17,241 research outputs found

    Interactive Gaming Reduces Experimental Pain With or Without a Head Mounted Display

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    While virtual reality environments have been shown to reduce pain, the precise mechanism that produces the pain attenuating effect has not been established. It has been suggested that it may be the ability to command attentional resources with the use of head mounted displays (HMDs) or the interactivity of the environment. Two experiments compared participants’ pain ratings to high and low levels of electrical stimulation while engaging in interactive gaming with an HMD. In the first, gaming with the HMD was compared to a positive emotion induction condition; and in the second experiment the HMD was compared to a condition in which the game was projected onto a wall. Interactive gaming significantly reduced numerical ratings of painful stimuli when compared to the baseline and affect condition. However, when the two gaming conditions were directly compared, they equally reduced participants’ pain ratings. These data are consistent with past research showing that interactive gaming can attenuate experimentally induced pain and its effects are comparable whether presented in a head mounted display or projected on a wall

    Online Library Tutorials: A Literature Review

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    In 2009, the Journal of Web Librarianship published a literature review covering best practices for creating library online tutorials. These principles included (1) knowing the tutorial’s purpose, (2) using standards, (3) collaborating with others, (4) engaging students, and (5) conducting evaluations. The purpose of this current essay is to serve as an updated literature review, culling and synthesizing seven other pedagogical facets from newer literature: (1) technology updates, (2) tutorial maintenance and revision, (3) multimedia learning by gaming, (4) cognitive load theory and chunking, (5) adult education theory, (6) blended and flipped learning, and (7) the importance of ongoing engagement

    A low-complexity psychometric curve-fitting approach for the objective quality assessment of streamed game videos

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    The increasing popularity of video gaming competitions, the so called eSports, has contributed to the rise of a new type of end-user: the passive game video streaming (GVS) user. This user acts as a passive spectator of the gameplay rather than actively interacting with the content. This content, which is streamed over the Internet, can suffer from disturbing network and encoding impairments. Therefore, assessing the user's perceived quality, Le the Quality of Experience (QoE), in real-time becomes fundamental. For the case of natural video content, several approaches already exist that tackle the client-side real-time QoE evaluation. The intrinsically different expectations of the passive GVS user, however, call for new real-time quality models for these streaming services. Therefore, this paper presents a real-time Reduced-Reference (RR) quality assessment framework based on a low-complexity psychometric curve-fitting approach. The proposed solution selects the most relevant, low-complexity objective feature. Afterwards, the relationship between this feature and the ground-truth quality is modelled based on the psychometric perception of the human visual system (HVS). This approach is validated on a publicly available dataset of streamed game videos and is benchmarked against both subjective scores and objective models. As a side contribution, a thorough accuracy analysis of existing Objective Video Quality Metrics (OVQMs) applied to passive GVS is provided. Furthermore, this analysis has led to interesting insights on the accuracy of low-complexity client-based metrics as well as to the creation of a new Full-Reference (FR) objective metric for GVS, i.e. the Game Video Streaming Quality Metric (GVSQM)

    Time for action! ICT integration in formal education : key findings from a region-wide follow-up monitor

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    This paper is a report on the key findings of a region-wide monitoring study conducted in Dutch-speaking schools in Belgium. First, we elaborate on the building blocks of the instrument, which has been updated and improved since its first deployment in 2007. In particular we focus on the core indicators, along with the multi-actor approach, the sample design and the ways in which new phenomena such as media literacy and gaming have been operationalized. Secondly, we highlight the main trends and patterns within pre-school, primary and secondary education. The first descriptive analyses show quite disappointing results with regard to ICT use at the micro level and the available infrastructure, while headmasters, teachers and pupils reported positive perceptions of different aspects of ICT integration. These results indicate an urgent need to take appropriate action. Therefore, the final part of the paper examines how ICT integration could be improved via structural changes and appropriate policymaking with regard to budgeting, teacher training and the particular role of ICT coordinators in schools

    Fall Prediction and Prevention Systems: Recent Trends, Challenges, and Future Research Directions.

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    Fall prediction is a multifaceted problem that involves complex interactions between physiological, behavioral, and environmental factors. Existing fall detection and prediction systems mainly focus on physiological factors such as gait, vision, and cognition, and do not address the multifactorial nature of falls. In addition, these systems lack efficient user interfaces and feedback for preventing future falls. Recent advances in internet of things (IoT) and mobile technologies offer ample opportunities for integrating contextual information about patient behavior and environment along with physiological health data for predicting falls. This article reviews the state-of-the-art in fall detection and prediction systems. It also describes the challenges, limitations, and future directions in the design and implementation of effective fall prediction and prevention systems

    Cognitive and affective perspectives on immersive technology in education

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    This research explains the rationale behind the utilization of mobile learning technologies. It involves a qualitative study among children to better understand their opinions and perceptions toward the use of educational applications (apps) that are available on their mobile devices, including smartphones and tablets. The researchers organized semi-structured, face-to-face interview sessions with primary school students who were using mobile technologies at their primary school. The students reported that their engagement with the educational apps has improved their competencies. They acquired relational and communicative skills as they collaborated in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of the educational apps on their mobile device. This study indicates that the research participants had different skillsets as they exhibited different learning abilities. In conclusion, this contribution opens-up avenues for future research in this promising field of study.peer-reviewe

    Log file analysis for disengagement detection in e-Learning environments

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