation et la politique d’encouragement aux investissements pour les projets de construction et de reconstruction adoptée par le gouvernement libanais suite à la guerre libanaise. Face à cette situation, ce phénomène nous incite à s’interroger sur les mutations du commerce, leur rayonnement spatial, économique et social, leurs causes et leurs effets sur l’environnement urbain. Quelles sont les logiques qui sont derrière ces mutations ? Quelle est leur portée sur le commerce existant et le commerce nouveau ? La problématique émerge des transformations qui se manifestent dans le paysage commercial et sera traitée à travers les différentes logiques, spatiale, économique, sociale, …, urbaine qui les sous-tendent, se questionnant sur leur dimensions dans chaque type de commerce et la portée du « grand » commerce sur « le petit ». / Over the past years, the cities of the Arab world attended a spread of shopping centers. At the same time and from the year 1990, period of the reconstruction of Lebanon after the Lebanese war, the commercial landscape of Beirut has undergone profound changes with the introduction of the large international distribution and the multiplication of national and international franchises scattered throughout the city and its extensions. Here, the phenomenon is not new to the Lebanon, but the extent that it is currently taking and its generalization to any space of the agglomeration of Beyrouth, alter the business landscape. New commercial structures coexist with existing structures. Thus, the commercial geography becomes increasingly multifaceted and complex, especially with the current emergence of major commercial complexes of large scale and new typology. Trade in proximity is jostled and challenged by the advent of the great especially food distribution in Lebanon. The problem emerges from these mutations occur around shopping malls constituting poles of attraction especially, in the absence of urban planning for their implementation and the policy of encouraging investment for the projects of construction and reconstruction adopted by the Lebanese Government after the Lebanese war. Given this situation, this phenomenon prompts us to wonder about the mutations of the trade, their spatial, economic and social influence their causes and their effects on the urban environment. What are the logics that are behind these mutations? What is their scope on the existing trade and new trade? The problem emerges from the transformations that occur in the commercial landscape and will be processed through the different logical, spatial, economic, social,..., urban that underlie them, questioning their dimensions in each type of trade and the scope of the "large" trade and the “small” ( Le “grand” et le “petit” commerce).
263

Efeito da sobrecarga de leucina no músculo sóleo de ratos durante a distração gradual osteogênica. / Effect of the leucine overload in rat soleus muscle during gradual distraction osteogenesis.

Cãmila Valentim Deluca 26 September 2007 (has links)
O objetivo deste estudo foi investigar o efeito da sobrecarga de leucina no músculo sóleo de ratos submetidos à DGO (Distração Gradual Osteogênica). Vinte e cinco ratos Wistar foram divididos em 5 grupos: controle, sham-lengthening, leucina, DGO e DGO+leucina. A DGO de 2mm/dia foi realizada na tíbia até um ganho de 20% e a sobrecarga de leucina (114mM) foi administrada oralmente. Avaliou-se: estrutura histológica muscular, número de sarcômeros em série, área dos diferentes tipos de fibras musculares e análise do tecido conjuntivo. Os dados obtidos dos cortes histológicos mostram que a DGO promoveu intensa lesão muscular e aumento do tecido conjuntivo, o que foi minimizado pela leucina. Houve uma adição no número de sarcômeros em série (26%) durante a DGO, que foi intensificada pela leucina (33%). Observou-se uma diminuição da área de todos os tipos de fibras com a DGO e um aumento da área das fibras do tipo I com a leucina. Portanto, a leucina minimizou os efeitos causados pela DGO, podendo esta ser utilizada como um agente terapêutico durante a DGO no futuro. / The goal of the present study was to investigate the effect of leucine overload in the rat soleus muscle before and along DGO (Gradual Distraction Osteogenesis). Twenty five male Wistar rats were divided into 5 groups: control, sham-lengthening, leucine, DGO and DGO+leucine. The DGO was 2mm/day and the leucine overload (114mM) was administrated orally. Subsequently analyzed: histological cross-section, sarcomere serial number and cross-sectional area of the types fibers and connective tissue. The histological data showed that the DGO promoted intense injury and increase of connective tissue, which can be minimized by leucine. The sarcomere serial number increased by ~26% and leucine overload increased this gain to 33%. The fibers types showed a decrease of the cross-section area of the all type fibers with the DGO and increase of the type I fibers area with leucine overload. We conclude that leucine overload is a potential therapeutical device in DGO, seeking improvement of skeletal muscle longitudinal growth.
264

Evaluation of a Training Program (STRAP) Designed to Decrease Young Drivers Secondary Task Engagement in High Risk Scenarios

