Ernesto Filgueiras
University of Beira Interior
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Featured researches published by Ernesto Filgueiras.
Work-a Journal of Prevention Assessment & Rehabilitation | 2012
Ernesto Filgueiras; Francisco Rebelo; Moreira da Silva
Generally, the studies assess the upper limbs postures during the work with Visual Display Terminal - VDT through the measurement of the angles formed by the segments or through the relation with the pre-defined anatomical postures (e.g., flexion, extension, abduction). However, few studies were found in the literature which had focused in the measurement of the upper limbs support during a real situation of work with VDT and in the definition of analysis categories for this kind of behavior. The main objective of this study was to measure, in a real situation and using a systematic observation method through video analysis, the main kinds of support for the upper limbs. The analysis was done considering 480 work hours of 30 office workers. Data were collected using a methodology proposed by Rebelo, Filgueiras & Soares [1] and related with the work organization and workspace conditions, the participants had: a) minimum of eight hours daily of work; b) similar activities, characterized as office work; c) same furniture and equipment; and, d) computers with the same hardware, software and peripherals. Results were analyzed 46554 dynamic events, considering only the fourteen Interaction Categories - ICs, for upper limps support. In this way, percentage was computed, considering the total number of occurrence, for the Right arm is: arm support (0.06%); forearm support (31,8%); elbow support (31,92%); hand support (7,41%); multiple supports (12,32%) and without support 16,41%- For the Left arm the results is: forearm support (0,11%); arm support (53,69%); elbow support (8,70%); hand support (7,97%); multiple supports (8,43%) e without support (21,11%). This systemic and ecological approach was obtained through a method which enables experimental Biomechanics and Physiology methods to develop more efficient functional requirements and recommendations for the work with VDTs.
Work-a Journal of Prevention Assessment & Rehabilitation | 2016
Gustavo Desouzart; Filipe Melo; Ernesto Filgueiras
BACKGROUND The increase in life expectancy of elderly population has aroused the interest of different knowledge areas in understanding the variables that are involved in the aging process, linking them to other concepts such as active aging, healthy aging and the bio-psycho-social changes. OBJECTIVE This paper presents the results of the first controlled, experimental pilot study that aimed to analyze the relationship between the perception of back pain and the sleeping position adopted by physically active female seniors. METHODS Twenty female seniors (mean age 62.70 ± 3.827) participated in this study. The individuals were separated in 2 groups (Experimental and Control Group). For the carrying out of this study, the Visual Analogue Scale (VAS) was used to measure the intensity of back pain in the spine before and after four consecutive weeks an Intervention program. Individuals in the Experimental Group were instructed regarding the recommended way to sleep position (Intervention program) according to the pathological problems or the amount of pain reported. RESULTS The Experimental Group (N = 10) presented significantly (p = 0.009) fewer complaints of back pain after an Intervention program in comparison to individuals who did not receive this type of information (Control Group).
international conference of design, user experience, and usability | 2014
Gustavo Desouzart; Ernesto Filgueiras; Filipe Melo
The behavioral and postural habits and sleep rhythm of air force military change depending on the specialty work at the airbase or other types of events but we did not find anything in the literature to analyze and evaluate this behavior through sleep disorders. Perhaps this is related to the fact that the evaluation of this behavior is complex and the observation of these postural behaviors in the environmental context is needed. However the observation methodology based on ISEE software [9] allows the classification and registration of postural behaviors for long periods of time and can be applied in this context. This paper presents a study whose objective was to research the human interaction with postural behaviors during sleep in the residences’ bedrooms of male air force military during the periods in which the subjects were asleep, awake, out of bed, doing activities, using a pillow in different time periods and with ecological validation with observation method and Visual Analogical Scale (VAS). A sample of 8666 observations, which corresponds to 240 sleep-hours of 12 air force military, was classified into six (6) Interaction Categories (IC). The results show that 50,2% of the participants presented the Lateral position (25,38% on the left and 24,86% on the right) as the most common postural behavior during sleep and 94,1% used only one pillow under their head. In the IC´s, the most common interactions were sleep period using the pillow with 66,47%, followed by category Out of bed with 25,32% and followed the category the activities and using the pillow with 6,95%. Findings of this study allow suggesting what graphical interface designers must seek as new strategies and solutions for behavior change in posture in bed, exploring other peripheral equipment for sleep position; or, at least, to improve the posture of the participants when using the number and the placement of the pillow in bed and if these Ergonomic changes can influence the reduction in back pain indications.
