6,397 research outputs found
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Trends in virtual reality technologies for the learning patient
NextMed convened the Medicine Meets Virtual Reality 22 (MMVR 22) conference in 2016. Since 1992, the conference has brought together a diverse group of researchers to share creative solutions for the evolving challenge of integrating virtual reality tools into medical education. Virtual reality (VR) and its enabling technologies utilize hardware and software to simulate environments and encounters where users can interact and learn. The MMVR 22 symposium proceedings contain projects that support a variety of learners: medical students, practitioners, soldiers, and patients. This report will contemplate the trends in virtual reality technologies for patients navigating their medical and healthcare learning. The learning patient seeks more than intervention; they seek prevention. From virtual humans and environments to motion sensors and haptic devices, patients are surrounded by increasingly rich and transformative data-driven tools. Applied data enables VR applications to simulate experience, predict health outcomes, and motivate new behavior. The MMVR 22 presents investigations into the usability of wearable devices, the efficacy of avatar inclusion, and the viability of multi-player gaming. With increasing need for individualized and scalable programming, only committed open source efforts will align instructional designers, technology integrators, trainers, and clinicians.âCurriculum and InstructionCurriculum and Instructio
A Data Science approach to behavioural change: large scale interventions on physical activity and weight loss
This PhD thesis is a quantitative investigation combining Behaviour Change Science with a Data Science approach in search of more effective large scale, multi-component behavioural interventions for health and well-being. There is limited evidence about how technology-based interventions (including those using wearable physical activity monitors and apps) are efficacious for increasing physical activity and nutrition. The relevance of this research is the systematic approach to overcome previous studiesâ limitations in method and measurement: restricted research about multi-component interventions, limited analysis about the impact of social networking, the inclusion of components without sufficient evidence about the componentsâ effectiveness, the absence of a control group(s), small sample sizes, subjective physical activity reporting, among other limitations. The research was done in conjunction with Tictrac Ltd as the industrial partner, and the UCL Centre for Behaviour Change. Tictrac Ltd builds platforms for the collection and aggregation of personal data generated by the usersâ devices and mobile apps. The collaboration with the UCL Centre for Behaviour Change has been instrumental to design, implement, evaluate and analyse behaviour change interventions that impact wellbeing and health. The thesis comprises three areas of research: 1. Computational platforms for large scale behavioural interventions. To support this research, computational platforms were designed, built, deployed and used for randomised behavioural interventions with control groups. The interventions were implemented as experiments related to the behavioural impact on physical activity, weight loss and change in diet. / 2. Behaviour change experiments. The two experiments use the Behaviour Change Wheel framework for behaviour change, intervention design and evaluation. A Data Science approach was used to test hypotheses, determine and quantify the effect of the fundamental intervention components and their interactions. The effective use of tracking devices and apps was determined by comparing the results of âstructured interventionâ âvs- those of the control group. / Experiment 1: Large scale intervention in a corporate wellness setting. Multi-component behavioural intervention with: control group, self-defined goals, choice architecture and personal dashboards for physical activity and weight loss. The analysis covers network effects of social interactions, the role of being explicit about a type of goal, the impact of making part of team, among other relevant outcomes. / Experiment 2: Identification of critical factors of a technology-based intervention. Multi-component behavioural intervention with simultaneous target behaviours related to weight loss and physical activity, inspired by factorial design for the determination of critical factors and effective components. The analysis comprises: componentsâ interactions (coach, challenge, team, action plans, forum), non-linear relationships (BMI, change in diet habit), five personality traits, among other relevant results. / 3. Frameworks for future large scale interventions in behaviour change. The implementation of both experiments required an applied use of theoretical and practical principles for the design of the experimental computational platforms. As a result, two frameworks were suggested for future interventions: an implementation framework and a data strategy framework
Conciliating XBRL Financial Reporting and HCI
There are several third-party software for composing XBRL financial reports available. However, performing such a task typically encompasses: dealing with XBRL problems ESMA report presented, taking professionals out of their role to compose XBRL financial reports, and wasting time dealing with the mistakes or inconsistencies committed. HCI design problems could cause the reported situations. This research proposes an attempt to change that reality while aiming to mitigate the XBRL knowledge required to elaborate XBRL financial reports problem, the HCI design solutions that XBRL financial reporting demands, and the lack of HCI studies related to B2G and G2G e-Government practices
A Self-Reporting Tool to Reduce the Occurrence of Postoperative Adverse Events After Total Hip Arthroplasty