Krishnan, Akhilesh 23 November 2015 (has links)
Distracted driving involving secondary tasks is known to lead to an increased likelihood of being involved in motor vehicle crashes. Some secondary tasks are unnecessary and should never be performed. But other secondary tasks, e.g., operating the defroster, are critical to safe driving. Ideally, the driver should schedule when to perform the critical tasks such that the likelihood of a hazard materializing is relatively small during the performance of the secondary task. The current study evaluates a training program -- STRAP (Secondary Task Regulatory & Anticipatory Program) -- which is designed to make drivers aware of latent hazards in the hope that they regulate engagement in secondary tasks which they are performing at the time the latent hazard appears. The secondary tasks include both tasks that require drivers to take their eyes off the road (e.g., operating the defroster) and those which do not (e.g., cell phone use). Participants were assigned either to STRAP or placebo training. After training, the groups navigated eight different scenarios on a driving simulator and were instructed to engage during the drive in as many secondary tasks as possible as long as they felt safe to do so. Secondary task engagement was fully user paced. It is important to note that drivers receiving STRAP training were never instructed directly to either disengage from or not engage in secondary tasks when encountering latent hazards. The results show that STRAP trained drivers were more likely to detect latent hazards and associated clues than placebo trained drivers. With regards to secondary task engagement, STRAP trained drivers chose to limit their in-vehicle and cell phone task engagement by focusing on the forward roadway rather than the task at hand. STRAP training holds out the promise of providing individuals with the necessary skills and proactive awareness to make safe decisions regarding the non-performance or interruption of a secondary task in the presence of a potential latent hazard.
265

Deformačně napěťová analýza femuru s distrakčním intramedulárním hřebem / Strain and stress analysis of the femur with distraction intramedullary nail

Konvalinka, Jan January 2017 (has links)
This master's thesis is focused on determination and analysis of stress and strain in femur with distraction intramedullary nail for treating leg length discrepancy with the method of distraction osteogenesis. Thesis is mainly focused on states after distraction when the callus consolidates. Problem of determining stress and strain is solved by computational modeling using FEM. Detailed description of modeling is included in this thesis, complicated 3D geometry of bone was acquired from segmentation of CT images. Computational model is solve with 4 different types of callus geometry and also material properties of callus are varied. The influence on stress and strain when the middle distal screw is not applied is also analyzed.
266

Analysis of Mental Workload and Operating Behavior in Secondary Tasks while Driving

