3 research outputs found

    Pearls and Perils of Pupillometry Using a Webcam

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    Current methods to measure infants’ cognitive repertoire (i.e., collection of cognitive abilities) are limited. Previous testing paradigms required acquisition of non-age contextualized responses, and relied on measures that involved acquisition of other functions (e.g., language, motor). In addition to response limitations, cognitive functions may be difficult to observe in infants due to the difficulty in infant recruitment. Online testing has increased infant recruitment efforts and physiological responses have bypassed the motor, behavioural and linguistic limitations of infants. Recently, it has been shown that heart rate measures can be acquired through a webcam. Another feasible and reliable physiological measure is pupillometery, the measure of pupil diameter, whereby an increase in pupil diameter corresponds to an increase in cognitive load in response to meaningful stimuli in our environment. Through successive pilot studies over an online interface (i.e., Mturk), we optimized the participants imaging environment. We show that acquisition of pupil diameter is possible over Mturk using our in-house methods. Moreover, we validated our measurement methods as a reliable tool for measuring cognitive load in adults, and as a future means of characterizing cognitive activation in infants. To our knowledge, we are the first to acquire pupil diameter measures through an online interface. The methodologies developed herein can be used as a valid means for acquiring physiological responses in future studies investigating cognition, attention, and memory thereby overcoming current limitations in both acquisition of responses and participant recruitment of infants

    Investigating Avatar Customization as a Motivational Design Strategy for Improving Engagement with Technology-Enabled Services for Health

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    Technology-enabled services for physical and mental health are a promising approach to improve healthcare globally. Unfortunately, the largest barrier for effective technology-based treatment is participants' gradually fading engagement with effective novel training applications, such as exercise apps or online mental health training programs. Engaging users through design presents an elegant solution to the problem; however, research on technology-enabled services is primarily focused on the efficacy of novel interventions and not on improving adherence through engaging interaction design. As a result, motivational design strategies to improve engagement---both in the moment of use and over time---are underutilized. Drawing from game-design, I investigate avatar customization as a game-based motivational design strategy in four studies. In Study 1, I examine the effect of avatar customization on experience and behaviour in an infinite runner game. In Study 2, I induce different levels of motivation to research the effects of financial rewards on self-reported motivation and performance in a gamified training task over 11 days. In Study 3, I apply avatar customization to investigate the effects of attrition in an intervention context using a breathing exercise over three weeks. In Study 4, I investigate the immediate effects of avatar customization on the efficacy of an anxiety reducing attentional retraining task. My results show that avatar customization increases motivation over time and in the moment of use, suggesting that avatar customization is a viable strategy to address the engagement barrier that thwarts the efficacy of technology-enabled services for health
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