2,719 research outputs found

    How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames

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    Physical activity is very important to public health and exergames represent one potential way to enact it. The promotion of physical activity through gamification and enhanced anticipated affect also holds promise to aid in exercise adherence beyond more traditional educational and social cognitive approaches. This paper reviews empirical studies on gamified systems and serious games for exercising. In order to gain a better understanding of these systems, this review examines the types and aims (e.g. controlling body weight, enjoying indoor jogging
) of the corresponding studies as well as their psychological and physical outcomes. This paper particularly reviews the deployed motivational affordances and the effectiveness of incorporating gamification features in exergames. The review shows overall positive psychological outcomes (e.g. enjoying exercise) as well as behavioral ones (e.g. decreasing sedentariness) about exergames. Its findings inform about the current state of the research on the topic, based on which, suggestions for further research are outlined

    Narrative Persuasion Amplification via Interactive Narrative Media

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    This research was intended to investigate if interactive narrative media enhances the effects of narrative persuasion utilizing a story about opioid overdose kits. Using Social Cognitive Theory (SCT), the Entertainment Overcoming Resistance Model (EORM), and the Extended Parallel Processing Model (EPPM) as theoretical frameworks, this study examines the benefits of narrative persuasion and applies them to interactive narrative media. While these benefits have been established with traditional, unidirectional media, they have rarely been examined in media wherein the audience has the ability to affect the narrative. The hypotheses tested in this experiment posits that the interactive narrative media will elicit more positive attitudes towards the topic of the narrative while the viewers experience greater levels of narrative identification, transportation, and task-related self-efficacy related to the use of Naloxone kits to aid a person undergoing an opioid overdose. An experiment was conducted with university students who were provided either interactive or non-interactive narrative media. Results tested with a series of independent-samples t-tests found that both interactive and non-interactive narrative media elicited similar amounts of narrative identification, transportation, and task-related self-efficacy. This study proposes that the benefits of interactivity may lie beyond a not hitherto designated interactivity threshold. Research has shown this threshold has been crossed by more complex media, but its limitations and features have yet to be discovered

    Bringing New Voices to Design of Exercise Technology:participatory design with vulnerable young adults

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    Proceedings of the 50th Hawaii International Conference on System Sciences

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    Physical activity is very important to public health and exergames represent one potential way to enact it. The promotion of physical activity through gamification and enhanced anticipated affect also holds promise to aid in exercise adherence beyond more traditional educational and social cognitive approaches. This paper reviews empirical studies on gamified systems and serious games for exercising. In order to gain a better understanding of these systems, this review examines the types and aims (e.g. controlling body weight, enjoying indoor jogging
) of the corresponding studies as well as their psychological and physical outcomes. This paper particularly reviews the deployed motivational affordances and the effectiveness of incorporating gamification features in exergames. The review shows overall positive psychological outcomes (e.g. enjoying exercise) as well as behavioral ones (e.g. decreasing sedentariness) about exergames. Its findings inform about the current state of the research on the topic, based on which, suggestions for further research are outlined.</p

    XAIR: A Framework of Explainable AI in Augmented Reality

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    Explainable AI (XAI) has established itself as an important component of AI-driven interactive systems. With Augmented Reality (AR) becoming more integrated in daily lives, the role of XAI also becomes essential in AR because end-users will frequently interact with intelligent services. However, it is unclear how to design effective XAI experiences for AR. We propose XAIR, a design framework that addresses "when", "what", and "how" to provide explanations of AI output in AR. The framework was based on a multi-disciplinary literature review of XAI and HCI research, a large-scale survey probing 500+ end-users' preferences for AR-based explanations, and three workshops with 12 experts collecting their insights about XAI design in AR. XAIR's utility and effectiveness was verified via a study with 10 designers and another study with 12 end-users. XAIR can provide guidelines for designers, inspiring them to identify new design opportunities and achieve effective XAI designs in AR.Comment: Proceedings of the 2023 CHI Conference on Human Factors in Computing System

