- Basic study on the effects of the use of BGM in auditory user interface on user’s memory and learning of directory hierarchy
- 論文掲載日：2016/12/31 第16巻
- Purpose: To provide cues to users for grasping the directory hierarchy in the operating environments of information technology devices when it is extremely difficult to use the sense of sight, we devised a user interface having a type of auditory landmark by playing simple music with no particular semantic structure as background music (BGM) for specific hierarchies. We performed a basic study of the effect of BGM on the users’ recall and learning of directory hierarchies and of the item names residing in them.
Subjects and method: The subjects were 12 healthy male university students between the ages of 21 and 22 (six for each of the experiment conditions). To avoid influencing the test results, we selected subjects who were not information science or music majors. We prepared a four-level tree-structured directory hierarchy, which was structured such that the first level had two branches, the second level had three branches, and the third level had three branches. There were 30 nodes and 80 items. We used information science terminology for the item names. The item names were read aloud using a screen reader. The arrow keys, enter key, and backspace key were used to move inside and between directories. We tested tasks of recall and learning of the directory hierarchy under two conditions: 1) with BGM (BGM was presented in three places in the hierarchy) and 2) without BGM. We performed six trials in total, two trials each day for three days.
Conclusion: Our findings are summarised as follows: (1) Memorising and learning by mapping the spatial arrangement of the directory with BGM enhanced the users’ spatial perception of the directory structure. (2) As a result, learning performance increased approximately 20% on an average. (3) This increased relatively the cognitive processing resources for applying the item names into memory, and learning efficiency increased by an average of approximately 30%.
Keywords: Auditory user interface, Non-visual user interface, Visual impairment, Human memories, Learning, Directory hierarchy
- Performance strategy in the hand mental rotation task in patients with schizophrenia
- 論文掲載日：2016/12/30 第16巻
- Purpose: We compared the response times for each presented angle in a hand mental rotation task (HMRT) in patients with schizophrenia in order to investigate performance strategies adopted when patients were required to determine whether a presented picture showed a left or right hand.
Patients and Methods: Twenty-three right-handed patients with schizophrenia (15 male and 8 female, mean age 39.5 ± 11.6 years) performed the HMRT. A total of 96 pictures randomly featuring left or right hands, either palm or back of hand, rotated in six different angles (at a 60° intervals) were presented to participants. Participants were instructed to determine the left or right for each picture as fast and as accurately as possible by pressing the left or right key.
Conclusion: Response times were longer for the angles that were difficult for participants to simulate. These results indicate that participants utilize a motor imagery strategy to perform HMRTs.
Keywords: Motor imagery, Mental disorder, Cognitive dysfunction, Reaction time, Motor response generation
- Performance strategy in the hand mental rotation task in hemiplegic stroke patients
- 論文掲載日：2016/11/02 第16巻
- Purpose: We compared the accuracy and response times for a hand mental rotation task (HMRT) in patients with hemiplegic stroke in order to investigate performance strategies adopted when patients were required to determine whether a presented picture showed a left or right hand.
Patients and Methods: Twenty-eight patients with hemiplegic stroke performed the HMRT (14 patients with left-hemisphere brain damage: 59.5 ± 15.8 years; 14 patients with right-hemisphere brain damage: 65.6 ± 14.9 years). Hand pictures featuring various combinations of three factors (left or right hand, palm or back of hand, and six angular orientations were randomly presented. The third finger pointing upward was defined as an angle of 0°, and clockwise rotation occurred in increments of 60°. Participants were instructed to use their non-paralyzed hand to press the button in the determined direction (e.g., in the case of a left hand picture, the left button was pressed) as quickly and as accurately as possible.
Results: The accuracy in the HMRT was lowest for angles of 180°, and an increasing trend in accuracy was observed as the picture was rotated clockwise or counterclockwise towards 0°. The ΔRT was also longest for angles of 180° and tended to decrease as 0° was approached. Moreover, when compared with RTs for pictures of hand angles that were easier to replicate, those for pictures of hand angles that were difficult to replicate were longer.
