27,769 research outputs found
Promoting New Patterns in Household Energy Consumption with Pervasive Learning Games
Engaging computer games can be used to change energy consumption patterns in the home. PowerAgent is a pervasive game for Java-enabled mobile phones that is designed to influence everyday activities and use of electricity in
the domestic setting. PowerAgent is connected to the householdâs automatic electricity meter reading equipment via the cell network, and this setup makes it
possible to use actual consumption data in the game. In this paper, we present a two-level model for cognitive and behavior learning, and we discuss the properties of PowerAgent in relation to the underlying situated learning, social learning, and persuasive technology components that we have included in the game
Modelling the User: How design for sustainable behaviour can reveal different stakeholder perspectives on human nature
Copyright @ 2010 TU DelftInfluencing more environmentally friendly and sustainable behaviour is a current focus of many projects, ranging from government social marketing campaigns, education and tax structures to designersâ work on interactive products, services and environments. There is a wide variety of techniques and methods usedâwe have identified over 100 design patterns in our Design with Intent toolkitâeach intended to work via a particular set of cognitive and environmental principles. These approaches make different assumptions about âwhat people are likeâ: how users will respond to behavioural interventions, and why, and in the process reveal some of the assumptions that designers and other stakeholders, such as clients commissioning a project, make about human nature. In this paper, we discuss three simple models of user behaviourâthe Pinball, the Shortcut and the Thoughtfulâwhich emerge from user experience designersâ statements about users while focused on designing for behaviour change. We characterise these models using systems terminology and examine the application of each model to design for sustainable behaviour via a series of examples
A short curriculum of the robotics and technology of computer lab
Our research Lab is directed by Prof. Anton Civit. It is an interdisciplinary group of 23
researchers that carry out their teaching and researching labor at the Escuela
PolitĂ©cnica Superior (Higher Polytechnic School) and the Escuela de IngenierĂa
InformĂĄtica (Computer Engineering School). The main research fields are: a)
Industrial and mobile Robotics, b) Neuro-inspired processing using electronic spikes,
c) Embedded and real-time systems, d) Parallel and massive processing computer
architecture, d) Information Technologies for rehabilitation, handicapped and elder
people, e) Web accessibility and usability
In this paper, the Lab history is presented and its main publications and research
projects over the last few years are summarized.Nuestro grupo de investigaciĂłn estĂĄ liderado por el profesor Civit. Somos un grupo
multidisciplinar de 23 investigadores que realizan su labor docente e investigadora
en la Escuela PolitĂ©cnica Superior y en Escuela de IngenierĂa InformĂĄtica. Las
principales lĂneas de investigaciones son: a) RobĂłtica industrial y mĂłvil. b)
Procesamiento neuro-inspirado basado en pulsos electrĂłnicos. c) Sistemas
empotrados y de tiempo real. d) Arquitecturas paralelas y de procesamiento masivo.
e) TecnologĂa de la informaciĂłn aplicada a la discapacidad, rehabilitaciĂłn y a las
personas mayores. f) Usabilidad y accesibilidad Web.
En este artĂculo se reseña la historia del grupo y se resumen las principales
publicaciones y proyectos que ha conseguido en los Ășltimos años
Recommended from our members
We are the Change that we Seek: Information Interactions During a Change of Viewpoint
There has been considerable hype about filter bubbles and echo chambers influencing the views of information consumers. The fear is that these technologies are undermining democracy by swaying opinion and creating an uninformed, polarised populace. The literature in this space is mostly techno-centric, addressing the impact of technology. In contrast, our work is the first research in the information interaction field to examine changing viewpoints from a human-centric perspective. It provides a new understanding of view change and how we might support informed, autonomous view change behaviour. We interviewed 18 participants about a self-identified change of view, and the information touchpoints they engaged with along the way. In this paper we present the information types and sources that informed changes of viewpoint, and the ways in which our participants interacted with that information. We describe our findings in the context of the techno-centric literature and suggest principles for designing digital information environments that support user autonomy and reflection in viewpoint formation
CHI and the future robot enslavement of humankind: a retrospective
As robots from the future, we are compelled to present this important historical document which discusses how the systematic investigation of interactive technology facilitated and hastened the enslavement of mankind by robots during the 21st Century. We describe how the CHI community, in general, was largely responsible for this eventuality, as well as how specific strands of interaction design work were key to the enslavement. We also mention the futility of some reactionary work emergent in your time that sought to challenge the inevitable subjugation. We conclude by congratulating the CHI community for your tireless work in promoting and supporting our evil robot agenda
Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour
Health and fitness wearable technology has recently advanced, making it
easier for an individual to monitor their behaviours. Previously self generated
data interacts with the user to motivate positive behaviour change, but issues
arise when relating this to long term mention of wearable devices. Previous
studies within this area are discussed. We also consider a new approach where
data is used to support instead of motivate, through monitoring and logging to
encourage reflection. Based on issues highlighted, we then make recommendations
on the direction in which future work could be most beneficial
Personalization in Serious and Persuasive Games and Gamified Interactions
© Lennart Nacke, 2015. This is the authorâs version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, https://doi.org/10.1145/2793107.2810260Serious and persuasive games and gamified interactions have become popular in the last years, especially in the realm of behavior change support systems. They have been used as tools to support and influence human behavior in a variety of fields, such as health, sustainability, education, and security. It has been shown that personalized serious and persuasive games and gamified interactions can increase effectivity of supporting behavior change compared to "one-size-fits all"-systems. However, how serious games and gamified interactions can be personalized, which factors can be used to personalize (e.g. personality, gender, persuadability, player types, gamification user types, states, contextual/situational variables), what effect personalization has (e.g. on player/user experience) and whether there is any return on investment is still largely unexplored. This full-day workshop aims at bringing together the academic and industrial community as well as the gaming and gamification community to jointly explore these topics and define a future roadmap.Ăsterreichische ForschungsförderungsgesellschaftPeer-reviewe
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