human factors
AUDITORY, TACTILE, AND VESTIBULAR SYSTEMS
AHF
PROPERTIES OF SOUND
Sound is the vibration of air molecules
Amplitude - sound pressure perceived as loudness
Frequency - Cycles per second(Hertz) perceived as pitch
Timbre - quality of sound
Which sound has the greatest amplitude?
Which has the highest frequency?
Pressure
Time
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DECIBEL SCALE
Sound intensity (dB) = 20 log (P1/P2); where P2 is the threshold of hearing
| Source | Intensity | # Times > TOH |
| Jet at take-off; ear damage likely | 140 dB | 1014 |
| Threshold of pain | 130 dB | 1013 |
| Front row of a rock concert | 110 dB | 1011 |
| Walkman at maximum volume | 100 dB | 1010 |
| Vacuum cleaner | 80 dB | 108 |
| Busy street | 70 dB | 107 |
| Normal conversation | 60 dB | 106 |
| Quiet office | 40 dB | 104 |
| Whisper | 20 dB | 102 |
| Normal breathing | 10 dB | 101 |
| Threshold of hearing | 0 dB | 100 |
OSHA sets legal limits on noise exposure in the workplace. These limits are based on a worker's time weighted average over an 8 hour day. With noise, OSHA's permissible exposure limit (PEL) is 90 dBA for all workers for an 8 hour day. The OSHA standard uses a 5 dBA exchange rate. This means that when the noise level is increased by 5 dBA, the amount of time a person can be exposed to a certain noise level to receive the same dose is cut in half. NIOSH also recommends a 3 dBA exchange rate so that every increase by 3 dBA doubles the amount of the noise and halves the recommended amount of exposure time. Here's an example: OSHA allows 8 hours of exposure to 90 dBA but only 2 hours of exposure to 100 dBA sound levels. NIOSH would recommend limiting the 8 hour exposure to less than 85 dBA. At 100 dBA, NIOSH recommends less than 15 minutes of exposure per day.
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PSYCHOPHYSICAL SCALING OF SOUND
1 sone = 40 dB tone of 1,000 Hz; Loudness doubles with each 10 dB increase
The perceived loudness is a function of sound duration and frequency The perception of loudness is related to both the sound pressure level (SPL) and duration of a sound. The human auditory system averages the effects of SPL over a 600–1000 ms interval.[citation needed] A sound of constant SPL will be perceived to increase in loudness as samples of duration 20, 50, 100, 200 ms are heard, up to a duration of about 1 second at which point the perception of loudness will stabilize. For sounds of duration greater than 1 second, the moment-by-moment perception of loudness will be related to the average loudness during the preceding 600–1000 ms. For sounds having a duration longer than 1 second, the relationship between SPL and loudness can be approximated by a power function in which SPL has an exponent of 0.6, while that between SPL and intensity can be approximated by a power function with an exponent of 0.3 (Stevens' power law). More precise measurements indicate that loudness increases with a higher exponent at low and high levels and with a lower exponent at moderate levels.
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EQUAL LOUDNESS CURVES
Loudness is affected by sound frequency. Humans are sensitive to sounds between 20 Hz and 20,000 Hz, but most sensitive to 1,000 - 4,000 Hz range. All tones along a contour are equally loud. 1 phon = perceived loudness of a 1 dB, 1000 Hz tone
100 Hz
500 Hz
1000 Hz
2000 Hz
5000 Hz
10000 Hz
20000 Hz
If all of these tones are played at the same volume, then the 2000 Hz tone should appear to be the loudest. The 20kHz tone will not be heard by some people.
The sensitivity of the human ear changes as a function of frequency, as shown in the equal-loudness graph. Each line on this graph shows the SPL required for frequencies to be perceived as equally loud. It also shows that humans with good hearing are most sensitive to sounds around 2–4 kHz, with sensitivity declining to either side of this region. A complete model of the perception of loudness will include the integration of SPL by frequency and the duration of each.[2]
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ANATOMY OF THE EAR
Converts sound energy (outer ear) to mechanical energy (middle ear) to electrical nerve energy (inner ear), then sends signal to the brain
OUTER EAR
- Pinna
- Provides protection to inner parts of ear
- Collects sound
- Provide information regarding vertical direction
- Ear Canal
- Collects sound and directs it towards the ear drum
Mechanical energy of sound waves travels down canal – hits ear drum in middle ear and translated into mechanical vibration of ear drum
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MIDDLE EAR
- Eardrum (tympanic membrane)
- Cavity (also called the tympanic cavity)
- Ossicles (3 tiny bones that are attached)
- Malleus (or hammer) – long handle attached to the eardrum
- Incus (or anvil) – the bridge bone between the malleus and the stapes
- Stapes (or stirrup) – the footplate; the smallest bone in the body
- Conducts and amplifies sound
Sounds waves put ear drum/tympanic membrane in motion. This motion is transferred to the ossicles, putting them in motion. The ossicles transfers the energy to the fluid in the inner ear’s cochlea.
