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Social Situational Language Learning through an Online 3D Game Learning Facilitaton / Culbertson, Gabriel / Wang, Shiyu / Jung, Malte / Andersen, Erik Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.957-968
ACM Digital Library Link
Summary: Learning a second language is challenging. Becoming fluent requires learning contextual information about how language should be used as well as word meanings and grammar. The majority of existing language learning applications provide only thin context around content. In this paper, we present work in Crystallize, a language learning game that combines traditional learning approaches with a situated learning paradigm by integrating a spaced-repetition system within a language learning roleplaying game. To facilitate long-term engagement with the game, we added a new quest paradigm, "jobs," that allow a small amount of design effort to generate a large set of highly-scaffolded tasks that grow iteratively. A large-scale evaluation of the language learning game "in the wild" with a diverse set of 186 people revealed that the game was not only engaging players for extended amounts of time but that players learned an average of 8.7 words in an average of 40.5 minutes.

Crystallize: An Immersive, Collaborative Game for Second Language Learning Games / Culbertson, Gabriel / Andersen, Erik / White, Walker / Zhang, Daniel / Jung, Malte Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative Work and Social Computing 2016-02-27 v.1 p.636-647
ACM Digital Library Link
Summary: Learning a second language is challenging. Becoming fluent requires learning contextual information about how language should be used as well as word meanings and grammar. The majority of existing language learning applications provide only thin context around content. In this paper, we present Crystallize, a collaborative 3D game that provides rich context along with scaffolded learning and engaging gameplay mechanics. Players collaborate through joint tasks, or quests. We present a user study with 42 participants that examined the impact of low and high levels of task interdependence on language learning experience and outcomes. We found that requiring players to help each other led to improved collaborative partner interactions, learning outcomes, and gameplay. A detailed analysis of the chat-logs further revealed that changes in task interdependence affected learning behaviors.

Touch Challenge '15: Recognizing Social Touch Gestures Grand Challenge 1: Recognition of Social Touch Gestures Challenge 2015 / Jung, Merel M. / Cang, Xi Laura / Poel, Mannes / MacLean, Karon E. Proceedings of the 2015 International Conference on Multimodal Interaction 2015-11-09 p.387-390
ACM Digital Library Link
Summary: Advances in the field of touch recognition could open up applications for touch-based interaction in areas such as Human-Robot Interaction (HRI). We extended this challenge to the research community working on multimodal interaction with the goal of sparking interest in the touch modality and to promote exploration of the use of data processing techniques from other more mature modalities for touch recognition. Two data sets were made available containing labeled pressure sensor data of social touch gestures that were performed by touching a touch-sensitive surface with the hand. Each set was collected from similar sensor grids, but under conditions reflecting different application orientations: CoST: Corpus of Social Touch and HAART: The Human-Animal Affective Robot Touch gesture set. In this paper we describe the challenge protocol and summarize the results from the touch challenge hosted in conjunction with the 2015 ACM International Conference on Multimodal Interaction (ICMI). The most important outcomes of the challenges were: (1) transferring techniques from other modalities, such as image processing, speech, and human action recognition provided valuable feature sets; (2) gesture classification confusions were similar despite the various data processing methods used.

Mindless computing: designing technologies to subtly influence behavior Persuasive and personal / Adams, Alexander T. / Costa, Jean / Jung, Malte F. / Choudhury, Tanzeem Proceedings of the 2015 International Conference on Ubiquitous Computing 2015-09-07 p.719-730
ACM Digital Library Link
Summary: Persuasive technologies aim to influence user's behaviors. In order to be effective, many of the persuasive technologies developed so far relies on user's motivation and ability, which is highly variable and often the reason behind the failure of such technology. In this paper, we present the concept of Mindless Computing, which is a new approach to persuasive technology design. Mindless Computing leverages theories and concepts from psychology and behavioral economics into the design of technologies for behavior change. We show through a systematic review that most of the current persuasive technologies do not utilize the fast and automatic mental processes for behavioral change and there is an opportunity for persuasive technology designers to develop systems that are less reliant on user's motivation and ability. We describe two examples of mindless technologies and present pilot studies with encouraging results. Finally, we discuss design guidelines and considerations for developing this type of persuasive technology.

