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1.
Forward Collision Warning Systems (FCWS) have been designed to enhance road safety by reducing the number of rear-end collisions. Nevertheless, little is known about how drivers adapt their behaviour over time when using this kind of system. In addition, these systems are expected to aid particularly distracted drivers. However, previous research has suggested that the effectiveness of the system could depend on the difficulty level of the secondary task. The objective of this study on driving simulator was twofold. Firstly, it consisted in evaluating the behavioural adaptation to an FCWS as well as analysing the possible consequences of driving without the system after a short period of adaptation. Secondly, it was to evaluate the effectiveness of the system according to two different difficulty levels of a cognitive secondary task. The results showed that drivers adapted their behaviour positively when the system was introduced. Nevertheless, both the effectiveness and the behavioural adaptation in the short term were dependent on the cognitive load induced by the secondary task. These findings suggest that the warning needs some attentional resources to be processed. Finally, no negative or transfer effect was observed following the removal of the system after a short period of adaptation.  相似文献   

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This study evaluates the efficacy of haptic feedback for the Blind Spot Warnings (BSWs) that are delivered to a driver through a steering wheel or a seatbelt. To this end, we developed a virtual driving simulator that implemented potential side collision scenarios. Haptic BSWs were issued as a vibrotactile alert during lane changes if a car in the target lane approached from the participant’s blind spot at a faster speed. The two haptic warning types were assessed through a human factors experiment with participants of two age groups: younger (30–40 years) and older (50–60 years). No warning condition was also included as the control condition. As performance measures, the Collision Prevention Rate (CPR) and the Minimum Distance by which a collision was Avoided (MDA) were collected. As preference measures, the participants’ perception of usefulness of the haptic warnings and their overall satisfaction were used. Experimental results showed that the highest CPR, the longest MDA, and the highest preference were achieved when BSWs were delivered through the steering wheel. For the seatbelt BSW, the CPR and MDA did not increase with statistical significance than those of the no-warning condition, but the participants felt that the haptic seatbelt was useful with high satisfaction. Interestingly, the scores of perceived usefulness and satisfaction were higher with the older group, suggesting that older drivers can be more willing to accept these new types of warning. In addition, the experiment suggested several factors that need to be studied to further improve the performance and preference of haptic BSW, such as warning issue timing and vibration intensity.  相似文献   

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We evaluated the effects of teaching 13 typically developing children to use constant time delay when tutoring three of their peers who had substantial disabilities. We measured the extent to which the tutors used the constant time delay procedure correctly and the tutees' correct performance on the skills being taught. A multiple probe design across behaviors was used. The results indicated that (a) the tutors used each step of the constant time delay with a high degree of procedural fidelity; (b) the students with disabilities acquired the skills that were taught during peer tutoring; and (c) modifications of the procedure were required for 2 of the 3 students with disabilities, and the peers tutors were able to implement the modifications. Implications for practice and future research are described.  相似文献   

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This study quantified human short-term-memory decay functions for delayed vibrotactile frequency discriminations. Subjects indicated which of two successive intervals contained the higher or lower frequency of a pair separated by delay periods of 0.5–30 sec. Performance decreased as a function of length of delay and was higher when delays were unfilled than when they were filled with a backwardscounting task. This interpolated task may have interfered with rehearsal of a coded representation of the remembered vibrotactile frequency. A change in decay rate after 5-sec delays suggests a switch from reliance on sensory memory to the coded frequency representation. Performance and decay rate depended on presentation order of higher or lower frequency within pairs. Reciprocal performance asymmetries seen in high- versus low-frequency ranges did not result from simple response bias.  相似文献   