This thesis presents a research that has designed and evaluated a high-fidelity smartphone prototype, called SafeTHA. SafeTHA has been designed for patients to reduce the occurrence of postoperative adverse events after total hip arthroplasty (THA). A User-Centered Design approach was utilized to facilitate an optimal user experience and to emphasize the end-user. The prototype has two main functionalities. Firstly, it enables patients to self-report their current state through answering five simple questions from evidence-based practices regarding pain, anxiety, mobility, progress, and quality of recovery. Secondly, it informs the user about several aspects of rehabilitation such as pain, known risk factors, wound management, and recommended activity level. The use of mobile technology could enable timely self-reporting and collection of subjective patient data out of a hospital setting. The low-, and mid-fidelity prototypes were assessed by experts of Interaction Design, Medical Informatics, Biomedical Engineering, and healthcare professionals with respect to interaction flow, information content, and self-reporting functionalities. They found it to be practical, intuitive, sufficient and simple for users. The high-fidelity prototype was evaluated by medical experts and usability experts through the rigorous methods, System Usability Scale (SUS) and Heuristic Evaluation (HE). The results indicate that patient self-reporting could help recognize safety issues, adverse events, and empower patients postoperatively. Additional testing in a clinical setting is needed to fully demonstrate its usefulness.Masteroppgave i informasjonsvitenskapINFO390MASV-INF
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An Investigation Into The Accessibility Of Massive Open Online Courses (MOOCs)
Massive Open Online Courses (MOOCs) are an evolution of open online learning that enables people to study online and for little or no cost. MOOCs can provide learners with the flexibility to learn, opportunities for social learning, and the chance to gain new skills and knowledge. While MOOCs have the potential to also bring these benefits to disabled learners, there is little understanding of how accessibility is embedded in the creation of MOOCs. The goal of this research has been to understand the accessibility barriers in MOOCs and to develop processes to identify and address those barriers.
In the extant literature, the expectations of disabled learners when they take up MOOCs are not discussed and studies on MOOCs that report demographic data of learners do not consider disabled learners. However, disabled learners can face difficulties in accessing MOOCs, and certain learning designs of MOOCs may affect their engagement, causing them to miss out on opportunities offered by MOOCs. Technologies and the learning design approaches for MOOCs need to be as accessible as possible, so that learners can use MOOCs in a range of contexts, including via assistive technologies.
This research has investigated the current state of accessibility in MOOCs. It has involved the following:
Interviews with 26 MOOC providers; including software developers, accessibility managers, inclusion designers, instructional designers, course editors and learning media developers;
Comparative quantitative survey data involving disabled and non-disabled learners participating in 14 MOOCs;
Interviews with 15 disabled learners which have captured their experiences; and
An accessibility audit was devised and then used to evaluate MOOCs from 4 major platforms: FutureLearn, edX, Coursera and Canvas. This audit comprises 4 components: technical accessibility, user experience (UX), quality and learning design; 10 experts were involved in its design and validation.
This research programme has yielded an understanding of how MOOC providers cater for disabled learners, the motivations of disabled learners when taking part in MOOCs, and how MOOCs should be designed to be accessible for disabled learners. A range of barriers to accessibility in MOOCs have been identified, and an accessibility audit for MOOCs has been proposed.
An open online learning environment should take into account learnersâ abilities, learning goals, where learning takes place, and the different devices learners use. The research outcomes will be beneficial to MOOC providers to support the accessible design of MOOCs, including the educational resources and the platforms where the MOOCs are hosted. The ultimate beneficiaries of this research project are MOOC learners because accessible MOOCs will help support their lifelong learning and provide re-skilling opportunities
Developing a mHealth-based portable ultrasound platform for breast cancer screening
Background Breast cancer is amongst the 10 most common cancers globally. The disease burden is increasing rapidly in Sub-Saharan African countries, where women living in rural and or remote areas are particularly prone to be diagnosed with late-stage breast cancer. This is due to the limited availability of advanced screening and diagnostic options. Ultrasound is a feasible screening tool for breast cancer, due to its portability, affordability and accuracy. The integration of mHealth with portable ultrasound enables the provision of screening services in rural and remote areas, through electronic consultation by a non-specialist with a specialist for interpretation and reporting of the ultrasound results. This project developed an application for a mHealth-based portable ultrasound platform that could be used by a non-specialist to provide breast cancer screening services with remote specialist support. Methods A systematic review of the literature was conducted for the period of 2004 to 2019 to gather evidence on the use of mHealth-based portable ultrasound platforms for improved access to ultrasound services like breast cancer screening. The evidence from the literature was used to design and develop a prototype of an application for a mHealth-based portable ultrasound platform suitable for breast cancer screening. The prototype application was integrated with a mobile-based portable ultrasound from Philips Lumify. Images generated by scanning a phantom breast using the portable ultrasound were uploaded