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111.
Dynamics of the relationships among work and family resource gain and loss, work-to-family enrichment (WFE), and work-to-family conflict (WFC) over time were examined using the data collected from 382 employees of Chinese firms at two points of time one year apart. Work resource gain at time 1 weakened the positive relationship between WFC at times 1 and 2, and work resource loss at time 1 weakened the positive relationship between WFE at times 1 and 2. However, WFC at time 1 strengthened the positive relationship between work resource gain at time 1 and family resource gain at time 2. Overall, these results suggest the existence of complementary forces that maintain the status quo of individuals' work–family experiences, such that high losses diminish the transfer of gains and high gains diminish the transfer of losses, but also that unexpected gains may result from individuals having to deal with painful situations. Implications of these dynamics for theory, research, and practice are discussed. 相似文献
112.
Automated vehicles (AVs) can improve traffic safety for vulnerable road-users like bicyclists. It is most likely that current young people will be the ones to use these vehicles and interact with them. However, very few studies have focused on bicyclist-AV interaction, with little to no inclusion of teenage bicyclists. This research used a virtual focus group study with 25 teenage bicyclists in six groups. Participants were presented with potential designs of infrastructures and communicating interfaces, they discussed pros and cons for each design, and answered multiple surveys. Overall, teenage bicyclists showed positive perceptions toward AVs. They preferred spacious lanes for bicyclists and physical barriers separating AVs and bicyclists. Teenagers chose visual interfaces with familiar icons; nevertheless, they recommended both visual and audible interfaces to ensure bicyclists’ attention and address the need of visually and audibly impaired populations. Future researchers and stakeholders will be benefited from the methodology and outcomes of this research. 相似文献
113.
Cognitive dysfunction is a common problem in patients with Alzheimer's disease. This not only affects the comprehensive rehabilitation of motor function and activities of daily living, but also directly affects the social adaptability, and brings difficulties to the reintegration of Alzheimer's patients. Therefore, cognitive rehabilitation of Alzheimer's patients has become one of the important topics facing the medical community. Under the concept of human-computer interaction design, this study uses puzzle games as an entry point to observe the impact of puzzle games on cognitive function guidance and improvement in patients with Alzheimer's disease. Expecting to provide daily rehabilitation for patients with Alzheimer's disease. It is also hoped that it can promote the cognitive ability recovery of Alzheimer's patients, effectively delay the progress of dementia, improve the daily living ability and adaptability of patients, and improve the quality of life and life. 相似文献
114.
This study integrated gender with the user interface of automotive on-board navigation systems to analyze whether gender differences or 2D (2 dimensional) vs. 3D (3 dimensional) display affect the interface usability of an on-board car navigation system (CNS). An experimental design was adopted for collecting data from three tasks – locating points, planning routes, and searching polygons – each emphasizing a different aspect of way-finding. The participants reported their subjective usability via the System Usability Scale after each trial. Study results show that gender, the CNS interface the subject used, and a combination of both predict the usability of an on-board CNS. This study’s results provide a clearer understanding of whether manufacturers should develop interfaces that fit a CNS 2D or 3D display based on gender. 相似文献