19 research outputs found

    Gamification and Implications for Second Language Education: A Meta Analysis

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    Gamification is a fairly new concept that involves using game elements in non-game contexts. It has been shown that gamification can increase motivation and learning, but there have been conflicting results, with some studies reporting opposite findings. Because of these motivational results and benefits that have been reported, many researchers have attempted to use gamification in educational settings. Again, these studies have shown mixed results. However, as a large number of studies have shown benefits from using gamification in educational settings, it is important to know exactly what aspects of gamification are beneficial so that it can be properly used in second language education. The present study is a meta analysis of gamification of education research that set forth to determine what aspects of gamification are important in educational settings, and how this information can be used to successfully use gamification in second language education. Overall, it was found that gamification typically had a positive effect. Additionally, several moderator variables were of importance, including the length of instruction, inclusion of competitive aspects, and usage of time on task elements

    AN EXTENDABLE VISUALIZATION AND USER INTERFACE DESIGN FOR TIME-VARYING MULTIVARIATE GEOSCIENCE DATA

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    Geoscience data has unique and complex data structures, and its visualization has been challenging due to a lack of effective data models and visual representations to tackle the heterogeneity of geoscience data. In today’s big data era, the needs of visualizing geoscience data become urgent, especially driven by its potential value to human societies, such as environmental disaster prediction, urban growth simulation, and so on. In this thesis, I created a novel geoscience data visualization framework and applied interface automata theory to geoscience data visualization tasks. The framework can support heterogeneous geoscience data and facilitate data operations. The interface automata can generate a series of interactions that can efficiently impress users, which also provides an intuitive method for visualizing and analysis geoscience data. Except clearly guided users to the specific visualization, interface automata can also enhance user experience by eliminating automation surprising, and the maintenance overhead is also reduced. The new framework was applied to INSIGHT, a scientific hydrology visualization and analysis system that was developed by the Nebraska Department of Natural Resources (NDNR). Compared to the existing INSIGHT solution, the new framework has brought many advantages that do not exist in the existing solution, which proved that the framework is efficient and extendable for visualizing geoscience data. Adviser: Hongfeng Y

    AN EXTENDABLE VISUALIZATION AND USER INTERFACE DESIGN FOR TIME-VARYING MULTIVARIATE GEOSCIENCE DATA

    Get PDF
    Geoscience data has unique and complex data structures, and its visualization has been challenging due to a lack of effective data models and visual representations to tackle the heterogeneity of geoscience data. In today’s big data era, the needs of visualizing geoscience data become urgent, especially driven by its potential value to human societies, such as environmental disaster prediction, urban growth simulation, and so on. In this thesis, I created a novel geoscience data visualization framework and applied interface automata theory to geoscience data visualization tasks. The framework can support heterogeneous geoscience data and facilitate data operations. The interface automata can generate a series of interactions that can efficiently impress users, which also provides an intuitive method for visualizing and analysis geoscience data. Except clearly guided users to the specific visualization, interface automata can also enhance user experience by eliminating automation surprising, and the maintenance overhead is also reduced. The new framework was applied to INSIGHT, a scientific hydrology visualization and analysis system that was developed by the Nebraska Department of Natural Resources (NDNR). Compared to the existing INSIGHT solution, the new framework has brought many advantages that do not exist in the existing solution, which proved that the framework is efficient and extendable for visualizing geoscience data. Adviser: Hongfeng Y

    What do volunteers want from citizen science technologies? A systematic literature review and best practice guidelines

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    Although hundreds of citizen science applications exist, there is lack of detailed analysis of volunteers' needs and requirements, common usability mistakes and the kinds of user experiences that citizen science applications generate. Due to the limited number of studies that reflect on these issues, it is not always possible to develop interactions that are beneficial and enjoyable. In this paper we perform a systematic literature review to identify relevant articles which discuss user issues in environmental digital citizen science and we develop a set of design guidelines, which we evaluate using cooperative evaluation. The proposed research can assist scientists and practitioners with the design and development of easy to use citizen science applications and sets the basis to inform future Human-Computer Interaction research in the context of citizen science

    Time Travel Gamification of Learning and Training: From Theoretical Concepts to Practical Applications

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    Gamification is considered the systematic anticipation and design of affective experiences. It is not erroneously reduced to the usage of game-typical elements in another context. The human experiences in focus are varying forms of virtual time travel. In a time travel exploratory game, players return virtually to the past for gaining insights and, possibly, finding artifacts bring back to the present time. This works well for environmental education studying, by way of illustration, the worldwide ocean warming over several decades. Time travel prevention games go even further. Players who visit the past get an opportunity to impact their fate. This works well in application areas such as crime prevention and industrial accident prevention. Dynamic time travel prevention games are a recently developed game type in which the past changes dynamically to support the player’s chances of successfully completing the mission. The authors present original concepts and technologies and demonstrate running applications