onto the application and downloaded from the application to demonstrate the concept. Results The systematic review showed only two clinical conditions (obstetrics and cardiovascular disease) which used a mHealth-based portable ultrasound platform. The outcomes from the studies showed improved access to the respective ultrasound services in terms of patient management, early detection, improved quality of care and increased patient attendance, which resulted in access to other services. The integration of the prototype application with a mobile-based portable ultrasound resulted into a mHealthbased portable ultrasound platform prototype intended for breast cancer screening. The ability to upload images onto the platform and download images from the platform satisfied the design requirements for the platform. Conclusion A mHealth-based portable ultrasound prototype was developed, which has potential for improving access to breast cancer screening services. Further research including testing of the application with health professionals and patients is recommended to strengthen the feasibility of the concept
Entrepreneurship Education Platform Design: The Relationships between Autodidactic Affordances and Experiential Learning Needs
Along with recent technological innovation in education, Entrepreneurship Education Platforms (EEPs) have emerged as an effective solution to prepare students for entrepreneurial success. However, due to novelty, less is known of the success of EEPs regarding user experience, especially when these platforms offer self-regulated learning environments. In response, this study is an attempt to offer a framework to guide user experience design and evaluation of EEP. This study discusses the relationships between autodidactic affordances (administration, acquisition, application, and assessment affordances) and experiential needs (sensory, temporal, interactional, cognitive, behavioral, emotional, and metacognitive experience) and their importance in the success of EEP. The findings offer nuance to assessing the effectiveness of EEP and other online self-regulated learning environments
Quality Management of Learning Management Systems: A User Experience Perspective
Learning Management Systems (LMS) have been the main vehicle for delivering and managing e-learning courses in educational, business, governmental and vocational learning settings. Since the mid-nineties there is a plethora of LMS in the market with a vast array of features. The increasing complexity of these platforms makes LMS evaluation a hard and demanding process that requires a lot of knowledge, time, and effort. Nearly 50% of respondents in recent surveys have indicated they seek to change their existing LMS primarily due to user experience issues. Yet the vast majority of the extant literature focuses only on LMS capabilities in relation to administration and management of teaching and learning processes. In this study the authors try to build a conceptual framework and evaluation model of LMS through the lens of User Experience (UX) research and practice, an epistemology that is quite important but currently neglected in the e-learning domain. They conducted an online survey with 446 learning professionals, and from the results, developed a new UX-oriented evaluation model with four dimensions: pragmatic quality, authentic learning, motivation and engagement, and autonomy and relatedness. Their discussion on findings includes some ideas for future research
Biometric storyboards: a games user research approach for improving qualitative evaluations of player experience
Developing video games is an iterative and demanding process. It is difficult to achieve the goal of most video games â to be enjoyable, engaging and to create revenue for game developers â because of many hard-to-evaluate factors, such as the different ways players can interact with the game. Understanding how players behave during gameplay is of vital importance to developers and can be uncovered in user tests as part of game development. This can help developers to identify and resolve any potential problem areas before release, leading to a better player experience and possibly higher game review scores and sales. However, traditional user testing methods were developed for function and efficiency oriented applications. Hence, many traditional user testing methods cannot be applied in the same way for video game evaluation.
This thesis presents an investigation into the contributions of physiological measurements in user testing within games user research (GUR). GUR specifically studies the interaction between a game and users (players) with the aim to provide feedback for developers to help them to optimise the game design of their title. An evaluation technique called Biometric Storyboards is developed, which visualises the relationships between game events, player
feedback and changes in a playerâs physiological state. Biometric Storyboards contributes to the field of human-computer interaction and GUR in three important areas: (1) visualising mixedmeasures of player experience, (2) deconstructing game design by analysing game events and pace, (3) incremental improvement of classic user research techniques (such as interviews and physiological measurements).
These contributions are described in practical case studies, interviews with game developers and laboratory experiments. The results show this evaluation approach can enable games user researchers to increase the plausibility and persuasiveness of their reports and facilitate developers to better deliver their design goals. Biometric Storyboards is not aimed at replacing existing methods, but to extend them with mixed methods visualisations, to provide powerful tools for games user researchers and developers to better understand and communicate player needs, interactions and experiences. The contributions of this thesis are directly applicable for user researchers and game developers, as well as for researchers in user experience evaluation in entertainment systems
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