HOME
*





Human Performance Modeling
Human performance modeling (HPM) is a method of quantifying human behavior, cognition, and processes. It is a tool used by human factors researchers and practitioners for both the analysis of human function and for the development of systems designed for optimal user experience and interaction .Sebok, A., Wickens, C., & Sargent, R. (2013, September). Using Meta-Analyses Results and Data Gathering to Support Human Performance Model Development. In ''Proceedings of the Human Factors and Ergonomics Society Annual Meeting'' (Vol. 57, No. 1, pp. 783-787). SAGE Publications. It is a complementary approach to other usability testing methods for evaluating the impact of interface features on operator performance.Carolan, T., Scott-Nash, S., Corker, K., & Kellmeyer, D. (2000, July). An application of human performance modeling to the evaluation of advanced user interface features. In ''Proceedings of the Human Factors and Ergonomics Society Annual Meeting'' (Vol. 44, No. 37, pp. 650-653). SAGE ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Human Factors And Ergonomics Society
The Human Factors and Ergonomics Society (HFES) is an interdisciplinary nonprofit professional organization, headquartered in Washington, D.C., United States, covering the fields of human factors and ergonomics. Founded in 1957, HFES claims 4500 members worldwide. HFES has 67 active chapters throughout the United States, Canada Canada is a country in North America. Its ten provinces and three territories extend from the Atlantic Ocean to the Pacific Ocean and northward into the Arctic Ocean, covering over , making it the world's second-largest country by tot ..., and Europe. 42 of these are student chapters, and 23 are technical groups. HFES publishes the ANSI/HFES-100 standard for ergonomic workstation setups, approved by the American National Standards Institute (ANSI) in 2007. References External links {{authority control Professional associations based in the United States Art and design-related professional associations Architecture-related profess ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Attention
Attention is the behavioral and cognitive process of selectively concentrating on a discrete aspect of information, whether considered subjective or objective, while ignoring other perceivable information. William James (1890) wrote that "Attention is the taking possession by the mind, in clear and vivid form, of one out of what seem several simultaneously possible objects or trains of thought. Focalization, concentration, of consciousness are of its essence." Attention has also been described as the allocation of limited cognitive processing resources. Attention is manifested by an attentional bottleneck, in terms of the amount of data the brain can process each second; for example, in human vision, only less than 1% of the visual input data (at around one megabyte per second) can enter the bottleneck, leading to inattentional blindness. Attention remains a crucial area of investigation within education, psychology, neuroscience, cognitive neuroscience, and neuropsycho ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


General Problem Solver
General Problem Solver (GPS) is a computer program created in 1959 by Herbert A. Simon, J. C. Shaw, and Allen Newell (RAND Corporation) intended to work as a universal problem solver machine. In contrast to the former Logic Theorist project, the GPS works with means–ends analysis. Overview Any problem that can be expressed as a set of well-formed formulas (WFFs) or Horn clauses, and that constitute a directed graph with one or more sources (that is, axioms) and sinks (that is, desired conclusions), can be solved, in principle, by GPS. Proofs in the predicate logic and Euclidean geometry problem spaces are prime examples of the domain the applicability of GPS. It was based on Simon and Newell's theoretical work on logic machines. GPS was the first computer program which separated its knowledge of problems (rules represented as input data) from its strategy of how to solve problems (a generic solver engine). GPS was implemented in the third-order programming language, IPL. Wh ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Modality (human–computer Interaction)
In the context of human–computer interaction, a modality is the classification of a single independent channel of sensory input/output between a computer and a human. A system is designated unimodal if it has only one modality implemented, and multimodal interaction, multimodal if it has more than one. When multiple modalities are available for some tasks or aspects of a task, the system is said to have overlapping modalities. If multiple modalities are available for a task, the system is said to have redundant modalities. Multiple modalities can be used in combination to provide complementary methods that may be redundant but convey information more effectively. Modalities can be generally defined in two forms: human-computer and computer-human modalities. Computer–Human modalities Computers utilize a wide range of technologies to communicate and send information to humans: * Common modalities ** Visual perception, Vision – computer graphics typically through a screen ** H ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Psychological Refractory Period
The term psychological refractory period (PRP) refers to the period of time during which the response to a second stimulus is significantly slowed because a first stimulus is still being processed. This delay in response time when one is required to divide attention can exhibit a negative effect that is evident in many fields of study. The PRP can be used to investigate many areas of research that study processes which require divided attention, such as reading aloud, language, or driving and talking on the phone. PRP effects related to personality, age, and level of alcohol or caffeine intake have also been investigated. Methods PRP is a product of the psychological refractory period paradigm, a paradigm in which two different stimuli are presented in rapid succession, each requiring a fast response. Stimulus onset asynchrony, the time that lapses between the presentations of the two stimuli, acts as the '' independent variable'' in this paradigm, and the reaction time to the s ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  




