118 research outputs found

    An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes

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    As gamification literature has matured, the gap between how different domains apply the theory has widened. This has positioned gamification as being more dependent on context, rather than being an independent theory per se. To address this notion, three concepts are identified as being central for how a gamificator, the one responsible for gamifying, gamifies a process. These are mechanics, mental mediators and desired outcomes. Following this logic, a review was conducted using 77 (n) articles across seven disciplines, namely health and wellness, crowdsourcing, sustainability, computer science, software development, business, and tourism. The findings highlighted potentially causal and correlational relationships between several concepts when gamifying a situation, context, service or/and process. This research presents an alternative and uniform perspective on the broad gamification research to better understand how gamification functions and can be employed to impact various outcomes. Furthermore, this research contributes to this rather eclectic domain, presenting a more categorized view in showing domain-specific mechanics and how these can be employed for empirical testing. Lastly, the conceptual model can be modified, employed and adjusted to investigate various effects of gamification on outcomes

    Standardization of Protocol Design for User Training in EEG-based Brain-Computer Interface

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    International audienceBrain-computer interfaces (BCIs) are systems that enable a personto interact with a machine using only neural activity. Such interaction canbe non-intuitive for the user hence training methods are developed to increaseone’s understanding, confidence and motivation, which would in parallel increasesystem performance. To clearly address the current issues in the BCI usertraining protocol design, here it is divided intointroductoryperiod and BCIinteractionperiod. First, theintroductoryperiod (before BCI interaction) mustbe considered as equally important as the BCI interaction for user training. Tosupport this claim, a review of papers show that BCI performance can dependon the methodologies presented in such introductory period. To standardize itsdesign, the literature from human-computer interaction (HCI) is adjusted to theBCI context. Second, during the user-BCI interaction, the interface can takea large spectrum of forms (2D, 3D, size, color etc.) and modalities (visual,auditory or haptic etc.) without following any design standard or guidelines.Namely, studies that explore perceptual affordance on neural activity show thatmotor neurons can be triggered from a simple observation of certain objects, anddepending on objects’ properties (size, location etc.) neural reactions can varygreatly. Surprisingly, the effects of perceptual affordance were not investigatedin the BCI context. Both inconsistent introductions to BCI as well as variableinterface designs make it difficult to reproduce experiments, predict their outcomesand compare results between them. To address these issues, a protocol designstandardization for user training is proposed

    Quality driven approach for product line architecture customization in patient navigation program software product line

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    Patient Navigation Program (PNP) is considered as an important implementation of health care systems that can assist in patient’s treatment. Due to the feasibility of PNP implementation, a systematic reuse is needed for a wide adoption of PNP computerized system. SPL is one of the promising systematic reuse approaches for creating a reusable architecture to enabled reuse in several similar applications of PNP systems which has its own variations with other applications. However, stakeholder decision making which result from the imprecise, uncertain, and subjective nature of architecture selection based on quality attributes (QA) further hinders the development of the product line architecture. Therefore, this study aims to propose a quality-driven approach using Multi-Criteria Decision Analysis (MCDA) techniques for Software Product Line Architecture (SPLA) to have an objective selection based on the QA of stakeholders in the domain of PNP. There are two steps proposed to this approach. First, a clear representation of quality is proposed by extending feature model (FM) with QA feature to determine the QA in the early phase of architecture selection. Second, MCDA techniques were applied for architecture selection based on objective preference for certain QA in the domain of PNP. The result of the proposed approach is the implementation of the PNP system with SPLA that had been selected using MCDA techniques. Evaluation for the approach is done by checking the approach’s applicability in a case study and stakeholder validation. Evaluation on ease of use and usefulness of the approach with selected stakeholders have shown positive responses. The evaluation results proved that the proposed approach assisted in the implementation of PNP systems

    Game-Based Learning, Gamification in Education and Serious Games

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    The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be

    XR Academia:Research and Experiences in Virtual Reality, Augmented Reality, Mixed Reality, and Artificial Intelligence in Latin America and Europe

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    The book XR Academia: Research and Experiences in Virtual Reality, Augmented Reality, Mixed Reality, and Artificial Intelligence in Latin America and Europe, has at its core the objective of making immersive technology accessible and visible worldwide, with the simultaneous breaking-down of linguistic barriers. Both European and Latin American authors can read each other’s work(s), allowing knowledge and experience in extended reality to be shared. Another important aspect of XR Academia is its attempt to introduce an open science contribution to the issues of immersive technologies, in order to inspire new generations that do not have access to increasingly expensive publications. This volume includes fourteen selected chapters from presenters from the 2020 and 2021 events. These chapters describe research and experiences on a wide range of XR applications, which include entertainment, health, narration, education, psychotherapy, guidance, language, culture and arts. Considering that great inventions and innovations are developed in Latin America but fail to be published internationally, our aim was to open a door to allow the permanent exchange between two languages: Spanish and English

