Understanding how risk is perceived by workers is necessary for effective risk communication and risk management. This study adapts key elements of the psychometric perspective to characterize occupational risk perception at a worker level. A total of 313 Spanish healthcare workers evaluated relevant hazards in their workplaces related to biological, ergonomic and organizational factors. A questionnaire elicited workers' ratings of 3 occupational hazards on 9 risk attributes along with perceived risk. Factor and regression analyses reveal regularities in how different risks are perceived, while, at the same time, the procedure helps to summarize specificities in the perception of each hazard. The main regularity is the weight of feeling of dread/severity in order to characterize the risk perceived (β ranges from .22 to .41; p < .001). Data also suggest an underestimation of expert knowledge in relation to the personal knowledge of risk. Thus, participants consider their knowledge of the risk related to biological, ergonomic, and organizational hazards to be higher than the knowledge attributed to the occupational experts (mean differences 95% CIs [.10, .30], [.54, .94], and [0.52, 1.05]). We demonstrate the application of a feasible and systematic procedure to capture how workers perceive hazards in their immediate work environment.
a b s t r a c tEmotions-aware applications are getting a lot of attention as a way to improve the user experience, and also thanks to increasingly affordable Brain-Computer Interfaces (BCI). Thus, projects collecting emotionrelated data are proliferating, like social networks sentiment analysis or tracking students' engagement to reduce Massive Online Open Courses (MOOCs) drop out rates. All them require a common way to represent emotions so it can be more easily integrated, shared and reused by applications improving user experience. Due to the complexity of this data, our proposal is to use rich semantic models based on ontology. EmotionsOnto is a generic ontology for describing emotions and their detection and expression systems taking contextual and multimodal elements into account. The ontology has been applied in the context of EmoCS, a project that collaboratively collects emotion common sense and models it using the EmotionsOnto and other ontologies. Currently, emotion input is provided manually by users. However, experiments are being conduced to automatically measure users's emotional states using Brain-Computer Interfaces.
BackgroundLow back pain is the highest reported musculoskeletal problem worldwide. Up to 90 % of patients with low back pain have no clear explanation for the source and origin of their pain. These individuals commonly receive a diagnosis of non-specific low back pain.Patient education is a way to provide information and advice aimed at changing patients’ cognition and knowledge about their chronic state through the reduction of fear of anticipatory outcomes and the resumption of normal activities. Information technology and the expedited communication processes associated with this technology can be used to deliver health care information to patients. Hence, this technology and its ability to deliver life-changing information has grown as a powerful and alternative health promotion tool.Several studies have demonstrated that websites can change and improve chronic patients’ knowledge and have a positive impact on patients’ attitudes and behaviors. The aim of this project is to identify chronic low back pain patients’ beliefs about the origin and meaning of pain to develop a web-based educational tool using different educational formats and gamification techniques.Methods/designThis study has a mixed-method sequential exploratory design. The participants are chronic low back pain patients between 18–65 years of age who are attending a primary care setting. For the qualitative phase, subjects will be contacted by their family physician and invited to participate in a personal semi-structured interview. The quantitative phase will be a randomized controlled trial. Subjects will be randomly allocated using a simple random sample technique. The intervention group will be provided access to the web site where they will find information related to their chronic low back pain. This information will be provided in different formats. All of this material will be based on the information obtained in the qualitative phase. The control group will follow conventional treatment provided by their family physician.DiscussionThe main outcome of this project is to identify chronic low back pain patients’ beliefs about the origin and meaning of pain to develop a web-based educational tool using different educational formats and gamification techniques.Trial registrationClinicalTrials.gov NCT02369120 Date: 02/20/2015.Electronic supplementary materialThe online version of this article (doi:10.1186/s12911-015-0220-0) contains supplementary material, which is available to authorized users.
In order to improve the management of copyright in the Internet, known as Digital Rights Management, there is the need for a shared language for copyright representation. Current approaches are based on purely syntactic solutions, i.e. a grammar that defines a rights expression language. These languages are difficult to put into practise due to the lack of explicit semantics that facilitate its implementation. Moreover, they are simple from the legal point of view because they are intended just to model the usage licenses granted by content providers to end-users. Thus, they ignore the copyright framework that lies behind and the whole value chain from creators to endusers. Our proposal is to use a semantic approach based on semantic web ontologies. We detail the development of a copyright ontology in order to put this approach into practice. It models the copyright core concepts for creation, rights and the basic kinds of actions that operate on content. Altogether, it allows building a copyright framework for the complete value chain. The set of actions operating on content are our smaller building blocks in order to cope with the complexity of copyright value chains and statements and, at the same time, guarantee a high level of interoperability and evolvability. The resulting copyright modelling framework is flexible and complete enough to model many copyright scenarios, not just those related to the economic exploitation of content. The ontology also includes moral rights, so it is possible to model this kind of situations as it is shown in the included example model for a withdrawal scenario. Finally, the ontology design and the selection of tools result in a straightforward implementation. Description Logic reasoners are used for license checking and retrieval. Rights are modelled as classes of actions, action patterns are modelled also as classes and the same is done for concrete actions. Then, to check if some right or license grants an action is reduced to check for class subsumption, which is a direct functionality of these reasoners.
Abstract. The study of emotion in human beings has traditionally been a research interest area in disciplines such as psychology and sociology. The appearance of affective computing paradigm has made it possible to include findings from these disciplines in the development of affective interfaces. Still, there is a lack of applications that take emotion related aspects into account. This situation is mainly due to the great amount of proposed theoretical models and the complexity of human emotions. Besides, the importance that mobile computing area is acquiring has made necessary to bear context related aspects in mind. The proposal presented in this paper is based on a generic ontology for describing emotions and their detection and expression systems taking contextual and multimodal elements into account. The ontology is proposed as a way to develop a formal model that can be easily computerized. Moreover, it is based on a standard, the Web Ontology Language (OWL), which also makes ontologies easily shareable and extensible. Once formalized as an ontology, the knowledge about emotions is used in order to make computers more accessible, personalised and adapted to user needs.
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