Workload
The term workload can refer to a number of different yet related entities. An amount of labor Workload is the amount of work an individual has to do.Jex, S. M. (1998). Stress and job performance: Theory, research, and implications for managerial practice. Thousand Oaks, CA: Sage. There is a distinction between the actual amount of work and the individual's perception of the workload. Workload can also be classified as quantitative (the amount of work to be done) or qualitative (the difficulty of the work). The assessment of operator workload has a vital impact on the design of new human-machine systems. By evaluating operator workload during the design of a new system, or iteration of an existing system, problems such as workload bottlenecks and overload can be identified. As the human operator is a central part of a human-machine system, the correction of these problems is necessary for the operation of safe and efficient systems. An operating budget may include estimates of ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Depth Perception
Depth perception is the ability to perceive distance to objects in the world using the visual system and visual perception. It is a major factor in perceiving the world in three dimensions. Depth perception happens primarily due to stereopsis and accommodation of the eye. Depth sensation is the corresponding term for non-human animals, since although it is known that they can sense the distance of an object, it is not known whether they perceive it in the same way that humans do. Depth perception arises from a variety of depth cues. These are typically classified into binocular cues and monocular cues. Binocular cues are based on the receipt of sensory information in three dimensions from both eyes and monocular cues can be observed with just one eye. Binocular cues include retinal disparity, which exploits parallax and vergence. Stereopsis is made possible with binocular vision. Monocular cues include relative size (distant objects subtend smaller visual angles than ne ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Nyquist–Shannon Sampling Theorem
The Nyquist–Shannon sampling theorem is a theorem in the field of signal processing which serves as a fundamental bridge between continuous-time signals and discrete-time signals. It establishes a sufficient condition for a sample rate that permits a discrete sequence of ''samples'' to capture all the information from a continuous-time signal of finite bandwidth. Strictly speaking, the theorem only applies to a class of mathematical functions having a Fourier transform that is zero outside of a finite region of frequencies. Intuitively we expect that when one reduces a continuous function to a discrete sequence and interpolates back to a continuous function, the fidelity of the result depends on the density (or sample rate) of the original samples. The sampling theorem introduces the concept of a sample rate that is sufficient for perfect fidelity for the class of functions that are band-limited to a given bandwidth, such that no actual information is lost in the sampling pro ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Markov Models
In probability theory, a Markov model is a stochastic model used to model pseudo-randomly changing systems. It is assumed that future states depend only on the current state, not on the events that occurred before it (that is, it assumes the Markov property). Generally, this assumption enables reasoning and computation with the model that would otherwise be intractable. For this reason, in the fields of predictive modelling and probabilistic forecasting, it is desirable for a given model to exhibit the Markov property. Introduction There are four common Markov models used in different situations, depending on whether every sequential state is observable or not, and whether the system is to be adjusted on the basis of observations made: Markov chain The simplest Markov model is the Markov chain. It models the state of a system with a random variable that changes through time. In this context, the Markov property suggests that the distribution for this variable depends only ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Salience (neuroscience)
Salience (also called saliency) is that property by which some thing stands out. Salient events are an attentional mechanism by which organisms learn and survive; those organisms can focus their limited perceptual and cognitive resources on the pertinent (that is, salient) subset of the sensory data available to them. Saliency typically arises from contrasts between items and their neighborhood. They might be represented, for example, by a red dot surrounded by white dots, or by a flickering message indicator of an answering machine, or a loud noise in an otherwise quiet environment. Saliency detection is often studied in the context of the visual system, but similar mechanisms operate in other sensory systems. Just what is salient can be influenced by training: for example, for human subjects particular letters can become salient by training. There can be a sequence of necessary events, each of which has to be salient, in turn, in order for successful training in the sequence; ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Visual Search
Visual search is a type of perceptual task requiring attention that typically involves an active scan of the visual environment for a particular object or feature (the target) among other objects or features (the distractors). Visual search can take place with or without eye movements. The ability to consciously locate an object or target amongst a complex array of stimuli has been extensively studied over the past 40 years. Practical examples of using visual search can be seen in everyday life, such as when one is picking out a product on a supermarket shelf, when animals are searching for food among piles of leaves, when trying to find a friend in a large crowd of people, or simply when playing visual search games such as '' Where's Wally?'' Much previous literature on visual search used reaction time in order to measure the time it takes to detect the target amongst its distractors. An example of this could be a green square (the target) amongst a set of red circles (the distr ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]