Platten, Frederik 20 December 2012 (has links)
In this thesis, situations were analyzed in which drivers operate infotainment systems (IVIS) while driving. In this, the focus lay on such situations in which drivers operated these secondary tasks successfully. Following that, a resource orientated approach was chosen in contrast to the focus of many other studies. Demonstrating the negative effects of secondary tasks while driving was less central in this thesis. Rather, everyday behavior adaptations were analyzed that enabled drivers to operate secondary tasks successfully while driving. Therefore these adaptations were measured with regards to the following three factors: driving task, secondary task and mental workload. Additionally the influence of several secondary task attributes was analyzed. Thereby especially the perceived interruptibility was researched in detail. The thesis contains 3 different parts: 1. Introduction to research field, 2. Empiric part and 3. Overall discussion. In the first part an introduction and an overview of the current research concerning secondary task operation while driving is presented. The second part contains 3 studies, each presented in manuscript form. The goal of the first study was to show basic behavior adaptations in a driving simulator study that enables drivers to operate secondary tasks while driving. Thereby it became obvious that drivers adapted their driving behavior as well as their activity in the secondary task dynamically to the specific situation. The driving task was prioritized thereby. The adaptations were dependent on the current as well as the anticipated development of the situations and correspondingly sensitive to the variation of a cue to a hazardous driving situation. If drivers were warned (and thereby an anticipation was possible), they reduced especially their activity in the secondary task. In the second study the influence of mental workload and the attributes of a secondary task were analyzed in-depth. Drivers were informed by a noise signal either about an upcoming unknown driving situation or about an upcoming speed reduction situation in this study. It could be shown that if a secondary task can be interrupted without a perceived decline in performance, it is interrupted in demanding driving situations. If an interruption causes a perceived performance loss, the task is interrupted less often, and so the workload is increased (measured with a physiological measurement). Thus, drivers compensate their current demands by behavior adaptations in different factors, depending on the characteristics of a secondary task. The interaction between driving task, secondary task and workload could be proven by this research. Only if a secondary task could be interrupted without a perceived loss of performance drivers interrupted the task before a hazardous situation was reached. In line with the findings from the studies above a setting was developed for the third study that is less bound to the simulation of complex driving situations and thereby independent from specific driving simulator settings. Nevertheless the anticipation of further driving situations and the option to adapt behavior was given to the drivers by the setting to measure the effects described above. Additionally secondary tasks were analyzed that have a high comparability to common IVIS. Thus, a focus was on the influence of tasks that require time critical inputs. As expected, in tasks with time critical inputs the activity was less often reduced, even if a demanding driving situation was announced. Thereby another influencing factor to the perceived interruptibility of secondary tasks could be analyzed. In the presented studies it was shown that drivers anticipate the further development of a situation and adapt their activity in the secondary task dynamically due to several characteristics of this task. For the future evaluation of IVIS, methodological requirements were deduced from the presented studies and a possible setting for further research was discussed. / In dieser Dissertation werden Situationen untersucht, in denen Fahrer während der Fahrt Infotainmentsysteme (In- Vehicle Infotainment Systeme, kurz IVIS) bedienen. Hierbei wird der Fokus auf Situationen gelegt, in denen Fahrer erfolgreich Nebenaufgaben bearbeiten. Im Gegensatz zu einer Vielzahl von anderen Studien wird hier ein ressourcenorientierter