international conference on ergonomics and health aspects of work with computers | 2011
Ernesto Filgueiras; Francisco Rebelo; Fernando Moreira da Silva
This paper presents a study which objective was to investigate the human interaction with the equipment of an office workstation (mouse, keyboard, monitor, paper sheets, pens and calculator) during the activities of reading, writing, data entry and navigation in a computer system for long periods of time and with ecological validation. A sample of 22800 observations, which corresponds to 760 work-hours of 30 office workers, was classified into sixteen Interactions Categories (IC). The results show that the participants read on the monitor more than on paper and they had a larger use of the mouse instead of the keyboard. Findings of this study allow suggesting what graphical interface designers must seek for new strategies and solutions to reduce the mouse need, exploring other peripherals as keyboard or voice recognition devices; or, at least, diminishing the amplitude of movement with the mouse during the interaction with offices software like the Microsoft® Office 2003.
international conference of design, user experience, and usability | 2014
Ricardo Dagge; Ernesto Filgueiras
This paper presents the use of a software called Humanoid Articulation Reaction Simulation (HARSim) to a field study with the intended purpose of understanding which is the approximate intensity of the loads applied to the spine of children attending middle school while carrying their school supplies on their way to and from school, using a common backpack. HARSim proved to be an efficient and effective way of further understanding this task. Its results allowed to demonstrate that in most of the cases of forces applied to the spine of the simulated models, the use of both carrying handles, that compose the common backpack, proved to be better than the use of only one of these handles. Furthermore it was found that scientific software allows designers and development teams to create more efficient, safe and effective products ultimately resulting in better ergo design ones, allowing them to change some paradigms that surrounds product design discipline.
international conference of design, user experience, and usability | 2013
Elisângela Vilar; Francisco Rebelo; Paulo Noriega; Luís Teixeira; Emília Duarte; Ernesto Filgueiras
This paper aims to explore the strength of environmental variables (i.e., corridor width and brightness), in directing people to indoor locations during emergency situations. The existence of contradictory information was manipulated by inserting posted signs pointing to the opposite direction to the one suggested by the environmental variables. A Virtual Reality-based methodology was used to collect participants’ directional choices. Sixty-four participants had to find a specific room as quickly as possible in a virtual hotel in which they navigated through 12 corridor intersections (two-forced-choices). Two experimental conditions were considered (i.e., Signs and No-signs conditions) according to the exit signs availability. Results indicated that for the first decision point in an emergency situation with signs, 65.6% of the participants preferred to follow the wider corridor instead of the exit sign direction. Percentages of choices favoring the path opposite to that posted by the sign decreased along the escape route suggesting that with the repeated exposure to an exit sign people increased their compliance with it.
international conference on ergonomics and health aspects of work with computers | 2007
Elisângela Vilar; Ernesto Filgueiras; Francisco Rebelo
This paper presents a methodology developed to the Usability analysis of a platform to create and publish virtual exhibitions (e-Exhibitions Platform). This methodology was developed considering its application by anybody without large experience in usability testing. The methodology was applied with success in Portugal, Italy and Germany with a sample of 18 subjects. This methodology intends to fill the gap related to the long-distance usability testing applied by people without experience in this kind of test.
