11,881 research outputs found

    Investigating sound intensity gradients as feedback for embodied learning

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    This paper explores an intensity-based approach to sound feedback in systems for embodied learning. We describe a theoretical framework, design guidelines, and the implementation of and results from an informant workshop. The specific context of embodied activity is considered in light of the challenges of designing meaningful sound feedback, and a design approach is shown to be a generative way of uncovering significant sound design patterns. The exploratory workshop offers preliminary directions and design guidelines for using intensity-based ambient sound display in interactive learning environments. The value of this research is in its contribution towards the development of a cohesive and ecologically valid model for using audio feedback in systems, which can guide embodied interaction. The approach presented here suggests ways that multi-modal auditory feedback can support interactive collaborative learning and problem solving

    The role of participatory workshops in investigating narrative and sound ecologies in the design of an ambient intelligence audio display

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    We describe two participatory workshops conducted to support design decisions in the making of the audio display for an ambient intelligent game platform. The workshops discussed here explore specific issues of players’ interactions with sound and auditory display design. The workshops helped move our design process forward by specifying the role of narrative and sound ecologies in our design. They clarified the role of sound in creating narrative coherence, guiding player actions, and supporting group interaction. We describe the workshops, the auditory display issues we addressed, discuss how the workshops helped inform our subsequent design, and extend recommendations on how participatory workshops can be used by other designers of auditory displays

    Does scarcity exacerbate the tragedy of the commons? Evidence from fishers’ experimental responses

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    Economic Experimental Games (EEG) have challenged the theoretical prediction showing that individuals balance own and collective interests when making decisions that deviate away from suboptimal Nash equilibrium. However, few studies have analyzed whether these deviations from Nash equilibrium towards social optimum are affected as the stock of resource changes. Performing EEG with real fishers we test the hypothesis that behavior of participants –measured as relative deviations from Nash equilibrium- differs under a situation of abundance versus a situation of scarcity. The design of our EEG is based on a profit maximization model that incorporates intertemporal effects of aggregated extraction. Our findings show that in a situation of scarcity, players over extract the resource making decisions above the Nash equilibrium, obtaining less profit, mining the others-regarding interest, and exacerbating the tragedy of the commons. This result challenges previous general findings from the EEG literature. When individuals face abundance of the resource, however, they deviate downward from the individualistic and myopic behavior prediction. This phenomenon of private inefficient over exploitation is corrected when management strategies are introduced in the game, which underlines the importance of institutions.Resource /Energy Economics and Policy,

    Raising awareness on sustainability issues through a mobile game

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    The paper presents a review on, and analysis of, the design, development and evaluation of experiences of learning through the 'Sustainability Serious Game'. The mobile game has been developed as means of helping public authorities to collect information and feedback on how public spaces could be improved based on collective intelligence procedures. Furthermore, as part of enhancing learning, the game intends to provide knowledge and awareness on sustainability issues for public constructions relevant to engineering and architectural disciplines. Deployed targeted questionnaires with thirty-three (33) computer science students in UK and analysed through a Likert Scale findings from evaluation demonstrate that a conceptual change may be achieved in relation to how sustainability has been perceived. A questionnaire with 20 questions was distributed to students for evaluating various elements of the game such as usability characteristics, accumulation, assimilation and consolidation of new knowledge patterns related to the learning-oriented benefits of the game with an implicit focus on whether the game can be integrated within an academic setting. The fundamental conclusion from the analysis of the game uptake is that it enhances student's engagement with sustainability issues, especially in blended learning contexts for 'blending' different pedagogical approaches with game-oriented features as means of improving educational practice
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