Ansatz gewählt. Im Mittelpunkt steht demnach weniger der Nachweis von Leistungseinbußen in der Fahraufgabe durch zusätzliche Aufgaben. Es wird im Gegensatz dazu herausgearbeitet, durch welche alltäglichen Verhaltensanpassungen Fahrer in der Lage sind, Aufgaben zusätzlich zur Fahraufgabe erfolgreich zu bearbeiten. Dazu werden diese Verhaltensanpassungen messbar gemacht. Ein Hauptaugenmerk wird dabei auf die Faktoren Fahraufgabe, Nebenaufgabe und die mentale Beanspruchung gelegt. Des Weiteren wird der Einfluss verschiedener Nebenaufgaben auf das Verhalten analysiert. Dabei wird insbesondere die wahrgenommene Unterbrechbarkeit der Nebenaufgaben detailliert untersucht. Die Arbeit besteht aus 3 Teilen: 1. Hintergrund des Forschungsfeldes, 2.Experimentalteil und 3. zusammenfassende Diskussion. Im ersten Teil der Arbeit wird zunächst eine Einführung in das Forschungsfeld gegeben und anschließend ein Überblick über den aktuellen Forschungsstand in Bezug auf Zweitaufgabenbearbeitung während der Fahrt. Im Experimentalteil werden 3 Studien präsentiert, die im Rahmen dieser Arbeit durchgeführt wurden (jeweils in Form einer Veröffentlichung). In der ersten Studie war das Ziel grundlegende Verhaltensanpassungen in einer Fahrsimulationsstudie nachzuweisen, die es Fahrern ermöglichen Nebenaufgaben erfolgreich während der Fahrt zu bearbeiten. Dabei wurde deutlich, dass Fahrer ihr Fahrverhalten und ihre Eingabeaktivität in einer Nebenaufgabe der jeweiligen Situation dynamisch anpassen. Die Fahraufgabe wurde dabei priorisiert. Die Verhaltensanpassungen waren sowohl abhängig von der aktuellen, als auch von der antizipierten Situation und zeigten sich demnach abhängig von der Variation eines Hinweisreizes auf eine kritische Verkehrssituation. Als die Fahrer vor einer möglichen Gefahr gewarnt wurden (sie diese also antizipieren konnten), wurde insbesondere die Aktivität in der Nebenaufgabe reduziert. In der daran anschließenden Studie wurde die Rolle der Beanspruchung im Zusammenhang mit den Eigenschaften der Nebenaufgabe näher untersucht. Probanden wurden mithilfe eines Tons entweder auf eine bevorstehende, unbekannte Fahrsituation oder auf eine bevorstehende Geschwindigkeitsreduktion hingewiesen. Es konnte gezeigt werden, dass Fahrer in Situationen, in denen sie den weiteren Fahrverlauf antizipieren und die Nebenaufgabe ohne wahrgenommenen Leistungsverlust unterbrechen konnten, signifikant weniger bedienten. Im Gegensatz dazu zeigte sich in Nebenaufgaben, deren Unterbrechung einen direkten Leistungsverlust nach sich zog, dass Fahrer auch in kritischen Situation gleich viel bedienten. Dieses Verhalten wurde durch eine höhere Anstrengung kompensiert (gemessen mit einem physiologischen Beanspruchungsmaß). Der Zusammenhang der drei Faktoren Fahraufgabe, Nebenaufgabe und Beanspruchung wurde hierbei deutlich. Des Weiteren konnte der Einfluss der Eigenschaften der Nebenaufgaben deutlich gemacht werden: Nur wenn die Unterbrechung der Nebenaufgabe keinen direkten Leistungsverlust zur Folge hatte, wurde diese bereits vor dem Auftreten einer kritischen Situation unterbrochen. Basierend auf den Ergebnissen der ersten beiden Studien wurde für die dritte Studie ein vereinfachtes Setting entwickelt, das weniger auf der Simulation komplexer Fahrsituationen basiert, mithilfe dessen jedoch dennoch die relevanten Effekte messbar sein sollen. Dadurch wird das Setting unabhängiger von einer bestimmten Simulationsumgebung. Dabei wurde den Probanden sowohl ermöglicht relevante Fahrsituationen zu antizipieren als auch ihr Verhalten daran anzupassen. Des Weiteren wurden Nebenaufgaben analysiert, die ähnliche Bedieneingaben erforderten wie gebräuchliche IVIS, und die zum Teil zeitkritische Eingaben erforderten. Wenn Eingaben zeitkritisch gemacht werden mussten, wurde die Nebenaufgabe erwartungsgemäß seltener unterbrochen, auch wenn eine kritische Fahrsituation angekündigt wurde. Dadurch wurde ein weiterer Einflussfaktor auf die wahrgenommene Unterbrechbarkeit von Aufgaben in Fahrsituationen untersucht. In den vorliegenden Studien konnte gezeigt werden, dass Fahrer den weiteren Verlauf von Fahrsituationen antizipieren und ihre Aktivität in einer Nebenaufgabe dynamisch und in Abhängigkeit zu bestimmten Eigenschaften der Nebenaufgabe anpassen. Für die zukünftige Bewertung von IVIS wurden dabei relevante methodische Rahmenbedingungen herausgearbeitet und ein mögliches Setting vorgestellt.
267

