21,362 research outputs found

    Information and communication technology solutions for outdoor navigation in dementia

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    INTRODUCTION: Information and communication technology (ICT) is potentially mature enough to empower outdoor and social activities in dementia. However, actual ICT-based devices have limited functionality and impact, mainly limited to safety. What is an ideal operational framework to enhance this field to support outdoor and social activities? METHODS: Review of literature and cross-disciplinary expert discussion. RESULTS: A situation-aware ICT requires a flexible fine-tuning by stakeholders of system usability and complexity of function, and of user safety and autonomy. It should operate by artificial intelligence/machine learning and should reflect harmonized stakeholder values, social context, and user residual cognitive functions. ICT services should be proposed at the prodromal stage of dementia and should be carefully validated within the life space of users in terms of quality of life, social activities, and costs. DISCUSSION: The operational framework has the potential to produce ICT and services with high clinical impact but requires substantial investment

    Creativity Loading – Please Wait! Investigating the Relationship between Interruption, Mind Wandering and Creativity

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    With the advancement of information technologies, routine tasks are increasingly supported by information systems, which is why ideation and creativity is becoming more and more important. We know from many anecdotes that creative ideas emerge when our mind is wandering instead of being focused on the task at hand. Yet, most information systems that are used for work-related purposes offer only little opportunities for task-unrelated thoughts. In contrast, current literature shows that most information technology is designed to keep our attention. In order to better understand the value of mind wandering, we propose an experimental design that incorporates interruptions that vary in their length with the objective to stimulate episodes of mind wandering and thus positively impact creativity. We provide initial insights on how the experiment should designed and discuss implications for future research

    m-Reading: Fiction reading from mobile phones

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    Mobile phones are reportedly the most rapidly expanding e-reading device worldwide. However, the embodied, cognitive and affective implications of smartphone-supported fiction reading for leisure (m-reading) have yet to be investigated empirically. Revisiting the theoretical work of digitization scholar Anne Mangen, we argue that the digital reading experience is not only contingent on patterns of embodied reader–device interaction (Mangen, 2008 and later) but also embedded in the immediate environment and broader situational context. We call this the situation constraint. Its application to Mangen’s general framework enables us to identify four novel research areas, wherein m-reading should be investigated with regard to its unique affordances. The areas are reader–device affectivity, situated embodiment, attention training and long-term immersion

    There's No Place Like Home: Dwelling and Being at Home in Digital Games

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    This chapter considers the presence, in digital games, of experiences of dwelling. Starting with an engagement with the philosopher Edward S. Casey's distinction between hestial and hermetic spatial modes, the chapter argues that the player's spatial engagement with digital game worlds has tended to align with the hermetic pole, emphasizing movement, traversal and exploration. By contrast, hestial spatial practices, characterized by centrality, lingering and return, are far less prevalent both in digital games themselves and in discussions on spatiality in the game studies discourse. To counter this lack, this chapter draws upon philosophical work on space by Casey, Martin Heidegger, Yi-Fu Tuan and Christian Norberg-Schulz, using these as a conceptual lens to identify spatial structures and practices in digital games that diverge from the hermetic mode. Attention is paid to games that invite pausing and lingering in place, games where the player's relation to place is structured around practices of building, the phenomenology of home and dwelling in games, and familiarity and identity as experiential characteristics of being at home. Minecraft and Animal Crossing: New Leaf are examined in detail as case studies, though the chapter also refers to examples from other games

    Mobile pupillometry in manual assembly : a pilot study exploring the wearability and external validity of a renowned mental workload lab measure