Conclusion: These results indicate that patients with hemiplegic stroke utilize a mental transformation strategy to perform HMRTs, and that this strategy involves simulation of one’s own hand movements (motor imagery strategy).
Keywords：Motor imagery, Hemiparesis, Reaction time, Response time, Motor response generation
- Outcome model analysis-based results of actual tissue anatomy exercise for nursing students using non-fixed pig organs
- 論文掲載日：2016/09/27 第16巻
Purpose: Knowledge of anatomy and physiology forms not only the foundation of nursing, but is also a necessity of the profession. However, using donated formalin-fixed human cadavers for real-tissue anatomy exercises to teach nursing students is not the standard in Japan. Reports suggest that non-fixed tissues, specifically raw pig hearts and kidneys, can be used as an alternative to formalin-fixed cadavers for anatomical exercises. The purpose of this outcome model was to clarify the key elements of these real-tissue exercises to increase the safety and effectiveness of anatomy education for nursing students.
Subjects and Methods: An analysis of the ease of study and safety of real-tissue anatomy learning exercises for nursing students was conducted using an outcome model. Inputs, processes, and outcomes were the lateral aspects of the model, and client, provider, and setting perspectives were the vertical aspects. Inputs were represented by the organization of real-tissue anatomy exercises, processes by educational activities, and outcomes by the results of the anatomy exercises conducted. Clients comprised nursing students, providers comprised teaching staff, and the setting was the Department of Nursing.
Conclusion: The benefits of real-tissue anatomy exercises in helping nursing students understand course material were evaluated. Results suggest that both exercises, i.e. the anatomy learning exercises of hearts and that of kidneys, offered large advantages in anatomy instruction. In their post-exercise reports, students expressed that their understanding of course materials was deeper after participating in the real-tissue exercise. They also reported that 3 study sessions, the combination of the real-tissue exercise with pre-exercise study and writing post-exercise reports, were effective based on their understanding of the material. When reviewing the outcomes cases, students (clients) mentioned the difficulty of the dissection procedures, whereas teaching staff (providers) has to provide sufficient technique of anatomy. Although non-fixed pig hearts and kidneys are most suitable as alternative specimens, the need to ventilate the classroom laboratory (setting) to remove the odour of the dissection specimens and ammonia was raised. Compared with donated human cadavers, using non-fixed pig hearts for real-tissue anatomy exercises allows for a more easily managed work environment. We believe that such specimens may also be used for dissection exercises among nursing students and students in other fields.
Keywords: Anatomical education, nursing students, heart, kidney, outcome model analysis.
- Psychological response to moving distance and velocity of haptic device that evokes inertia and detent sensations
- 論文掲載日：2016/06/22 第16巻
Purpose: In this study, a "haptic device" that, when a finger (or thumb) is slid on its touchpad, replicates the sliding movement in the direction slid by the finger pulp at a set distance and velocity, with mechanical force feedback, was attached to the steering wheel of a driving simulator (DS) and used to experimentally derive the characteristics of the inertia and detent sensations perceived by the driver.
Test Subjects and Method: Ten healthy university students, ages in the range 18-22 years, and each possessing a standard motor vehicle driver’s license, participated as subjects. A DS environment was configured with the haptic device mounted on a steering wheel. Haptic stimuli under 25 conditions, comprising combinations of five stages of sliding distances and five stages of sliding velocities, were presented to the subjects. As each subject simulated driving on a completely straight DS road, he/she performed operations with his/her right thumb on the pad, and standard stimuli and comparative stimuli were respectively presented. The magnitude estimation method was used to measure the psychological quantity indicating the extent of the inertia and detent sensations perceived at the thumb pulp for each pad manipulation exercise above.
Conclusions: All test subjects perceived inertia and detent sensations from the haptic device. However, velocity changes at maximum travel distances of 0.8 mm and under were not perceivable. Under all other conditions, independent increases of the maximum travel distance and velocity, respectively, caused significant increases in the psychological sensations of inertia and detent. As regards the relationships between maximum travel distance and velocity and the psychological sensations of inertia and detent, a "power exponent" was obtained that can serve as fundamental data for (future) designs.
Keywords: Haptic interface, Human-machine interaction, ITS, Car informatics, Human factors