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INNER EAR
- Oval window – connects the middle ear with the inner ear
- Semicircular ducts – filled with fluid; attached to cochlea and nerves; send information on balance and head position to the brain
- Vestibular Component
- Cochlea – spiral-shaped organ of hearing; transforms sound into signals that get sent to the brain
- Hearing Component
- Auditory tube – drains fluid from the middle ear into the throat behind the nose
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COCHLEA
High frequencies ------------------------------------------------- Low frequencies
PARTS OF THE EAR REVIEW
Pinna – collects sound, helps localization (Holds up glasses)
Tympanic Membrane (ear drum)– at end of ear canal, vibrates to sound pressure (like a drum head)
Ossicles – bones of middle ear that convert sound to mechanical energy.
- Malleus (hammer) is the largest bone and receives vibration from ear drum, which then strikes the Incus (anvil), which is hinged to the smallest bone, the Stapes (stirrups), which presses on the Oval Window of the cochlea.
Cochlea – “snail-like organ” where mechanical energy is transduced to electrical nerve energy, by way Hair Cells along the waving Basilar Membrane that “fire” when they are bent against the rigid Tectorial Membrane of the Organ of Corti, which sends a signal along the Auditory Nerve to the brain.
ALARMS
Criteria for good alarms:
- Must be heard above background noise (approx 30 dB above)
- Avoid excessive intensity
- Should not be above the danger level for hearing (85-90 dB)
- using a very different frequency may help (esp if conflicts with crit #1)
- Should not be too startling
- Should not disrupt processing of other signals
- Do not want alarm to mask speech or other important signals
- Should be informative, not confusing
- Should communicate the appropriate actions
PROPERTIES OF GOOD ALARMS
- Increases likelihood of Detection
- Decreases likelihood of Distraction
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ALARM DESIGN
- Conduct environment/task analysis – must understand what sounds/noises (and their qualities) are associated with the job
- Make sure alarms are within human’s capability of discrimination by varying on different dimensions:
- Pitch (low to high), Envelope (rising/falling pitch), Timbre (quality), and Rhythm (synchronous vs. asynchronous)
- Design specific qualities of sound
- For example: Use pulses to create unique sound and to give perception of an approaching, then receding sound to create sense of urgency
- Establish repeating sequence
- After initial alert, may be less intense
VOICE ALARMS
Advantages
- Meaning is obvious, minimized confusion regarding meaning
Disadvantages
- Less discriminable from background of voice communications
- More susceptible to masking
- Care must be taken in multilingual environment so not misunderstood
Best when used redundantly with other non speech alarm sound features
“Fly to” vs. “fly through” – impact of confusion could be huge
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FALSE ALARMS
Cry Wolf Syndrome – Human operator fails to respond to alarm due to the large number of false alarms in the past.
To avoid “Cry Wolf Syndrome”:
- Set the alarm criterion to be sensitive enough to minimize misses, without increasing false alarms.
- May use more complex algorithms to determine true threshold.