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    Human operators in the upcoming Industry 4.0 workplace will face accelerating job demands such as elevated cognitive complexity. Unobtrusive objective measures of mental workload (MWL) are therefore in high demand as indicated by both theory and practice. This pilot study explored the wearability and external validity of pupillometry, a MWL measure robustly validated in laboratory settings and now deployable in work settings demanding operator mobility. In an ecologically valid work environment, 21 participants performed two manual assemblies - one of low and one of high complexity - while wearing eye-tracking glasses for pupil size measurement. Results revealed that the device was perceived as fairly wearable in terms of physical and mental comfort. In terms of validity, no significant differences in mean pupil size were found between the assemblies even though subjective mental workload differed significantly. Exploratory analyses on the pupil size when attending to the assembly instructions only, were inconclusive. The present work suggests that current lab-based procedures might not be adequate yet for in-the-field mobile pupillometry. From a broader perspective, these findings also invite a more nuanced view on the current validity of lab-validated physiological MWL-measures when applied in real-life settings. We therefore conclude with some key insights for future development of mobile pupillometry

    Mindfulness Meditation and Self-Regulation on Smartphone Application by Educators: A Qualitative Case Study

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    The purpose of the instrumental case study was to explore how educators use a mindfulness meditation application called Calm on their smartphones. The self-regulation theory, as viewed from the perspective of Roy Baumeister, guides this study in exploring educators’ self-regulation using a smartphone application. The study answers the central question and four research questions: CQ) How do educators use a mindfulness meditation application called Calm on their smartphone? RQ1) How do individuals seeking to modify their behavior use the mindfulness meditation smartphone application? RQ2) How does an individual’s motivation to attain a goal shape one’s use of the mindful meditation smartphone application? RQ3) How does mindful meditation guide individuals in monitoring thoughts and actions that precede the dismantling of one’s goal? RQ4) How does mindfulness meditation cultivate willpower while building one’s inner capacity to control mind wandering? The study will also show how educators choose to use their smartphone when it is equipped with a mindfulness meditation application. Studies have shown that educators are more stressed today than they have been in the past and have less free time because of additional educational duties. Mindfulness mediation is proven to reduce stress and create awareness. Ten educators in the Washington, D.C. area participated in the study. Data was collected and analyzed through weekly journal submissions, a focus group, and interviews. The four themes of the study were time management, life commitments, overcome distractions, and the benefits from meditation application

    Where Are Your Thoughts? On the Relationship between Technology Use and Mind Wandering

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    Mind wandering is an important brain activity that fosters creativity and productivity. Research suggests that individuals spend up to 50% of their waking time thinking about things that are unrelated to the present situation or task. Previous literature has acknowledged the importance of mind wandering in technology-related contexts by investigating its mediating role between task and individual performance. In this study, we go one step further and investigate the direct relationship between technology use and mind wandering. In particular, we investigate if different types of technology use (hedonic use vs. utilitarian use) have an impact on mind wandering. Results from a factorial survey study (n=90) suggest that there is a significant difference between hedonic use and utilitarian use when it comes to mind wandering. Based on these insights, we discuss the role of mind wandering for IS research and potentials for future research

    Trespassing the boundaries of flesh : exploring wounded embodiment through artistic practice

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    The aim of this paper is the contemplation of the mineness-otherness relation of being triggered by the onset of serious and chronic illness. The phenomenological theories of Frederick Svenaeus and Martin Heidegger bring to light a form of otherness (alienation) experienced with illness and allow one to question the boundaries of flesh in relation to homelessness and exile. My study is directed towards analysing this experience and finding ways of overcoming such boundaries in an effort to reach out for the suffering other through the process of empathy. The conceptual framework lies embedded in the process of reflection, relation and revelation by which the ill person encounters the self and seeks to reveal new meaning in life. Considering the body in illness as being in a state of internal war, an audio-visual tool called ‘Sanctuary’ was designed to serve the ill person’s narrative. As a mobile space that can be consumed in wards or clinics, it presents a bunker experience which magnifies one’s presence and places one’s whole body in the context of a solitary shelter whilst being assailed. The tool allows the viewer to look out onto digital artwork created as a metaphor of the self.peer-reviewe
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