    A Design Exploration of Affective Gaming

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    Physiological sensing has been a prominent fixture in games user research (GUR) since the late 1990s, when researchers began to explore its potential to enhance and understand experience within digital game play. Since these early days, it has been widely argued that “affective gaming”—in which gameplay is influenced by a player’s emotional state—can enhance player experience by integrating physiological sensors into play. In this thesis, I conduct a design exploration of the field of affective gaming by first, systematically exploring the field and creating a framework (the affective game loop) to classify existing literature; and second by presenting two design probes, to probe and explore the design space of affective games contextualized within the affective game loop: In the Same Boat and Commons Sense. The systematic review explored this unique design space of affective gaming, opening up future avenues for exploration. The affective game loop was created as a way to classify the physiological signals and sensors most commonly used in prior literature within the context of how they are mapped into the gameplay itself. Findings suggest that the physiological input mappings can be more action-based (e.g., affecting mechanics in the game such as the movement of the character) or more context-based (e.g., affecting things like environmental or difficulty variables in the game). Findings also suggested that while the field has been around for decades, there is still yet to be any commercial successes, so does physiological interaction really heighten player experience? This question instigated the design of the two probes, exploring ways to implement these mappings and effectively heighten player experience. In the Same Boat (Design Probe One) is an embodied mirroring game designed to promote an intimate interaction, using players’ breathing rate and facial expressions to control movement of a canoe down a river. Findings suggest that playing In the Same Boat fostered the development of affiliation between the players, and that while embodied controls were less intuitive, people enjoyed them more, indicating the potential of embodied controls to foster social closeness in synchronized play over a distance. Commons Sense (Design Probe Two) is a communication modality intended to heighten audience engagement and effectively capture and communicate the audience experience, using a webcam-based heart rate detection software that takes an average of each spectator’s heart rate as input to affect in-game variables such as lighting and sound design, and game difficulty. Findings suggest that Commons Sense successfully facilitated the communication of audience response in an online entertainment context—where these social cues and signals are inherently diminished. In addition, Commons Sense is a communication modality that can both enhance a play experience while offering a novel way to communicate. Overall, findings from this design exploration shows that affective games offer a novel way to deliver a rich gameplay experience for the player

    Analyzing the Impact of Spatio-Temporal Sensor Resolution on Player Experience in Augmented Reality Games

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    Along with automating everyday tasks of human life, smartphones have become one of the most popular devices to play video games on due to their interactivity. Smartphones are embedded with various sensors which enhance their ability to adopt new new interaction techniques for video games. These integrated sen- sors, such as motion sensors or location sensors, make the device able to adopt new interaction techniques that enhance usability. However, despite their mobility and embedded sensor capacity, smartphones are limited in processing power and display area compared to desktop computer consoles. When it comes to evaluat- ing Player Experience (PX), players might not have as compelling an experience because the rich graphics environments that a desktop computer can provide are absent on a smartphone. A plausible alternative in this regard can be substituting the virtual game world with a real world game board, perceived through the device camera by rendering the digital artifacts over the camera view. This technology is widely known as Augmented Reality (AR). Smartphone sensors (e.g. GPS, accelerometer, gyro-meter, compass) have enhanced the capability for deploying Augmented Reality technology. AR has been applied to a large number of smartphone games including shooters, casual games, or puzzles. Because AR play environments are viewed through the camera, rendering the digital artifacts consistently and accurately is crucial because the digital characters need to move with respect to sensed orientation, then the accelerometer and gyroscope need to provide su ciently accurate and precise readings to make the game playable. In particular, determining the pose of the camera in space is vital as the appropriate angle to view the rendered digital characters are determined by the pose of the camera. This defines how well the players will be able interact with the digital game characters. Depending in the Quality of Service (QoS) of these sensors, the Player Experience (PX) may vary as the rendering of digital characters are affected by noisy sensors causing a loss of registration. Confronting such problem while developing AR games is di cult in general as it requires creating wide variety of game types, narratives, input modalities as well as user-testing. Moreover, current AR games developers do not have any specific guidelines for developing AR games, and concrete guidelines outlining the tradeoffs between QoS and PX for different genres and interaction techniques are required. My dissertation provides a complete view (a taxonomy) of the spatio-temporal sensor resolution depen- dency of the existing AR games. Four user experiments have been conducted and one experiment is proposed to validate the taxonomy and demonstrate the differential impact of sensor noise on gameplay of different genres of AR games in different aspect of PX. This analysis is performed in the context of a novel instru- mentation technology, which allows the controlled manipulation of QoS on position and orientation sensors. The experimental outcome demonstrated how the QoS of input sensor noise impacts the PX differently while playing AR game of different genre and the key elements creating this differential impact are - the input modality, narrative and game mechanics. Later, concrete guidelines are derived to regulate the sensor QoS as complete set of instructions to develop different genres or AR games

