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Ergonomic Aspects of a Virtual Environment

Treść / Zawartość
Identyfikatory
Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
A virtual environment is an interactive graphic system mediated through computer technology that allows a certain level of reality or a sense of presence to access virtual information. To create reality in a virtual environment, ergonomics issues are explored in this paper, aiming to develop the design of presentation formats with related information, that is possible to attain and to maintain user-friendly application.
Rocznik
Strony
125--134
Opis fizyczny
Bibliogr. 28 poz., rys.
Twórcy
autor
  • University of Oulu, Finland
autor
  • University of Oulu, Finland
Bibliografia
  • [1] Ahasan, M.R., Sen, R.N., Ukkola, K., & Kisko, K. (1997). Perception of virtual conference: The role of ergonomists. In P. Seppälä, T. Luopajärvi, C.-H. Nygård, & M. Mattila (Eds.), Proceedings of the 13th Triennial Congress of the International Ergonomics Association, Tampere, Finland 1997 (Vol. 5, pp. 135-137). Helsinki, Finland: Finnish Institute of Occupational Health.
  • [2] Ahasan, M.R., & Väyrynen, S. (1998a). Sensory and cognitive perspective of virtual reality systems. Manuscript submitted for publication.
  • [3] Ahasan, M.R., & Väyrynen, S. (1998b). Virtual reality-Is it really stressful? Manuscript submitted for publication.
  • [4] Cobb, S.V.G., Nichols, S.C., & Wilson, J.R. (1995). Health and safety implications of virtual reality: In search of an experimental methodology. In M. Slater (Ed.), Framework for immersive virtual environments (pp. 227-242). London: University of London.
  • [5] Davis, R.C. (1997). Affordable virtual reality in ergonomics-some examples. In P. Seppälä, T. Luopajärvi C.-H. Nygård, & M. Mattila (Eds.), Proceedings of the 13th Triennial Congress of the International Ergonomics Association, Tampere, Finland, 1997 (Vol. 5, pp. 89-91). Helsinki, Finland: Finnish Institute of Occupational Health.
  • [6] Fialho, F.A.P., Hiratsuka-Tei, P., & Bezerra, C.D. (1996). Cognitive analysis and cyberspace design. In Virtual Proceeding [On-line], Available: http://www.curtin.edu.au/confer-ence/cyberg.
  • [7] Friedmann, M., Stamer, T., & Pentland, A. (1992). Synchronisation of virtual realities. Presence, 1, 139-144.
  • [8] Hancock, P.A. (1996). Effects of control order, augmented feedback, input device, and practice on tracking performance and perceived workload. Ergonomics, 39, 1146-1162.
  • [9] International Organization for Standardization. (1995). Ergonomic requirements for office work with visual display terminals-Part 10: Dialogue principles. (Standard No. ISO-9241:1995). Geneva, Switzerland: Author.
  • [10] Kalawsky, R.S. (1993). The science of virtual reality and virtual environments. Wokingham, UK : Addison-Wesley.
  • [11] Kawara, T., Ohmi, M., & Yoshizawa, T. (1996). Effects of visual functions during tasks of object handling in visual environment with a head mounted display. Ergonomics, 39(11), 1370-1380.
  • [12] Kozak, J.J., Hancock, P.A, Arthur, E.J., & Chrysler, S.T. (1993). Transfer of training from virtual reality. Ergonomics, 36, 777-784.
  • [13] Lee N.S., & Park, J.H. (1994). Application of virtual reality to the product design and Evaluation process. In Proceedings of the 12th Triennial Congress of the International Ergonomics Association (Vol. 4, pp. 409-411). Toronto, Ont., Canada: IEA Press.
  • [14] Lee, N.S., Park, J.H., & Park, K.S. (1996). Reality and human performance in the virtual world. International Journal of Industrial Ergonomics, 18, 187-191.
  • [15] Nichols, S. (1999). Physical ergonomics of virtual environment use. Applied Ergonomics, 30 (1) 79-90
  • [16] Noro, K., Kawai, T., & Takao, H. (1996). The development of a dummy head for 3D audio-visual recording for transmitting telepresence. Ergonomics, 39, 1381-1389.
  • [17] Piantanida, K., & Teixeira, K. (1993). Virtual reality: Through the looking glass. New York: McGraw-Hill.
  • [18] Preece, J. (1994). Human-computer interaction. Reading, MA: Addison-Wesley.
  • [19] Rose, F.D. (1997). The potential role of virtual reality. Neurology, 9, 461-467.
  • [20] Sheridan, T.B. (1993). My anxieties about virtual environments. Presence, 2, 141-142.
  • [21] Slater, M., Usoh, M., & Steed, A. (1994). Depth of presence in virtual environments. Presence, 3, 130-144.
  • [22] Smith, P.A., & Wilson, J.R. (1993). Navigation in hypertext through virtual environments. Applied Ergonomics, 24, 271-278.
  • [23] Thomas, J.C., & Stuart, R. (1992). Virtual reality and human factors. In Proceedings of the Human Factors and Ergonomics Society 36th Annual Meeting, 207-210.
  • [24] Wann, J., & Williams, M.M. (1996). What does virtual reality NEED?: Human factors issues in the design of three dimensional computer environments. International Journal of Human Computer Studies, 44, 829-847.
  • [25] Wilson, J.R. (1997). Virtual environments and ergonomics: Need and opportunities. Ergonomics, 40 (10), 1057-1077.
  • [26] Wilson, J.R., Cobb, S.V.G., & D’Cruz, M.D. (1996). Virtual environments as an integrating medium. In Proceedings of Virtual Reality World 96 (Stuttgart).
  • [27] Wilson, J.R., Nichols, S.C., & Ramsey, A.D. (1995). Virtual reality, health and safety. Fact speculation and myths. Virtual Reality News, 4(9), 20-24.
  • [28] Wilson, R. (1996). Effects of participating in virtual reality environments-A review of current knowledge. Safety Science, 23(1), 39-51.
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-ae5d927d-211d-49a3-9a80-13a235a20e41
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