Displayed Uncertainty Improves Driving Experience and Behavior: The Case of Range Anxiety in an Electric Car UI Impact on Performance & Decisions / Jung, Malte F. / Sirkin, David / Gür, Turgut M. / Steinert, Martin Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2201-2210
ACM Digital Library Link
Summary: We explore the impact of the displayed precision of instrumentation estimates of range and state-of-charge on drivers' attitudes towards an all-electric vehicle (EV), on their driving experience, and driving behavior under varying conditions of resource availability. Participants (N=73) completed a 19-mile long drive through highway, rural town and mountain road conditions in an EV that displayed high vs. low remaining range, and gave estimates of that range with high and low information ambiguity. We found that an ambiguous display of range preserved drivers' feelings of trust towards the vehicle, despite encountering situations intended to induce severe range anxiety. Furthermore, compared to drivers facing an unambiguous display of range, drivers presented with an ambiguous range display reported improved driving experience, and exhibited driving behavior better adapted to road and remaining range conditions.

Using Robots to Moderate Team Conflict: The Case of Repairing Violations Session F: Human-Robot Teams / Jung, Malte F. / Martelaro, Nikolas / Hinds, Pamela J. Proceedings of the 2015 ACM/IEEE International Conference on Human-Robot Interaction 2015-03-02 v.1 p.229-236
ACM Digital Library Link
Summary: We explore whether robots can positively influence conflict dynamics by repairing interpersonal violations that occur during a team-based problem-solving task. In a 2 (negative trigger: task-directed vs. personal attack) x 2 (repair: yes vs. no) between-subjects experiment (N = 57 teams, 114 participants), we studied the effect of a robot intervention on affect, perceptions of conflict, perceptions of team members' contributions, and team performance during a problem-solving task. Specifically, the robot either intervened by repairing a task-directed or personal attack by a confederate or did not intervene. Contrary to our expectations, we found that the robot's repair interventions increased the groups' awareness of conflict after the occurrence of a personal attack thereby acting against the groups' tendency to suppress the conflict. These findings suggest that repair heightened awareness of a normative violation. Overall, our results provide support for the idea that robots can aid team functioning by regulating core team processes such as conflict.

HRI Workshop on Human-Robot Teaming Workshops / Hayes, Bradley / Gombolay, Matthew C. / Jung, Malte F. / Hindriks, Koen / de Greeff, Joachim / Jonker, Catholijn / Neerincx, Mark / Bradshaw, Jeffrey M. / Johnson, Matthew / Kruijff-Korbayova, Ivana / Sierhuis, Maarten / Shah, Julie A. / Scassellati, Brian Extended Abstracts of the 2015 ACM/IEEE International Conference on Human-Robot Interaction 2015-03-02 v.2 p.255-256
ACM Digital Library Link
Summary: Developing collaborative robots that can productively and safely operate out of isolation in uninstrumented, human-populated environments is an important goal for the field of robotics. The development of such agents, those that handle the dynamics of human environments and the complexities of interpreting human interaction, is a strong focus within Human-Robot Interaction and involves underlying research questions deeply relevant to the broader robotics community. "Human-Robot Teaming" is a full-day workshop bringing together peer-reviewed technical and position paper contributions spanning a multitude of topics within the domain of human-robot teaming. This workshop seeks to bring together researchers from a wide array of human-robot interaction research topics with the focus of enabling humans and robots to better work together towards common goals. The morning session is devoted to gaining insight from invited speakers and contributed papers, while the afternoon session heavily emphasizes participant interaction via poster presentations, breakout sessions, and an expert panel discussion.

Using Robots to Moderate Team Conflict: The Case of Repairing Violations Videos / Martelaro, Nikolas / Jung, Malte / Hinds, Pamela Extended Abstracts of the 2015 ACM/IEEE International Conference on Human-Robot Interaction 2015-03-02 v.2 p.271
ACM Digital Library Link
Summary: The video shows interactions between a robot and team of people during a short group problem-solving task framed as a bomb defusal scenario. We explore how a robot can influence conflict dynamics through repairing negative violations within the team. The video shows three samples of interactions between two participants, a confederate delivering personal violations, and a robot attempting to moderate the team dynamics. These samples highlight interactions from a larger 2 (negative trigger: task-directed vs. personal attack) x 2 (repair: yes or no) between subjects experiment (N = 57 teams, 114 participants). Specifically, the video provides a qualitative look at our finding that a team's sense of personal conflict increases when the robot identifies and intervenes after a personal violation.

