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Article
Publication date: 6 July 2015

Arno Thielens, Sam Agneessens, Günter Vermeeren, Leen Verloock, Hendrik Rogier, Luc Martens and Wout Joseph

The purpose of this paper is to numerically determine the distribution of electric fields registered by a personal exposimeter (PEM) used for the Global System for Mobile…

Abstract

Purpose

The purpose of this paper is to numerically determine the distribution of electric fields registered by a personal exposimeter (PEM) used for the Global System for Mobile Communications (GSM) around 900 MHz (GSM900) downlink (DL) band and compare these with calibration measurements of PEMs worn by real human subjects.

Design/methodology/approach

Numerical simulations using the Virtual Family Male (VFM) are carried out at 950 MHz in order to determine the electric fields surrounding the phantom in realistic, far-field environments. These electric fields can be used to determine the distribution of a PEM’s response when worn by the VFM. Simultaneously, calibration measurements in an anechoic chamber are carried out using a real PEM worn by two different subjects, in order to determine the PEM’s response experimentally.

Findings

Both the numerical simulations and the measurements show that a PEM will on average underestimate the incident electric fields in the GSM900 DL band and that the variation (expressed in terms of the 95 percent confidence interval and the interquartile distance) on its response is relatively large: a 95 percent confidence interval of 22 dB and an interquartile distance of 7.3 dB are found in a realistic environment using numerical simulations, while the calibration measurements show interquartile distances up to 12 dB. In terms of variation there is an excellent agreement between simulations and measurements.

Originality/value

This paper proves that numerical simulations may be used as a replacement for the more time- and work-consuming calibration measurements if the variation of a PEM’s response is studied.

Details

COMPEL: The International Journal for Computation and Mathematics in Electrical and Electronic Engineering, vol. 34 no. 4
Type: Research Article
ISSN: 0332-1649

Keywords

Article
Publication date: 28 January 2019

Alison Beard-Gunter, David Geraint Ellis and Pauline Anne Found

Voluntary participation, feedback loops, rules and goals are key elements of total quality management (TQM). The purpose of this paper is to determine if these four elements which…

Abstract

Purpose

Voluntary participation, feedback loops, rules and goals are key elements of total quality management (TQM). The purpose of this paper is to determine if these four elements which make TQM successful are the same elements that make computer games successful. If this is the case, what are the implications for developers of Human Computer Interfaces (HCI) in Industry 4.0.

Design/methodology/approach

This paper is a systematic literature review of recent literature on engagement in games and user experiences and HCI design for industry followed by interpretation of the literature. The findings from the literature review are analysed and compared to TQM.

Findings

Good game design and TQM share four key components: goals, rules, a feedback system (including rewards) and voluntary participation. There is an opportunity for HCI developers to use a user experience lens inherent in games evolution and to expand on the design and motivational elements that have made games and TQM successful at motivating and engaging. Kuutti’s (1995) proposal of activity theory puts forward a promising framework for making systems engaging. There are positive implications merging good games design and TQM in socio-technic systems which could improve engagement and quality in companies implementing in Industy 4.0.

Research limitations/implications

The implications of achieving increased engagement in HCI systems similar to those seen in companies that have successfully implemented TQM could lead to greater productivity in companies operating in the highly technical environments of Industry 4.0.

Originality/value

The originality of this paper is threefold: first, a description of the origins in industry of voluntary participation, feedback loops, rules and goals and their relationship to TQM; second, a systematic literature review of the same elements in computer games design; and third, the implications for developers of HCI systems in Industry 4.0.

Details

International Journal of Quality and Service Sciences, vol. 11 no. 2
Type: Research Article
ISSN: 1756-669X

Keywords

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