This article highlights virtual reality (VR) as perhaps the safest, most fully developed of the emerging technologies of cognitive enhancement and as an underused tool for the enhancement of creativity in particular. We argue that researchers, educators, trainers, designers, managers, and others concerned with innovation should be more informed about virtual reality technologies (VRTs) both because of their widespread and growing accessibility and because of the significant, synergistic contributions they can make to human performance and understanding. We present a brief consultative survey exploring the potential use of virtual worlds (VWs) such as Second Life among a group of professionals (N = 20) working in the area of creativity and innovation training. In addition to providing some useful perspectives and creativity strategies for implementation, results suggest that the possibilities represented by VRTs may not be fully appreciated by those who could make the most use of them. We argue that VRTs offer a cost-effective means of implementing and optimizing nearly all conventional individual and collaborative creativity enhancement techniques while also offering potent new possibilities and combinations not available by other means. Thus, we outline five ways VR can be used to enhance creativity and problem solving: (a) by changing aspects of the self and self-perception; (b) by optimizing interactions and collaboration with others; (c) by optimizing environmental conditions and influences; (d) by facilitating guidance or gamification of the problem-solving process; and (e) by offering an arena for the integration of other technologies of creativity enhancement such as pharmacological enhancement, brain stimulation, and neurofeedback. The article ends with a discussion of this technological convergence within the growing sciences of innovation and cognitive enhancement.
A significant feature of critical systems such as power plants is their control by human operators. For that, they are placed at the field level where they perceive, process and provide the necessary information, which is partially digitalized. Another significant feature of the engineering of these systems is to focus mainly on technical requirements that are further checked by human factors and ergonomics specialists. Improving the cospecification process of these systems as a whole requires providing measurable requirements in order to bring together human and technical aspects of these systems. The resulting issue is to check the balance between the two types of specifications from an early project stage. In that way, we propose a system co-specification framework based on an integrative construct enabling to check the compliance of system requirements with automation and physiological requirements by co-execution of models. This framework is applied on a case-study in order to propose physical-physiological pre-requirements of a sound perception artefact by a field operator. These exploratory works aim to contribute to Model-Based Human-System Integration.
Recurrent incident reports indicate that ground operators have not always performed the right action or made the right decision following maintenance operations of transport systems. This paper explores first the physical-physiological requirements for a human to perceive right the meaning of symbolic properties technical objects afford when they are being maintained in variable contextualized situations. This paper explores then the impact of these necessary but not sufficient Human Factors requirements on the specification process of a maintenance enabling system by prototyping a door latch∧lock case-study with a modeling environment based on SysML.
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