Identifying the effects of cognitive distraction on driving performance – Analysis of naturalistic driving data

Precht, Lisa 23 April 2018 (has links)
Abgelenktes Fahren gehört zu den Hauptursachen von Verkehrsunfällen und kann auf visuelle, manuelle oder kognitive Ablenkungsquellen zurückgeführt werden. Jede dieser Ablenkungsquellen wurde bereits mit negativen Effekten auf die Fahrerleistung in Zusammenhang gebracht. Obschon ein weitgehender Konsens über negative Auswirkungen von visueller/visuell-manueller Ablenkung besteht, sind die Wirkungen kognitiver Ablenkung auf Fahrfehler und Unfälle noch immer umstritten. Viele experimentelle Studien haben negative Auswirkungen kognitiver Ablenkung auf die Fahrerleistung berichtet. Demgegenüber stehen jedoch die Ergebnisse der Mehrzahl vorliegender „naturalistic driving studies“, die kein erhöhtes Unfallrisiko oder sogar protektive Effekte in diesem Zusammenhang fanden. Die aktuelle Entwicklung hin zu Mensch-Fahrzeug-Schnittstellen, die die Bedienung diverser Anwendungen mittels Sprachsteuerung ermöglichen, führt zu einem Anstieg von kognitiver Beanspruchung beim Fahren. Es ist daher von entscheidender Bedeutung, die Auswirkungen kognitiver Ablenkung auf die Fahrerleistung zu erfassen, um den Verantwortungsträgern in der Gesellschaft, den Regierungen und der Industrie eine Risikoabschätzung dieser Funktionen zu ermöglichen und die Sicherheit von Mensch-Fahrzeug-Schnittstellen zu erhöhen. Das Hauptziel dieser Dissertation bestand darin, die Effekte von kognitiver Ablenkung auf die Fahrerleistung zu untersuchen. Verschiedene Arten kognitiver Ablenkung, die sich beim Fahren unter realen Bedingungen häufig auf die Fahrer auswirken, wurden in dieser Arbeit kodiert und analysiert: kognitiv ablenkende Nebenaufgaben (z.B. telefonieren, singen), Fahreremotionen (z.B. Freude, Wut/Frustration, Traurigkeit) und Kombinationen von Fahreremotionen und Nebenaufgaben (z.B. Streit mit dem Beifahrer oder am Telefon). Bei der Untersuchung von Effekten kognitiver Ablenkung auf das Fahren sind Umwelt-, Situations- und Personenfaktoren zu berücksichtigen, da sie Mediator- und Moderatorvariablen bei der Erfassung des relativen Risikos von Ablenkung beim Fahren im Straßenverkehr darstellen. Daher folgte diese Dissertation dem ganzheitlichen Ansatz, so viele relevante Variablen wie möglich zu betrachten, die mit der Ausführung kognitiv ablenkender Tätigkeiten interagieren. Zu diesem Zweck wurden Daten der derzeit umfangreichsten „naturalistic driving study“ (the second Strategic Highway Research Program, SHRP 2) kodiert und analysiert, um möglichst viele Situationen, in denen eine kognitive Beanspruchung die Fahrerleistung potenziell beeinflusste, umfassend zu bewerten. Gleichzeitig wurde eine große Zahl von Mediator- und Moderatorvariablen betrachtet, die beim Fahren im realen Straßenverkehr auftreten (z.B. Einfluss von Kreuzungen, Wetter, etc.). Dieser Ansatz sollte das Verständnis und die externe Validität der Ergebnisse erhöhen und stellt einen wichtigen Schritt hin zu einem vollständigen Modell jener Variablen dar, die entweder zu unangemessen Verhaltensweisen und Unfällen beitragen oder sie reduzieren. Im Rahmen der Dissertation wurden vier Studien durchgeführt, die auf der Grundlage von zwei SHRP 2 Datensätzen die Zusammenhänge zwischen kognitiven und anderen Ablenkungsquellen, Umwelt-, Situations- und Personenfaktoren und Fahrerleistung untersuchten. Weiterhin wurden Kausalfaktoren in 315 vom Fahrer verursachten Unfällen und Beinaheunfällen, die mit Fahrerablenkung, Fahrerbeeinträchtigung oder keinem dieser Faktoren assoziiert waren, analysiert. Die erste Studie untersuchte die Auswirkungen von Wut beim Fahren und Streit mit dem Beifahrer oder jemandem am Telefon auf die Fahrerleistung. Wut beim Fahren ging mit einer Häufung aggressiver Verhaltensweisen einher, jedoch nicht mit einer Erhöhung von Fahrfehlern. Streitgespräche mit dem Beifahrer oder einer Person am Telefon (das heißt, wenn mutmaßlich das höchste Maß an kognitiver Ablenkung vorlag), schienen darüber hinaus mit keiner Form von unangemessenen Verhaltensweisen im Zusammenhang zu stehen. Die zweite Studie untersuchte, wie sich kognitive, visuelle und manuelle Fahrerablenkung, emotionale Beeinträchtigung sowie Umwelt-, Situations- und Persönlichkeitsfaktoren auf die Fahrerleistung auswirken. Ein Zusammenhang zwischen kognitiver Ablenkung und einer Verschlechterung der Fahrerleistung konnte nicht festgestellt werden. Die dritte Studie replizierte und erweiterte Ergebnisse der zweiten Untersuchung auf der Grundlage eines größeren Datensatzes, bestehend aus Fahrsegmenten, die Unfällen, Beinaheunfällen und Baselines vorausgingen und weder emotionale noch andere Fahrerbeeinträchtigungen enthielten. In Übereinstimmung mit den Ergebnissen der ersten und zweiten Studie, wurde keine Assoziation zwischen kognitiver Ablenkung und einer verschlechterten Fahrerleistung festgestellt. Bei der vierten Studie handelte es sich um eine vergleichende Analyse von Risikofaktoren für Unfälle/ Beinaheunfälle, die mit verschiedenen Arten von Ablenkung, Beeinträchtigung oder keinem von beiden, assoziiert waren. Unfälle, denen eine kognitive Ablenkung vorausgegangen war, waren vor allem mit von Ablenkung unabhängigen Fahrfehlern verbunden - genau wie die Unfälle, denen keine beobachtbare Nebentätigkeit vorausgegangen war. Dieses Ergebnis lässt vermuten, dass in früheren „naturalistic driving studies“, das Unfallrisiko von kognitiv ablenkenden Nebentätigkeiten eventuell sogar überschätzt wurde. Zusammenfassend legen die Ergebnisse die Schlussfolgerung nahe, dass kognitive Ablenkung durch beobachtbare emotionale Beeinträchtigung, (überwiegend) kognitiv ablenkende Nebenaufgaben oder die Kombination dieser beiden Faktoren, nicht mit sichtbaren negativen Auswirkungen auf die Fahrerleistung