    Sensing Systems for Respiration Monitoring: A Technical Systematic Review

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    Respiratory monitoring is essential in sleep studies, sport training, patient monitoring, or health at work, among other applications. This paper presents a comprehensive systematic review of respiration sensing systems. After several systematic searches in scientific repositories, the 198 most relevant papers in this field were analyzed in detail. Different items were examined: sensing technique and sensor, respiration parameter, sensor location and size, general system setup, communication protocol, processing station, energy autonomy and power consumption, sensor validation, processing algorithm, performance evaluation, and analysis software. As a result, several trends and the remaining research challenges of respiration sensors were identified. Long-term evaluations and usability tests should be performed. Researchers designed custom experiments to validate the sensing systems, making it difficult to compare results. Therefore, another challenge is to have a common validation framework to fairly compare sensor performance. The implementation of energy-saving strategies, the incorporation of energy harvesting techniques, the calculation of volume parameters of breathing, or the effective integration of respiration sensors into clothing are other remaining research efforts. Addressing these and other challenges outlined in the paper is a required step to obtain a feasible, robust, affordable, and unobtrusive respiration sensing system

    Contribución al diseño de sensores vestibles y ambientales para medir la respiración y el salto vertical en adultos mayores y frágiles.

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    Con el avance de la tecnología, se ha popularizado entre la población el uso de dispositivos para medir su estado de salud. Para lograr esto, se suelen utilizar dispositivos vestibles como los smartwatch y smartbands, dispositivos ambientales embebidos en los alrededores, e incluso dispositivos conectados a aplicaciones móviles. El uso de estas tecnologías también se ha popularizado entre los profesionales de la salud.Esta tesis se centra en el desarrollo de dispositivos para monitorizar la salud de adultos mayores y adultos frágiles. Se desarrollaron dos líneas de trabajo: en la primera se diseñó e implementó un sistema vestible para monitorizar en tiempo real la respiración de los usuarios; en la segunda se desarrolló un sistema ambiental capaz de medir la altura del salto vertical efectuado por los usuarios sobre él.Sistema vestible para monitorizar la respiración:- Dentro de esta línea de trabajo se investigó un nuevo sensor de respiración que venía a cubrir algunas lagunas existentes en el estado de la técnica: la integración de todos los elementos electrónicos del sistema en un encapsulado compacto, la liberación del diseño para su reutilización y mejora por parte de otros investigadores y el bajo coste de los elementos que componen el sistema, entre otros. El sistema vestible consiste en un dispositivo que se coloca alrededor del pecho mediante una cinta ajustable. Este sistema funciona mediante un sensor piezoresistivo que detecta las variaciones en el diámetro del pecho ocasionadas al inhalar y exhalar; las variaciones detectadas son enviadas de forma inalámbrica mediante Bluetooth a una estación de visualización elegida por el usuario (PC, Tablet o Smartphone). El sistema se encuentra embebido en un armazón impreso en 3D. Para validar el funcionamiento de este sistema, se realizaron pruebas con 21 voluntarios que efectuaron diferentes ritmos de respiración. Para obtener los ritmos respiratorios de cada señal generada, se utilizaron dos algoritmos. Estos algoritmos calculan el ritmo respiratorio al segmentar la señal original en ventanas de tiempo desde 6 hasta 30 segundos. Los resultados obtenidos muestran que, con una ventana de tiempo de 27 segundos, se obtiene el menor error para cada algoritmo (4,02% y 3,40 %).Sistema ambiental para medir el salto vertical:- Dentro de esta segunda línea de trabajo se investigó en un novedoso sistema ambiental para medir la altura del salto, lo que supuso una innovación respecto a los sensores utilizados actualmente para este fin. El sistema ambiental consiste en una plataforma que detecta objetos sobre ella mediante la presión, y mide el tiempo transcurrido desde que un objeto se retira y se coloca de nuevo. El sistema detecta los objetos mediante una matriz de sensores piezoresitivos (Force Sensitive Resistors - FSR realizados con velostat). Las dimensiones de la plataforma son 30 cm x 30 cm, área sobre la cual se distribuyen un total de 256 sensores FSR. El salto vertical se calcula mediante la fórmula de tiempo de vuelo, y el resultado es enviado mediante Bluetooth a un PC o Smartphone. Se realizaron dos experimentos: en el primero participaron un total de 38 voluntarios, con el objetivo de validar el funcionamiento del sistema con una cámara de alta velocidad como referencia (120 fps); en el segundo experimento se capturaron los datos en crudo de 15 voluntarios, con estos datos se emularon 10 frecuencias de muestreo (desde 20 Hz hasta 200 Hz) y se analizaron los efectos de utilizar frecuencias más bajas. Del primer experimento se obtuvo un error relativo medio de 1.98% con un coeficiente de determinación r2= 0,996. Del segundo experimento se determinó que las frecuencias de muestreo de 200 Hz y 100 Hz muestran un desempeño similar al mantener un error relativo por debajo del 5% en el 95% de las mediciones.Finalmente, este trabajo de tesis concluye indicando las principales aportaciones realizadas para cada una de las dos líneas de trabajo, así como el trabajo futuro que podría desarrollarse en cada una de ellas.<br /
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