A Neural Network Based Approach to Social Touch Classification Emotion Detection / van Wingerden, Siewart / Uebbing, Tobias J. / Jung, Merel M. / Poel, Mannes Proceedings of the 2014 ICMI Workshop on Emotion Representation and Modelling in Human Machine Interaction Systems 2014-11-16 p.7-12
ACM Digital Library Link
Summary: Touch is an important interaction modality in social interaction, for instance touch can communicate emotions and can intensify emotions communicated by other modalities. In this paper we explore the use of Neural Networks for the classification of touch. The exploration and assessment of Neural Networks (NNs) is based on the Corpus of Social Touch established by Jung et al. This corpus was split in a train set (65%) and test set (35%), the train set was used to find the optimal parameters for the NN and for training the final model. Also different feature sets were investigated; the basic feature set included in the corpus, energy-histogram and dynamical features. Using all features led to the best performance of 64% on the test set, using a NN consisting of one hidden layer with 46 neurones. The confusion matrix showed the expected high confusion between pat-tap and grab-squeeze. A leave-one-subject-out approach lead to a performance of 54%, which is comparable with the results of Jung et al.

Touching the Void -- Introducing CoST: Corpus of Social Touch Poster Session 1 / Jung, Merel M. / Poppe, Ronald / Poel, Mannes / Heylen, Dirk K. J. Proceedings of the 2014 International Conference on Multimodal Interaction 2014-11-12 p.120-127
ACM Digital Library Link
Summary: Touch behavior is of great importance during social interaction. To transfer the tactile modality from interpersonal interaction to other areas such as Human-Robot Interaction (HRI) and remote communication automatic recognition of social touch is necessary. This paper introduces CoST: Corpus of Social Touch, a collection containing 7805 instances of 14 different social touch gestures. The gestures were performed in three variations: gentle, normal and rough, on a sensor grid wrapped around a mannequin arm. Recognition of the rough variations of these 14 gesture classes using Bayesian classifiers and Support Vector Machines (SVMs) resulted in an overall accuracy of 54% and 53%, respectively. Furthermore, this paper provides more insight into the challenges of automatic recognition of social touch gestures, including which gestures can be recognized more easily and which are more difficult to recognize.

Towards Social Touch Intelligence: Developing a Robust System for Automatic Touch Recognition Doctoral Spotlight Session / Jung, Merel M. Proceedings of the 2014 International Conference on Multimodal Interaction 2014-11-12 p.344-348
ACM Digital Library Link
Summary: Touch behavior is of great importance during social interaction. Automatic recognition of social touch is necessary to transfer the touch modality from interpersonal interaction to other areas such as Human-Robot Interaction (HRI). This paper describes a PhD research program on the automatic detection, classification and interpretation of touch in social interaction between humans and artifacts. Progress thus far includes the recording of a Corpus of Social Touch (CoST) consisting of pressure sensor data of 14 different touch gestures and first classification results. Classification of these 14 gestures resulted in an overall accuracy of 53% using Bayesian classifiers. Further work includes the enhancement of the gesture recognition, building an embodied system for real-time classification and testing this system in a possible application scenario.

Glance: rapidly coding behavioral video with the crowd Video / Lasecki, Walter S. / Gordon, Mitchell / Koutra, Danai / Jung, Malte F. / Dow, Steven P. / Bigham, Jeffrey P. Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.1 p.551-562
ACM Digital Library Link
Summary: Behavioral researchers spend considerable amount of time coding video data to systematically extract meaning from subtle human actions and emotions. In this paper, we present Glance, a tool that allows researchers to rapidly query, sample, and analyze large video datasets for behavioral events that are hard to detect automatically. Glance takes advantage of the parallelism available in paid online crowds to interpret natural language queries and then aggregates responses in a summary view of the video data. Glance provides analysts with rapid responses when initially exploring a dataset, and reliable codings when refining an analysis. Our experiments show that Glance can code nearly 50 minutes of video in 5 minutes by recruiting over 60 workers simultaneously, and can get initial feedback to analysts in under 10 seconds for most clips. We present and compare new methods for accurately aggregating the input of multiple workers marking the spans of events in video data, and for measuring the quality of their coding in real-time before a baseline is established by measuring the variance between workers. Glance's rapid responses to natural language queries, feedback regarding question ambiguity and anomalies in the data, and ability to build on prior context in followup queries allow users to have a conversation-like interaction with their data -- opening up new possibilities for naturally exploring video data.