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For this study, we developed a magnetic resonance (MR)-compatible vibrotactile stimulator using a planar-coil-type actuator. The newly developed vibrotactile stimulator consists of three units: control unit, drive unit, and planar-coil-type actuator. The control unit controls frequency, intensity, time, and channel, and transfers the stimulation signals to the drive unit. The drive unit operates the planar-coil-type actuator in response to commands from the control unit. The planar-coil-type actuator, which uses a planar coil instead of conventional electric wire, generates vibrating stimulation through interaction of the current of the planar coil with the static magnetic field of the MR scanner. Even though the developed tactile stimulating system is small, simple, and inexpensive, it has a wide range of stimulation frequencies (20 ~ 400 Hz, at 40 levels) and stimulation intensities (0 ~ 7 V, at 256 levels). The stimulation intensity does not change due to frequency changes. Since the transient response time is a few microseconds, the stimulation time can be controlled on a scale of microseconds. In addition, this actuator has the advantages of providing highly repeatable stimulation, being durable, being able to assume various shapes, and having an adjustable contact area with the skin. The new stimulator operated stably in an MR environment without affecting the MR images. Using functional magnetic resonance imaging, we observed the brain activation changes resulting from stimulation frequency and intensity changes.  相似文献   

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Best possible Self (BPS) is a positive psychological intervention based on positive future thinking. It has been shown to be effective in improving well-being and depressive symptoms over short periods of time. Positive technology is a scientific approach designed to increase well-being through Information and Communication Technologies. To assess the efficacy of the BPS implemented through a positive technology application in improving optimistic thinking, affect and depressive symptoms, during a one-month period, with two follow-ups one and three months later. Randomized, single-blind control trial. Central randomization was performed by an independent researcher using computer software to generate lists allocating participants to treatments. Recruitment was carried out through advertisements at two universities. Randomized participants were 78 young adults who were assigned to the e-BPS condition (n = 38) or to a control group (n = 40). Participants were asked to visualize their BPS each day using a Positive Technology Application. The Control condition consisted of thinking and writing about daily activities, also through technologies. Affect, future expectations, and depressive symptoms were measured in different time frames. 78 participants were analyzed using intention-to-treat analyses. Results showed that BPS was effective in improving future expectations measures and reducing depressive symptoms until the post-training. However, these effects were not maintained in the three-month follow-up period. This study indicates that BPS can be effectively adapted for implementation through positive technologies. Factors such as the variety of exercises and the instructions can play a role in maintaining the changes in the long term. Trial registration clinicaltrails.gov Identifier: NCT02321605.  相似文献   

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A psychophysical matching procedure was used to measure the effect of a conditioning stimulus on the vibrotactile sensation magnitude of a test stimulus. When both stimuli were applied to the thenar eminence of the same hand, the conditioning stimulus enhanced the sensation magnitude of the test stimulus. Enhancement was also observed when the test stimulus was on the thenar eminence and the conditioning stimulus was either on the contralateral thenar eminence, the ipsilateral middle finger, or the contralateral middle finger. When the conditioning and test stimuli were applied to separate sites, enhancement was maximal when At between the stimuli was 150 msec. At Ate less than 100 msec, suppression was observed. Enhancement and suppression were observed only when the frequencies of the two stimuli were within the same vibrotactile information processing channel.  相似文献   

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The present research examined whether people feel happier and healthier when they feel more understood in daily social interactions. A two-week diary study showed that people reported greater life satisfaction and fewer physical symptoms on days in which they felt more understood by others. Moreover, we found that individuals who tend to see themselves in relations to others (i.e., women or those scored high on interdependent self-construal measure) showed a stronger association between daily felt understanding and daily life satisfaction or physical symptoms. These findings demonstrate that daily social experiences, such as felt understanding, are associated with daily well-being, particularly for individuals with greater interdependent self-construal.  相似文献   

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Symmetrically curved edges are often felt to be skewed, i.e., the highpoint feels off center. The direction of the skew depends on the direction of the hand’s scanning movement, the highpoint being felt to be towards the right when the hand scans in a left to right direction and towards the left when scanning right to left. The result clarifies some earlier studies and raises questions about relationships between the nature of the scanning movement and the quality of judgment.  相似文献   