    Step Length Estimation in Daily Activities using RSSI-based Techniques

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    Step length, an essential component in gait analysis, is becoming appealing in many aspects of our life. It can reflect physical fitness among the young and the senior, e.g., obesity, falling probability and severity. It can also help predict the life expectancy of the elderly. Moreover, the disabled or patients with impaired cognitive functions also behave differently from healthy people in terms of step length. Another application of step length estimation is that it leverages non-GPS localisation where the global positioning system (GPS) is restricted or prohibited. Accurate measurements of step length are thus important in numerous applications. Unfortunately, the existing step length measurement techniques are yet matured. Their common drawbacks could be expensive costs, specific location requirements, constraints of human activities to be measured and of the movement direction of the human under test, proneness to errors due to occlusions, modest accuracy, or a combination of these drawbacks. An accurate path loss model between two human feet is also missing. Therefore, this thesis examines step length estimation and distance measurement between human body parts in wireless body area networks (WBANs). The thesis aims to overcome several above drawbacks by proposing novel techniques to estimate the step length of pedestrians, using our developed wearable, unobtrusive hardware during ambulation or other daily activities

    Spartan Daily, October 31, 2000

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    Volume 115, Issue 43https://scholarworks.sjsu.edu/spartandaily/9610/thumbnail.jp

    Robotically assisted eye surgery : a haptic master console

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    Vitreo-retinal surgery encompasses the surgical procedures performed on the vitreous humor and the retina. A procedure typically consists of the removal of the vitreous humor, the peeling of a membrane and/or the repair of a retinal detachment. Operations are performed with needle shaped instruments which enter the eye through surgeon made scleral openings. An instrument is moved by hand in four degrees of freedom (three rotations and one translation) through this opening. Two rotations (? and ? ) are for a lateral instrument tip movement. The other two DoFs (z and ?) are the translation and rotation along the instrument axis. Actuation of for example a forceps can be considered as a fifth DoF. Characteristically, the manipulation of delicate, micrometer range thick intraocular tissue is required. Today, eye surgery is performed with a maximum of two instruments simultaneously. The surgeon relies on visual feedback only, since instrument forces are below the human detection limit. A microscope provides the visual feedback. It forces the surgeon to work in a static and non ergonomic body posture. Although the surgeon’s proficiency improves throughout his career, hand tremor may become a problem around his mid-fifties. Robotically assisted surgery with a master-slave system enhances dexterity. The slave with instrument manipulators is placed over the eye. The surgeon controls the instrument manipulators via haptic interfaces at the master. The master and slave are connected by electronic hardware and control software. Implementation of tremor filtering in the control software and downscaling of the hand motion allow prolongation of the surgeon’s career. Furthermore, it becomes possible to do tasks like intraocular cannulation which can not be done by manually performed surgery. This thesis focusses on the master console. Eye surgery procedures are observed in the operating room of different hospitals to gain insight in the requirements for the master. The master console as designed has an adjustable frame, a 3D display and two haptic interfaces with a coarse adjustment arm each. The console is mounted at the head of the operating table and is combined with the slave. It is compact, easy to place and allows the surgeon to have a direct view on and a physical contact with the patient. Furthermore, it fits in today’s manual surgery arrangement. Each haptic interface has the same five degrees of freedom as the instrument inside the eye. Through these interfaces, the surgeon can feel the augmented instrument forces. Downscaling of the hand motion results in a more accurate instrument movement compared to manually performed surgery. Together with the visual feedback, it is like the surgeon grasps the instrument near the tip inside the eye. The similarity between hand motion and motion of the instrument tip as seen on the display results in an intuitive manipulation. Pre-adjustment of the interface is done via the coarse adjustment arm. Mode switching enables to control three or more instruments manipulators with only two interfaces. Two one degree of freedom master-slave systems with force feedback are built to derive the requirements for the haptic interface. Hardware in the loop testing provides valuable insights and shows the possibility of force feedback without the use of force sensors. Two five DoF haptic interfaces are realized for bimanual operation. Each DoF has a position encoder and a force feedback motor. A correct representation of the upscaled instrument forces is only possible if the disturbance forces are low. Actuators are therefore mounted to the fixed world or in the neighborhood of the pivoting point for a low contribution to the inertia. The use of direct drive for ' and and low geared, backdriveable transmissions for the other three DoFs gives a minimum of friction. Disturbance forces are further minimized by a proper cable layout and actuator-amplifier combinations without torque ripple. The similarity in DoFs between vitreo-retinal eye surgery and minimally invasive surgery (MIS) enables the system to be used for MIS as well. Experiments in combination with a slave robot for laparoscopic and thoracoscopic surgery show that an instrument can be manipulated in a comfortable and intuitive way. User experience of surgeons and others is utilized to improve the haptic interface further. A parallel instead of a serial actuation concept for the ' and DoFs reduces the inertia, eliminates the flexible cable connection between frame and motor and allows that the heat of the motor is transferred directly to the frame. A newly designed z-?? module combines the actuation and suspension of the hand held part of the interface and has a three times larger z range than in the first design of the haptic interface
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