Participatory materials: having a reflective conversation with an artifact in the making Craft / Jung, Malte F. / Martelaro, Nik / Hoster, Halsey / Nass, Clifford Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.25-34
ACM Digital Library Link
Summary: Designing and building mechatronic systems has gradually ceased to be the domain of only highly trained professionals and has become broadly accessible. Drawing from a notion of designing as a conversation with the materials of the situation we built an artifact that could actively engage in its own making by embedding a Wizard of Oz operated animated agent into an Arduino prototyping platform. In a 2x2 between-participants Wizard of Oz laboratory experiment with (N=68) high-school students we specifically examined how this prototyping agent's expression of interest affected perceptions of the agent and learning outcomes dependent on the embodiment of the agent as embedded in the prototyping material itself or as an external entity. We found evidence that embedding an agent into the prototyping material can positively influence learning processes and outcomes while not harming perceptions of the agent.

Ambient surface: enhancing interface capabilities of mobile objects aided by ambient environment Adjunct 2: sponsor demonstrations / Rhee, Taik Heon / Jung, Minkyu / Baek, Sungwook / Kim, Hyun-Jin / Kuk, Sungbin / Kang, Seonghoon / Kim, Hark-Joon Adjunct Proceedings of the 2013 ACM Symposium on User Interface Software and Technology 2013-10-08 v.2 p.27-28
ACM Digital Library Link
Summary: We introduce Ambient Surface, an interactive surrounded equipment for enhancing interface capabilities of mobile devices placed on an ordinary surface. Object information and a user's interaction are captured by 2D/3D cameras, and appropriate feedback images are projected on the surface. By the help of the ambient system, we may not only provide a wider screen for mobile devices with a limited screen size, but also allow analog objects to dynamically interact with users. We believe that this demo will help interaction designers to draw new inspiration of utilizing mobile objects with ambient environment.

Engaging robots: easing complex human-robot teamwork using backchanneling Alternative contexts for collaboration / Jung, Malte F. / Lee, Jin Joo / DePalma, Nick / Adalgeirsson, Sigurdur O. / Hinds, Pamela J. / Breazeal, Cynthia Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work 2013-02-23 v.1 p.1555-1566
ACM Digital Library Link
Summary: People are increasingly working with robots in teams and recent research has focused on how human-robot teams function, but little attention has yet been paid to the role of social signaling behavior in human-robot teams. In a controlled experiment, we examined the role of backchanneling and task complexity on team functioning and perceptions of the robots' engagement and competence. Based on results from 73 participants interacting with autonomous humanoid robots as part of a human-robot team (one participant, one confederate, and three robots), we found that when robots used backchanneling team functioning improved and the robots were seen as more engaged. Ironically, the robots using backchanneling were perceived as less competent than those that did not. Our results suggest that backchanneling plays an important role in human-robot teams and that the design and implementation of robots for human-robot teams may be more effective if backchanneling capability is provided.

Group hedonic balance and pair programming performance: affective interaction dynamics as indicators of performance Affective presence / Jung, Malte / Chong, Jan / Leifer, Larry Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.829-838
ACM Digital Library Link
Summary: Inspired by research on the role of affect in marital interactions, the authors examined whether affective interaction dynamics occurring within a 5-minute slice can predict pair programming performance. In a laboratory experiment with professional programmers, Group Hedonic Balance, a measure of the balance between positive and negative expressed affect, accounted for up to 35% of the variance in not only subjective but also objective pair programming performance. Implications include a new set of methods to study pair programming interactions and recommendations to improve pair programming performance.

Interactive Music Studio: The Soloist / Kim, Hyun-Soo / Yoon, Je-Han / Jung, Moon-Sik NIME 2010: New Interfaces for Musical Expression 2010-06-15 p.444-446
www.nime.org/proceedings/2010/nime2010_444.pdf

Anthropomorphic artificial artist based on face-like detection and painterly rendering Full papers: Arts, drama, and performance / Chun, Sungkuk / Jung, Minkyu / Le, Hoa Minh / Wong, Chee Onn / Kim, Kirak / Jung, Keechul Proceedings of the 2009 International Conference on Advances in Computer Entertainment Technology 2009-10-29 p.257-262
ACM Digital Library Link
Summary: This paper proposes an artificial artist, Sorry Picasso, which has the ability to see, feel and paint an aesthetically appealing painting based on searched images of anthropomorphism nature. We proposed techniques involving image processing, facial recognition, computer vision and computer graphics to automatically identify embedded human face-like objects in a natural anthropomorphic scene searched from the Internet and perform painterly rendering on the identified objects into an aesthetic art. This work is novel as a reproduction of digital art from the perspective of an eye of an artificial artist.