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Stochastic resonance (SR) occurs when the detection of a subthreshold signal is aided by the presence of random energy fluctuations in the signal modality, commonly called noise. SR is counterintuitive because such noise usually worsens performance. Nonetheless, SR has been demonstrated both theoretically and experimentally in human sensory systems. Using a psychophysically sophisticated paradigm, we show that SR aids the detection of vibrating touch stimuli presented to the foot soles of both healthy elderly people with elevated vibrotactile thresholds and healthy young people with normal vibrotactile thresholds. The results also suggest that it is possible to know a priori the amount of noise needed for optimal SR effects given the degree to which the signal is subthreshold. Thus, SR may be practical as a rehabilitative aid for individuals with elevated sensory thresholds.  相似文献   

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The objective of the present study was to provide a better understanding of the factors that influence discrimination and subjective assessment of vibrotactile feedbacks during active interaction with a touchscreen. Twenty-four participants were presented with 162 pairs of vibrotactile signals that varied in frequency (60 Hz, 130 Hz, 200 Hz), waveform (sine, square and triangle), and duration (around 123 ms for short and 163 ms for long). Participants had to complete three successive tasks: a dissimilarity task, a preference judgement task, and a resemblance (to push-buttons) judgement task. For the discrimination task, a MultiDimensional Scale analysis revealed: (1) a predominant role of frequency, (2) a role of duration for a given frequency, and (3) no role of waveform. An analysis of variance performed on the preference and resemblance data also point out the main role of the signal frequency. Finally, a correlation was found between preference and resemblance data, indicating that the participants tend to prefer signals judged to be similar to familiar tactile sensations.  相似文献   

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In two experiments the effect of loud noise on a simple vibrotactile learning task was studied. After learning the task to criterion, 10 male and 10 female Ss received two pairs of test trials, one without noise, and one in continuous noise (a 1,000 cps pure tone at 90 dB SPL). An additional 10 male and 10 female Ss learned the same task and also received the same two pairs of test trials, but instead of receiving continuous noise for the second condition, they received an intermittent noise (random numbers presented at 2 sec intervals at 95 dB SPL). In the first experiment noise had a significant effect on the performance of the 20-subject group and also on the females in the group. Noise did not significantly affect the performance of males. In the second experiment noise had no significant effect on either males or females.  相似文献   

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An investigation was undertaken into whether haptic comparison of curvature and of shape is influenced by the length/width ratio of the hand. For this purpose three experiments were conducted to test the curvature matching of curved strips (experiment 1), the curvature matching of cylindrically curved hand-sized surfaces (experiment 2), and the shape discrimination of elliptically curved hand-sized surfaces (experiment 3). The orientation of the stimuli with respect to the fingers was varied. The results of the two matching experiments showed that a given curvature is judged to be more curved when touched along the fingers than when touched across the fingers. The phenomenal flatness along and across the fingers was found to be different and subject dependent. The results of the shape-discrimination experiment showed that the orientation of ellipsoidal surfaces influences the judgments of the shapes of these surfaces. This influence could be predicted on the basis of results of the second matching experiment. It is concluded that similar mechanisms underlie the (anisotropic) perception of curvature and shape. For the major part the trends in the results can be explained by the length/width ratio of the hand and the phenomenal flatnesses.  相似文献   

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工作记忆可以同时保存多个信息并且容量有限, 这一内在机制是工作记忆研究的重点问题。视觉和言语等研究领域都发现工作记忆能够存储多个信息单元, 但对振动触觉工作记忆是否能存储多个频率信息目前尚无相关研究。由于振动触觉频率刺激和视觉刺激具有不同的神经编码机制, 以及振动频率信息是通过躯体感觉产生的模拟的、单维的、参数化信息, 振动触觉工作记忆容量及其加工存储机制的研究也必不可少。首先, 本项目将采用新的实验范式, 探究不同的刺激呈现方式以及不同反应报告方式下, 振动触觉工作记忆的容量及其认知机制。其次, 本项目也将同时运用功能磁共振成像(fMRI)技术, 来阐述振动触觉工作记忆加工存储的神经机制。探究基于触觉频率信息的参数工作记忆容量及其神经机制是完善工作记忆模型的重要补充, 将有助于提高我们对工作记忆系统的理解, 并为视觉、听觉、触觉多模态感知觉信息的跨通道研究奠定基础。  相似文献   

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