Archive | 2016
Gustavo Desouzart; Ernesto Filgueiras; Ricardo Dagge
The best way to avoid poor postural habits, is to teach children good postural behaviors for performing their everyday life activities (Verderi in Programa de educacao postural, 2011 [1]). Despite the existence of specific programs, intended for children’s self-body consciousness improvement, Physical Education curricula lack this type of exercises (Braccialli and Vilarta in Revista paulista de Educacao Fisica 14: 159–171, 2000 [2]; Costa and Freire in Estudo dos exercicios fisicos voltados para correcoes das alteracoes posturais, 2004 [3]; Ramos and Rodrigues in EFDeportes.com, 2013 [4]). Attended by 220 students, with ages between 10 and 15 years old, this study applied a technique (Corlett and Bishop in Ergonomics 19:175–182, 1976 [5]) for assessing postural discomfort, and an informal questionnaire (Carmo et al. in Metodologia da Investigacao – Guia da Auto-aprendizagem, 1998 [6]; Rebolho in da educacao postural nas mudancas de habitos em escolares da 1a a 4a series do ensino fundamental, 2005 [7]), to fully understand pain and postural discomfort felt by Portuguese school age children. Results showed: a significant direct correlation between the time, and the perceived intensity of pain felt, for chronicle and acute pain; regarding postural habits, 88.5 % of subjects presented some kind of inadequate postures, perceiving significantly higher pain. Major findings, allow us to raise the awareness for postural education programs introduction in Physical Education curricula, since they could influence children’s physical health.
international conference of design, user experience, and usability | 2015
Herlander Elias; Ernesto Filgueiras; Breno José Andrade de Carvalho
Today’s communication-based world relies on advertising as a positive medium, and branding is no exception. Also, the gaming industry relies on videogames as a heavy player in our time, since “narrative”, “graphics” and “gameplay” are constantly worked out in the name of the best digital experiences, where the user is the center. We have noticed that a fusion is taking place between commercials, real and /or fake brands, in order to turn digital worlds more convincing for the user-player. Relying on analytics, media theory and user experience, we have conducted a study to better understand, in analytical and experimental form, what is happening between the user, the brands, the games and the outputs of such experiences in terms of interaction and playfulness. Gamification seems to be the new rule.
international conference of design, user experience, and usability | 2015
Gustavo Desouzart; Ernesto Filgueiras
Sleep disorders are increasingly common view and it is a growing problem in modern societies. There are several problems that can cause this type of disturbance, being the demanding obligations of work and study, a current problem, which leads individuals to allocate more time their rest period in at home. Currently, we are seeing the replacement of handwork by mental, automated and computerized work, which translates into an increasing percentage of time spent performing repetitive static character tasks (physical effort), being able to compare yourself to your work done in industry, traditional production lines (Caetano and Vala 2002). It is no less demanding contexts of labor among which are those activities that involve the long hours spent at the computer. This paper presents a study whose objective was to research the human-computer interaction with the time spent by young adults in carrying out activities with computing devices (computer, tablet or mobile phone) in residences’ bedrooms of air force military and university students in rest time periods and with ecological validation with observation method to video analysis and using a Software iSEE. A sample of 32956 observations, which corresponds to 1824 sleep-hours of 24 young adults, was classified into two (2) Interaction Categories (IC), body position while participants were awake in bed (2873 observations) and doing activities (3001 observations). The image registration was performed during the period of six months, divided into two periods with each participant, to enable the analysis of different times of the year and not just a single period can mean a higher specific activity. The results show that 38.7 % (N = 1113 observations) of the participants presented the sitting as the most common postural behavior during awake in bed when the participants doing activities. In reference of activities in bed, 49.2 % (N = 1475) used the computer, followed by Using mobile devices, with 16.7 % (N = 501) of observations. When we analyze the group of participants, the students showed 49.2 % of the period of activity in bed, using the computer, and 13.8 % used mobile equipment. In the same reference, the military also used the computer (49 %) as the main activity in bed during the night rest, but they used more mobile devices (19.4 %) than students.