A Novel Web Page Analysis Method for Efficient Reasoning of User Preference Intelligent System Design / Lee, Seunghwa / Jung, Minchul / Lee, Eunseok Proceedings of the 2008 Asia Pacific Conference on Computer Human Interaction 2008-07-06 p.86-93
Link to Digital Content at Springer
Summary: The amount of information on the Web is rapidly increasing. Recommender systems can help users selectively filter this information based on their preferences. One way to obtain user preferences is to analyze characteristics of content that is accessed by the user. Unfortunately, web pages may contain elements irrelevant to user interests (e.g., navigation bar, advertisements, and links.). Hence, existing analysis approaches using the TF-IDF method may not be suitable. This paper proposes a novel user preference analysis system that eliminates elements that repeatedly appear in web pages. It extracts user interest keywords in the identified primary content. Also, the system has features that collect the anchor tag, and track the user's search route, in order to identify keywords that are of core interest to the user. This paper compares the proposed system with pure TF-IDF analysis method. The analysis confirms its effectiveness in terms of the accuracy of the analyzed user profiles.

A New Framework on Measuring Customer Perceived Value in Service Interface Design Usability / Cho, Chang K. / Jung, Minjoo / Lee, Chai-Woo / Bahn, Sangwoo / Yun, Myung Hwan Proceedings of the 2008 Asia Pacific Conference on Computer Human Interaction 2008-07-06 p.344-353
Link to Digital Content at Springer
Summary: This paper explored the possible ways to apply various principles of NPD, NSP and UCD, and combined them appropriately in context of mobile internet service development in order to provide a high customer value via useful and usable service design. We investigated the characteristics of mobile internet and usability problems, and identified the benefits and limitations of previous UCD principles applied to mobile internet service development. Then applicability of CPV in mobile service design has been investigated in phases of divergent and convergent thinking. During the scenario-based ideation, potential customer values can be used as ideation stimuli in the process of structured brainstorming. In divergent thinking, CPV can be applied as evaluation criteria in comparing new ideas with alternative services. For the efficient implementation, work templates for accelerated front-end UCD are developed in co-operation with mobile service staffs in Korean mobile operator. This paper could be helpful for mobile industry and practitioners to develop and evaluate new mobile internet service which reflects users' implicit needs and CPV concept in the efficient and effective way.

An Evaluation Framework for the Design Concepts of Tangible Interface on New Collaborative Work Support System Part 5: Emerging Interactive Technologies / Suh, Youngbo / Lee, Cheol / Song, Joobong / Jung, Minjoo / Yun, Myung Hwan HCI International 2007: 12th International Conference on Human-Computer Interaction, Part II: Interaction Platforms and Techniques 2007-07-22 v.2 p.1210-1219
Keywords: Conceptual Design; Concept Evaluation; CPV; Technology Trends Analysis; Scenario; HTA
Link to Digital Content at Springer
Summary: This study aims to suggest a systematic evaluation framework to evaluate design concepts of a new product at the conceptual design phase based on users' requirements and tasks, development trends of relevant technologies, and the CPV. The proposed framework to evaluate design concepts of a new product consists of three phases. In phase 1, we identify and analyze users' needs, functional requirements and their expected tasks by utilizing user scenario-based analysis and hierarchical task analysis. In phase 2, by deploying a relevant technology roadmap, we investigate technology alternatives for satisfying the user needs or functional requirements. In phase 3, we evaluate the design concepts using evaluation checklist, which is based on functional requirements derived from relationships analysis, utilizing CPV attribute for a quantifiable measure. A case study was demonstrated to evaluate the design concepts of a new CSCW-based tangible interface that was recently designed to support group decision making activities.