im tatsächlichen Straßenverkehr assoziiert werden kann. Im Gegensatz dazu hatten ablenkende Tätigkeiten, die zu Blickabwendungen von der Straße führen, und solche, die mit einem besonders hohen Unfallrisiko assoziiert werden, die größte Wahrscheinlichkeit Fahrfehler und Unfälle zu verursachen. / Driver distractions are among the leading causes of motor vehicle accidents. Such distractions can stem from competing visual, manual, or cognitive resources, all of which have been associated with detrimental effects on driving performance. Although the negative impacts of visual/visual-manual distraction are widely agreed upon, the effects of cognitive load on driving errors and crash risk are still debated. On the one hand, numerous experimental studies have shown adverse effects of cognitive distraction on driving performance. In contrast, most existing naturalistic driving studies have either not revealed increased crash/near-crash risk due to cognitive distraction, or have even reported a safety benefit. The number of in-vehicle tasks placing cognitive load on the driver is increasing in recent years due to the development of auditory human–machine interfaces such as voice control for several functions. This has enhanced the need to assess how cognitive distraction affects driving performance. These results are necessary to provide society, government, and industry with valid risk estimates, which will affect decision making regarding how to enhance the safety of using in-vehicle human-machine interfaces while driving. Therefore, the main objective of this thesis was to investigate how cognitive distraction affects driving performance. Different types of cognitive distraction that commonly affect most drivers in naturalistic conditions were coded and analyzed in the present thesis, including: cognitively distracting secondary tasks (e.g., talking on the phone, singing), driver emotion (e.g., happiness, anger/frustration, sadness), and combinations of driver emotion and secondary task demand (e.g., arguing with a passenger or with someone on the phone). Environmental, situational, and individual factors cannot be ignored when investigating the effects of cognitive distraction on driving performance, as they are mediating and moderating variables for estimating distraction relative risk in naturalistic driving. Therefore, a holistic approach guided this thesis towards incorporating as many important variables as possible that interact with the engagement in cognitively distracting activities. Data from the largest naturalistic driving study ever conducted (the second Strategic Highway Research Program, SHRP 2) were coded and analyzed to comprehensively assess many situations in which cognitive load potentially affected driving performance. Further, the goal was to simultaneously consider many possible mediating and moderating variables existent in real-world traffic (such as intersection influences, weather, etc.). This approach should increase understanding and external validity of the results, as well as represent an important step towards building a complete model depicting variables that contribute to or mitigate aberrant driving behaviors and crash risk. Four different analyses focused on two SHRP 2 data subsets to assess the relationship between cognitive and other distraction sources, environmental, situational, and individual factors, as well as driving performance. In addition, contributing factors in 315 at-fault crash and near-crash events associated with driver distraction, driver impairment, or neither of the two were analyzed. The first study examined driving performance in relation to driving anger as well as arguing with a passenger or with someone on the phone. Results showed that driving anger was associated with more frequent aggressive driving behaviors without increasing driving error frequency. Furthermore, when a conflict arose with a passenger or with someone on the phone (i.e., when the level of cognitive distraction was expected to be highest), there did not appear to be a link to any type of aberrant driving behavior. The second study analyzed driving performance based on cognitive, visual, and manual driver distraction, emotional impairment, as well as environmental, situational, and individual factors. Cognitive distraction was not associated with any decline in driving performance. The purpose of the third analysis was to replicate and extend the second study’s effects based on a larger data sample of driving segments preceding crashes, near-crashes, and matched baselines, of drivers not exhibiting emotional or other impairment types. Corroborating the first and second study’s results, there was no association between cognitive distractions and impaired driving performance. Finally, the fourth study compared the risk factors of crashes/near-crashes associated with either different driver distraction types, impairment, or neither. Crashes preceded by cognitive distraction were mainly associated with driving errors unrelated to the secondary task demands, as were the crashes preceded by no observable secondary task. This finding suggests that previous studies analyzing naturalistic driving data may have even overestimated the crash risk of cognitively distracting secondary task engagement. In summary, this thesis provides compelling evidence that cognitive distraction, either through observable emotional impairment, (mainly) cognitively distracting secondary tasks, or the combination of both, has no apparent relation with poorer driving performance observable in real-world traffic. On the contrary, distracting activities requiring the driver’s gaze to move away from the forward roadway and those associated with a particularly high crash risk had the highest chances of causing driving errors and crashes.
268