- may use more than one signal measure
- Train operators on the tradeoffs of false alarms/misses
- understand actual false alarm rates
- Use multiple alert levels (denote different urgency states)
SPEECH PERCEPTION
McGurk Effect – demonstrates top down processing of speech and the importance of redundant visual information for perception
Speech communication measures:
- Articulation Index (bottom up) – signal to noise ratio
- (speech dB – background noise dB)
- Higher frequencies are more vulnerable to being masked by noise
- Speech Intelligibility Index (top down) – percentage of items correctly heard
OCCUPATIONAL NOISE
Dangers of excessive noise:
- Hearing loss – caused by exposure to loud noises. Some hearing loss is expected with age (higher freqs)
- Loss of sensitivity while noise is present
- Temporary Threshold Shift (TTS) – Loss of hearing that lingers after noise is terminated (post-rock concert)
- Tinnitus or ringing in the ears
- 100 dB for 100 min causes a 60 dB TTS
- Permanent Threshold Shift (PTS) – Occupational Deafness caused by long term exposure (esp high freqs)
NOISE REMEDIATION
- Signal Enhancement – increase the signal to noise ratio (make signal louder relative to background)
- Noise Exposure Regulations – OSHA standards based on Time Weighted Average (calculated with dosemeter)
- if TWA > 85 dB (action level) employer must provide hearing protection
- if TWA > 90 dB (permissible exposure level) employer must take noise reduction measures
- The Source – Select equipment and tools that have built in sound dampening
- The Environment – Use sound attenuating or sound absorbing materials to reduce transmission and reverberation
- White Noise – Humming noise used to mask distracting sounds
- The Listener – Ear protection such as earplugs (internal) or earmuffs (external)
VESTIBULAR SYSTEM
Vestibular System – detects acceleration forces, maintains upright posture/balance and controls eye position relative to head
Semicircular Canals – detect angular acceleration (rotation) in 3 axes
- a crista embedded in a jelly-like material (cupola) is supported by hair cells that bend and fire when the crista moves in response to head rotation.
Vestibular Sacs (Utricle & Saccule) – detect linear acceleration
- hair cells embedded in jelly-like substance lag behind when the head moves. When motion becomes steady, otoliths catch up and hairs no longer bent.
MOTION DISTURBANCES
Spatial Disorientation – vestibular illusion which tricks the brain into thinking body is a different position than it actually is.
Vection – the illusion of self-motion induced my visual cues
Motion Sickness – nausea, disorientation and fatigue attributed to disturbance of vestibular system caused when vision and inner ear send conflicting (decoupled) signals
To experience seasickness without leaving home click on this picture:
Treatments –
- Medications – Antihistamines (Dramamine), Dopamine blockers or anti-psychotics (Thorazine), anti-nausea (serotonin) and Scopolamine (anticholinergic)
- Behavioral strategies – sit facing front with front window view, eat bland foods such as bread, bananas, rice. If on a boat, stay in middle (less rocking) and look forward at the horizon, not at the waves.
SOPITE SYNDROME
Sopite Syndrome – motion induced drowsiness
- Subset of motion sickness symptoms, but sometimes the sole manifestation
- Dangerous because victims often not aware of its onset or the likelihood of onset
- Found to affect passengers and operators of cars, trucks, ships, helicopters, planes, and simulators
- No known prevention techniques (many motion sickness medications increase drowsiness)
- May be a major cause of accidents and military pilot pilot training washout
SENSE OF TOUCH:
TACTILE AND HAPTIC
Tactile – Cutaneous or somatosensory sense provided by receptors just under the skin.
Types of Receptors:
Thermoreceptors – detect heat/cold
Mechanoreceptors – detect pressure
Nociceptors – detect noxious stimuli (caustic substances)
Haptic – Shape information provided through manipulation of fingers
Human factors application of haptic research
This device provides haptic information to aid in performing a tracking task. The user feels the button pop out and must move the stick in the same direction to maintain course.
HAPTIC RESPONDING EXPERIMENT
VISION SUBSTITUTION SYSTEM
White, Saunders, Scadden, Bach-y-Rita, & Collins’ (1970) Vision substitution system converts camera image to pattern of vibration on user’s back. Subjects are able to discriminate a wide variety of different stimulus patterns and perceive relative distance.
Human factors application of tactile research
TACTILE SITUATION AWARENESS SYSTEM
Link to Tactile Research Laboratory: http://www.princeton.edu/~rcholewi/TRLindex.html
Tactile stimulation used to prevent spatial disorientation
Human factors application of tactile research
PROPRIOCEPTION & KINETHESIS
Proprioception – Receptors in the limbs provide information of limb position in space.
Kinesthesis – Receptors in the muscles provide information about limb motion.
This subject’s proprioception and vision are providing conflicting information about his limb position. This not only makes this stacking task difficult, but could lead to motion sickness symptoms.
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Intensity of 1000 Hz tone (dB)
Loudness (sones)