The invasion of personal space is often a contributory factor to the experience of discomfort in aircraft passengers. This paper presents a questionnaire study which investigated how air travellers are affected by invasions of personal space and how they attempt to adapt to, or counter, these invasions. In support of recent findings on the factors influencing air passenger comfort, the results of this study indicate that the invasion of personal space is not only caused by physical factors (e.g. physical contact with humans or objects), but also other sensory factors such as noise, smells or unwanted eye contact. The findings of this study have implications for the design of shared spaces. Practitioner Summary: This paper presents a questionnaire study which investigated personal space in an aircraft environment. The results highlight the factors which affect the perception of personal space invasion in aircraft and can therefore inform the design of aircraft cabin environments to enhance the passenger experience.
Virtual training systems deliver training within a virtual environment (VE) using virtual reality (VR) or augmented reality (AR) technologies. However, to be fully accepted as a valid tool for training within the automotive industry, evidence is required on the ability of these systems to deliver effective and efficient training to the relevant users. This paper aims to investigate the effectiveness and efficiency of the first prototype of the virtual training system (VTS) developed within the VISTRA (Virtual Simulation and Training of Assembly and Service Processes in Digital Factories) project (FP7‐ICT‐285176), using real end users from the OPEL automotive plant in Rüsselsheim, Germany. Two separate and independent studies were employed that used objective and subjective methods of investigation to establish performance and usability measures. The objective results show that virtual training was effective in reducing error during task performance when compared to traditional training. The subjective results concluded that the opinions of the participants were mainly positive concerning the overall use of the VTS for assembly operation training; however, a number of issues were highlighted and reported to the developers for further advancement of the system.
If you would like to write for this, or any other Emerald publication, then please use our Emerald for Authors service information about how to choose which publication to write for and submission guidelines are available for all. Please visit www.emeraldinsight.com/authors for more information.
About Emerald www.emeraldinsight.comEmerald is a global publisher linking research and practice to the benefit of society. The company manages a portfolio of more than 290 journals and over 2,350 books and book series volumes, as well as providing an extensive range of online products and additional customer resources and services.Emerald is both COUNTER 4 and TRANSFER compliant. The organization is a partner of the Committee on Publication Ethics (COPE) and also works with Portico and the LOCKSS initiative for digital archive preservation.
AbstractSummarizes what business and management games are, their history, the different types of games that are available and what their uses are. Through interviews and a questionnaire survey the users of games are studied to ascertain who they are, why they use or are involved with games and what they think of them.
BACKGROUND: Comfort is an important factor in the acceptance of transport systems. In 2010 and 2011, the European Commission (EC) put forward its vision for air travel in the year 2050 which envisaged the use of in--flight virtual reality. This paper addressed the EC vision by investigating the effect of virtual environments on comfort. Research has shown that virtual environments can provide entertaining experiences and can be effective distractors from painful experiences. OBJECTIVE: To determine the extent to which a virtual environment could distract people from sources of discomfort. METHODS: Experiments which involved inducing discomfort commonly experienced in--flight (e.g. limited space, noise) in order to determine the extent to which viewing a virtual environment could distract people from discomfort. RESULTS: Virtual environments can fully or partially distract people from sources of discomfort, becoming more effective when they are interesting. They are also more effective at distracting people from discomfort caused by restricted space than noise disturbances. CONCLUSIONS: Virtual environments have the potential to enhance passenger comfort by providing positive distractions from sources of discomfort. Further research is required to understand more fully the reasons why the effect was stronger for one source of discomfort than the other.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.