Information Hold :  Ways of preventing information overload in Scania vehicles in critical traffic situations

Osbeck, Emelie, Åkerman, Nils January 2010 (has links)
De tekniska system som tävlar om förarens uppmärksamhet i bilar och lastbilar ökar både i antal och komplexitet. Detta kanske inte är ett problem på en rak, lugn motorväg men minskar fokus på själva körningen och om något oväntat skulle hända kan konsekvenserna bli allvarliga eftersom föraren är distraherad och kan behöva ta in för mycket information på en gång. Syftet med projektet var att utveckla ett system för att presentera endast relevant och önskad information till förare av lastbilar och bussar i kritiska trafiksituationer. Detta för att göra det möjligt för föraren att fokusera mer på körningen och därigenom göra den säkrare och bekvämare. Å ena sidan ska systemet upptäcka vilken typ av trafiksituation lastbilen befinner sig i. Å andra sidan ska det avgöra vilken typ av information som skulle vara relevant för föraren i den situationen. Med en litteraturstudie, insamlad statistik, intervjuer och författarnas åsikter som grund identifierades ett antal händelser (som telefonsamtal och förekommande varningar) som kan inträffa i förarhytten på en lastbil och hur mycket de vardera skulle öka förarens arbetsbörda (workload). Detsamma gjordes för ett antal vanliga trafiksituationer som kan betraktas som kritiska och kräver mer uppmärksamhet än att bara köra rakt fram. Dessa händelser och situationer betygsattes därefter utifrån hur mycket de skulle öka belastningen på de sinnen som används mest i en körsituation, nämligen: synen, hörseln, motoriken och kognitionen. Matriser gjordes i vilka uppgifter och situationer ställdes mot varje sinne med betyg vilket senare användes som grund för de tre koncept som utvecklades för systemet. Koncepten hette Jigsaw, Fever och Three’s a crowd och utvärderades i en workshop på Scania. De två första realiserades i form av prototyper som gjordes i programmet GUIDE. Logiken som byggdes upp i programmet bestod av tillståndsmaskiner och med boolsk logik samt if- och while-slingor. / The technical systems that compete for drivers’ attention in cars and trucks are increasing both in numbers and complexity. This may not be a problem on a straight and sound highway but definitely decreases the focus on the actual driving and if something unexpected was to happen there could be dangerous consequences, due to too much distraction and information overload. The purpose of the project was to develop a system to present only relevant and desired information to drivers of trucks and busses in critical traffic situations, for the Swedish truck manufacturer Scania. This will enable the driver to focus more on the driving thus creating a safer and more comfortable driving situation. On one hand the system had to detect what type of traffic situation the truck is in. On the other hand it had to determine what type of information would be suitable for the driver in that situation. With a literature study, statistics, interviews and the authors’ judgments as a basis the project first identified a number of tasks (like phone calls and occurring warnings) that can take place in the cab of a truck and then assess how much they respectively would raise the workload of the driver. The same was done for a number of common traffic situations that were considered as critical and demanded more attention than just driving straight ahead. All these tasks and situations were graded on how much they would raise the load on the senses most used in a driving situation: visual, auditory, motor and cognitive. Matrices were made cross-referencing the tasks and situations with the grades on each modality and was used as the basis for the three concepts for the system that was developed. The concepts called Jigsaw, Fever and Three’s a crowd were evaluated in a workshop at Scania and the first two were realized in the form of prototypes which were made in the software GUIDE. The logic was made up of state machines and Boolean operators and if- and while-conditions.
269

La distraction par la réalité virtuelle pour le soulagement de la douleur de jeunes enfants ayant subi des brûlures

