The paradigm of Industry 5.0 pushes the transition from the traditional to a novel, smart, digital, and connected industry, where well-being is key to enhance productivity, optimize man–machine interaction and guarantee workers’ safety. This work aims to conduct a systematic review of current methodologies for monitoring and analyzing physical and cognitive ergonomics. Three research questions are addressed: (1) which technologies are used to assess the physical and cognitive well-being of workers in the workplace, (2) how the acquired data are processed, and (3) what purpose this well-being is evaluated for. This way, individual factors within the holistic assessment of worker well-being are highlighted, and information is provided synthetically. The analysis was conducted following the PRISMA 2020 statement guidelines. From the sixty-five articles collected, the most adopted (1) technological solutions, (2) parameters, and (3) data analysis and processing were identified. Wearable inertial measurement units and RGB-D cameras are the most prevalent devices used for physical monitoring; in the cognitive ergonomics, and cardiac activity is the most adopted physiological parameter. Furthermore, insights on practical issues and future developments are provided. Future research should focus on developing multi-modal systems that combine these aspects with particular emphasis on their practical application in real industrial settings.
Three-dimensional technologies have had a wide diffusion in several fields of application throughout the last decades; medicine is no exception and the interest in their introduction in clinical applications has grown with the refinement of such technologies. We focus on the application of 3D methodologies in maxillofacial surgery, where they can give concrete support in surgical planning and in the prediction of involuntary facial soft-tissue changes after planned bony repositioning. The purpose of this literature review is to offer a panorama of the existing prediction methods and software with a comparison of their reliability and to propose a series of still pending issues. Various software are available for surgical planning and for the prediction of tissue displacements, but their reliability is still an unknown variable in respect of the accuracy needed by surgeons. Maxilim, Dolphin and other common planning software provide a realistic result, but with some inaccuracies in specific areas of the face; it also is not totally clear how the prediction is obtained by the software and what is the theoretical model they are based on.
19 September 2024 in Neural Computing and Applications
This study investigates the use of electroencephalography (EEG) to characterize emotions and provides insights into the consistency between self-reported and machine learning outcomes. Thirty participants engaged in five virtual reality environments designed to elicit specific emotions, while their brain activity was recorded. The participants self-assessed their ground truth emotional state in terms of Arousal and Valence through a Self-Assessment Manikin. Gradient Boosted Decision Tree was adopted as a classification algorithm to test the EEG feasibility in the characterization of emotional states. Distinctive patterns of neural activation corresponding to different levels of Valence and Arousal emerged, and a noteworthy correspondence between the outcomes of the self-assessments and the classifier suggested that EEG-based affective indicators can be successfully applied in emotional characterization, shedding light on the possibility of using them as ground truth measurements. These findings provide compelling evidence for the validity of EEG as a tool for emotion characterization and its contribution to a better understanding of emotional activation.
In the context of human–computer interaction (HCI), understanding user engagement (UE) while interacting with a product or service can provide valuable information for enhancing the design process. UE has been a priority research theme within HCI, as it assesses the user experience by studying the individual’s behavioral response to some stimulus. Many studies looking to quantify the UE are available; however, most use self-report methods that rely only on participants’ answers. This study aims to explore a non-traditional method, specifically electroencephalography, to analyze users’ engagement while interacting with an advergame, an interactive form of advertising in video games. We aim to understand if a more interactive type of advertising will enhance the UE and whether, at the same time, it would influence the user’s purchase intention (UPI). To do this, we computed and compared the UE during the interaction with an advergame and a conventional TV commercial while measuring the participants’ brain activity. After the interaction with both types of advertising, the UPI was also evaluated. The findings demonstrate that a more interactive advertisement increased the participants’ UE and that, in most cases, a UE increment positively influenced the UPI. This study shows an example of the potential of physiological feedback applications to explore the users’ perceptions during and after the human–product interaction. The findings show how physiological methods can be used along with traditional ones for enhancing the UE analysis and provide helpful information about the advantages of engagement measurement in HCI applications.
Due to its versatility, virtual technology is being widely employed in different domains, from industry to amusement. The possibility to adopt this technology in early product/service design is going to bring positive effects such as the reduction of costs associated with the production of physical prototypes and the generation of a more effective knowledge of users’ feedback. This study proposes a preliminary methodology to evaluate users’ engagement in interacting with a virtual environment that consists of the integration between a self-report method (the user engagement scale questionnaire) and a method based on facial expression recognition. Results reported in this paper show that the two methodologies generate different types of knowledge which can be used to fit users’ needs and expectations. Even if focused on a specific case study, i.e., the evaluation of the engagement in a virtual learning environment, this paper aims to propose a methodology that can be applied to all kinds of virtual products.