A Usability Study on Personalized EPG (pEPG) UI of Digital TV Part IV: Interactive TV and Media / Kim, Myo Ha / Ko, Sang Min / Mun, Jae Seung / Ji, Yong Gu / Jung, Moon Ryul HCI International 2007: 12th International Conference on Human-Computer Interaction, Part III: HCI Intelligent Multimodal Interaction Environments 2007-07-22 v.3 p.892-901
Keywords: Usability; User Interface (UI); Evaluation Principles; Personalized EPG (pEPG); Digital Television (D-TV)
Link to Digital Content at Springer
Summary: As the use of digital television (D-TV) has spread across the globe, usability problems on D-TV have become an important issue. However, so far, very little has been done in the usability studies on D-TV. The aim of this study is developing evaluation methods for the user interface (UI) of a personalized electronic program guide (pEPG) of D-TV, and evaluating the UI of a working prototype of pEPG using this method. To do this, first, the structure of the UI system and navigation for a working prototype of pEPG was designed considering the expanded channel. Secondly, the evaluation principles as the usability method for a working prototype of pEPG were developed. Third, lab-based usability testing for a working prototype of pEPG was conducted with these evaluation principles. The usability problems founded by usability testing were reflected to improve the UI of a working prototype of pEPG.

Dynamic Conflict Detection and Resolution in a Human-Centered Ubiquitous Environment Part I: Intelligent Ambients / Lee, Haining / Park, Jaeil / Park, Peom / Jung, Myungchul / Shin, Dongmin UAHCI 2007: 4th International Conference on Universal Access in Human-Computer Interaction, Part II: Ambient Interaction 2007-07-22 v.2 p.132-140
Keywords: Conflicts detection; resolution; human-centered ubiquitous environment; human interaction
Link to Digital Content at Springer
Summary: In this paper, a Conflict Control Manager (CCM) for a ubiquitous services system is presented to prevent the mode confusion of humans. CCM consists of a lock-based conflict detection module and a D-PRI (dynamic priority)-based conflict resolution. By means of CCM, the mode confusion can drastically be reduced, and, as a result, CCM can assist in designing and implementing a human-centered ubiquitous environment. Through a case study, it is observed that CCM can successfully detect and resolve the runtime conflicts caused by multiple devices interconnected in a ubiquitous environment. It can also be used to detect the potential conflict risk during the service registering phase so that computerized devices are deployed to improve the human interactions with them.

Arm Posture and Muscular Activity While Inserting and Aiming with Laparoscopic Tools INDUSTRIAL ERGONOMICS: Ergonomics Potpourri / Trejo, A. E. / Jung, M.-C. / Hallbeck, M. S. Proceedings of the Human Factors and Ergonomics Society 49th Annual Meeting 2005-09-26 v.49 p.1399-1403
Link to HFES Digital Content
Summary: Two laparoscopic tools, a scissor-type grasper and an ergonomically designed grasper, were compared in terms of arm posture and muscle activity during insertion into a trocar and during a standardized aiming task. Participants were asked to insert a laparoscopic tool into a simulated abdomen and hit five cross-shaped targets using their dominant hand; similar to reaching an organ during laparoscopic surgery. Twenty-six right-handed novice participants volunteered for the study. Two electrogoniometers were used to measure wrist flexion/extension, wrist deviation, and elbow flexion/extension angles. Six surface electrodes were used to measure%MVE of wrist flexors, wrist extensors, biceps brachii, triceps brachii, deltoid, and upper trapezius. The conditions used were five target positions, two touch screen monitor angles, and five hand postures. The scissors-type tool caused the largest wrist flexion, but the smallest %MVE from the wrist flexors. The method of gripping the tools was the most important factor determining joint angles and muscular load during the insertion and aiming tasks.

Evaluation of a Surgeon-Centered Laparoscopic Tool Design to Conventional Tools PRODUCT DESIGN: Product Design / Trejo, A. E. / Jung, M.-C / Oleynikov, D. / Hallbeck, M. S. Proceedings of the Human Factors and Ergonomics Society 49th Annual Meeting 2005-09-26 v.49 p.1705-1709
Link to HFES Digital Content
Summary: Surgeon-centered design principles were employed to design an articulating laparoscopic tool. Evaluation of this tool by 38 expert laparoscopic surgeons demonstrated that they believed the new tool could significantly reduce back, shoulder, arm, wrist and hand pain and stiffness. They preferred the new design to conventional designs for comfort and general impression. The added articulation at the grasper tip was deemed a useful addition by 92%; in addition, 89% of the surgeons would purchase the tool once it was on the market. This study demonstrates that good surgeon-centered design can improve a standard laparoscopic tool. It further demonstrates that given a choice between current tools and ergonomically designed tools, laparoscopic surgeons will select the more comfortable, useful tool.
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