Khadra, Christelle 08 1900 (has links)
Les brûlures chez les enfants provoquent une douleur sévère surtout durant les procédures de soins. La gestion de la douleur est un rôle principal de l’infirmière œuvrant dans les soins aux brûlés. En plus d’administrer les médicaments et d’en assurer la surveillance, l’infirmière peut initier des interventions non pharmacologiques puisque les médicaments ne procurent souvent pas un soulagement total et ont de nombreux effets secondaires. La distraction par la réalité virtuelle (RV) est une intervention non pharmacologique qui permet de dévier l’attention de l’enfant des stimuli douloureux. Plusieurs études ont montré un effet prometteur de cette technologie pour le soulagement de la douleur procédurale. Cependant, aucune étude n’a exploré son effet auprès de jeunes enfants. Le but de cette thèse était d’abord, d’évaluer la faisabilité et l’acceptabilité, et ensuite l’effet préliminaire sur la douleur d’un nouveau prototype de RV (projecteur en dôme – RV hybride) développé spécifiquement pour distraire les enfants brûlés âgés entre 6 mois et 7 ans durant les séances d’hydrothérapie. À cet effet, deux études ont été menées. La première était une étude pilote à un groupe. Les participants étaient 15 enfants âgés en moyenne de 2.2 ± 2.1 ans avec une moyenne de surface corporelle brûlée de 5% ± 4. Ils ont tous reçu la distraction par le projecteur en dôme de RV combiné au traitement pharmacologique standard. Les résultats ont montré que le projecteur était une intervention faisable et adaptée à la salle d’hydrothérapie. Il n'a pas interféré avec la procédure et a été jugé utile pour la gestion de la douleur par la plupart des intervenants. Les mesures de douleur, de confort et de sédation étaient faisables, mais pas celle de l’anxiété compte tenu du jeune âge des participants. La seconde étude, basée sur la première, concernait un essai clinique d’efficacité intra-sujet auprès de 38 enfants âgés de 1.8 ± 1.3 ans. Chaque participant a reçu, durant la même séance d’hydrothérapie, le traitement pharmacologique seul (intervention contrôle) ainsi que le traitement pharmacologique combiné à la distraction par le projecteur en dôme de RV (intervention expérimentale) selon un ordre randomisé. L’intervention expérimentale a eu un effet bénéfique sur la douleur (mesurée par la FLACC (Face, Legs, Activity, Cry, Consolability scale) statistiquement significatif comparé à l’intervention contrôle pour tous les participants combinés (p= 0.026), ainsi qu’au niveau du confort mesuré par l’OCCEB-BECCO (Échelle d'Observation Comportementale du Confort d'Enfants Brûlés) (p=0.002). Cependant, selon l’analyse par séquences de randomisation, la différence était seulement significative pour le groupe qui a débuté par l’intervention expérimentale suggérant qu’il est plus difficile de distraire l’enfant une fois que les procédures douloureuses sont débutées. Aucun effet secondaire n’a été observé. Les résultats de cette thèse soulignent l’effet bénéfique de la distraction par la RV hybride chez les jeunes enfants brûlés. Cet outil peut être intégré à la pratique infirmière quotidienne pour offrir de meilleures interventions pour le soulagement de la douleur procédurale sans effets secondaires. / Burns in children cause severe pain especially during wound care procedures. Pain management is a primary role of nurses involved in burn care. In addition to administration and monitoring of the medication, the nurse can initiate non-pharmacological interventions since the medication does not provide total relief with this population of patients and has many side effects. Virtual reality (VR) distraction is a non-pharmacological intervention that helps divert the child's attention away from painful stimuli. Several studies have shown a promising effect of this technology for the relief of procedural pain. However, no studies have explored its effect on pain in young children. The purpose of this thesis was two-fold: First to evaluate the feasibility and acceptability, and secondly the preliminary effect on pain of a new VR prototype (projector-based hybrid VR) developed specifically for burned children between 6 months and 7 years of age during hydrotherapy sessions. For this purpose, two studies were conducted. The first study was a single group pilot study. Participants were 15 children aged 2.2 +/- 2.1 years with a mean body surface area of 5% +/- 4%. They all received distraction by the projector-based hybrid VR combined with standard pharmacological treatment. Results showed that the VR projector was a feasible intervention adapted to the treatment room. It did not interfere with the procedure and was found useful for pain management by most care providers. Measurements of pain, comfort, and sedation were feasible, but not the measurement of anxiety given the participants’ age-group. The second study, based on the first one, was an efficacy crossover clinical trial of 38 children aged 1.8 ± 1.3 years. Each participant received, during the same hydrotherapy session, the pharmacological treatment alone (control intervention) as well as the pharmacological treatment combined with the distraction by the projector-based hybrid VR (experimental intervention) in a randomized order. The experimental intervention had a statistically significant beneficial effect compared to the control intervention for all participants combined for pain levels measured by the FLACC (Face, Legs, Activity, Cry, Consolability Scale) (p = 0.026) and comfort levels measured by OCCEB-BECCO (Behavioral Observational Scale of Comfort Level for Child Burn Victims) (p = 0.002). However, according to the analysis by randomization sequences, the difference was only significant for the group for which the sequence started with the experimental intervention suggesting that it is more difficult to distract a child once the painful procedures are started. No side effects were observed. Results of this thesis highlight the beneficial effect of a hybrid VR distraction device with young burned children. This tool could be implemented in daily nursing practice to provide better pain care to young children with no side effects.
270

Distracted Practice and Patient Safety: The Healthcare Team Experience: A Dissertation

D'Esmond, Lynn Berggren Knapp 11 January 2016 (has links)
Purpose: The purpose of this study was to explore the experiences of distracted practice across the healthcare team. Definition: Distracted practice is the diversion of a portion of available cognitive resources that may be needed to effectively perform/carry out the current activity. Background: Distracted practice is the result of individuals interacting with the healthcare team, the environment and technology in the performance of their jobs. The resultant behaviors can lead to error and affect patient safety. Methods: A qualitative descriptive (QD) approach was used that integrated observations with semi-structured interviews. The conceptual framework was based on the distracted driving model and a completed concept analysis. Results: There were 22 observation sessions and 32 interviews (12 RNs, 11 MDs, and 9 Pharmacists) completed between December, 2014 and July 2015. Results suggested that distracted practice is based on the main theme of cognitive resources which varies by the subthemes of individual differences; environmental disruptions; team awareness; and “rush mode”/time pressure. Conclusions and Implications: Distracted practice is an individual human experience that occurs when there are not enough cognitive resources available to effectively complete the task at hand. In that moment an individual shifts from thinking critically, being able to complete their current task without error, to not thinking critically and working in an automatic mode. This is when errors occur. Additional research is needed to evaluate intervention strategies to reduce and prevent distracted practice.

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