    Simulation-Based Countermeasures Towards Accident Prevention : Virtual Reality Utilization in Industrial Processes and Activities

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    Despite growing industrial interests in fully immersive virtual reality (VR) applications for safety countermeasures, there is scanty research on the subject in the context of accident prevention during manufacturing processes and plant maintenance activities. This dissertation aims to explore and experiment with VR for accident prevention by targeting three workplace safety countermeasures: fire evacuation drills, hazard identification and risk assessments (HIRA), and emergency preparedness and response (EPR) procedures. Drawing on the virtual reality accident causation model (VR-ACM) (i.e., 3D modelling and simulation, accident causation, and safety drills) and the fire evacuation training model, two industrial 3D simulation models were utilized for the immersive assessment and training. These were a lithium-ion battery (LIB) manufacturing factory and a gas power plant (GPP). In total, five studies (publications) were designed to demonstrate the potential of VR in accident prevention during the manufacturing processes and maintenance activities at the facility conceptual stages. Two studies were with the LIB factory simulation to identify inherent hazards and assess risks for redesigning the factory to ensure workplace safety compliance. The other three studies constituted fire hazard identifications, emergency evacuations and hazard control/mitigations during the maintenance activity in the GPP simulation. Both study models incorporated several participants individually immersed in the virtual realm to experience the accident phenomena intuitively. These participants provided feedback for assessing the research objectives. Results of the studies indicated that several inherent hazards in the LIB factory were identified and controlled/mitigated. Secondly, the GPP experiment results suggested that although the maintenance activity in the virtual realm increased the perception of presence, a statistically significant delay was recorded at the pre-movement stage due to the lack of situational safety awareness. Overall, the study demonstrates that participants immersed in a VR plant maintenance activity and manufacturing factory process simulation environments can experience real-time emergency scenarios and conditions necessary for implementing the essential safety countermeasures to prevent accidents.Vaikka kiinnostus virtuaalitodellisuuden (VR) käyttöön turvallisuuden varotoimissa teollisuudessa on kasvanut, tutkimuksia ei ole juurikaan tehty onnettomuuksien ehkäisystä valmistus- ja kunnossapitotoiminnassa. Tämän väitöskirjan tavoitteena on tutkia ja kokeilla VR:ää tapaturmien ehkäisyssä kohdistuen kolmeen työpaikan turvallisuuden varotoimeen: paloharjoitukset, riskien arvioinnit sekä hätätilanteiden valmiusmenettelyt ja toimintasuunnitelmat (EPR). Kokemuksellisessa ja uppouttavassa koulutuksessa hyödynnettiin kahta teollisuuden 3D-simulointimallia, jotka nojautuvat virtuaalitodellisuuden onnettomuuksien aiheutumismalliin (VR-ACM) (eli 3D-mallinnus- ja simulointi, onnettomuussyy- ja turvallisuuskoulutus) sekä paloharjoitusmalliin. Nämä 3D-simulointimallit ovat litiuminoniakkuja (LIB) valmistava tehdas, joka rakennettiin Visual Components 3D-simulointiohjelmistolla (versio 4.0) ja kaasuvoimala (GPP) Unrealin reaaliaikaisella pelimoottorilla (versio 4.2). Yhteensä viisi tutkimusta (julkaisua) suunniteltiin havainnollistamaan VR:n potentiaalia tapaturmien ehkäisyssä valmistusprosessin layout-suunnittelun ja tehtaan konseptivaiheissa tehtävän kunnossapidon aikana. Kaksi tutkimusta tehtiin LIB-tehdassimulaatiolla vaarojen tunnistamiseksi sekä riskien arvioimiseksi. Tutkimukset tehtiin tehtaan uudelleensuunnittelua varten, työturvallisuuden noudattamisen varmistamiseksi. Muut kolme tutkimusta käsittelevät palovaaran tunnistamista, hätäevakuointia ja riskien vähentämistä huoltotoiminnan aikana GPP-simulaatiossa. Molemmissa tutkimusmalleissa oli useita virtuaalimaailmaan uppoutuneita osallistujia, jotka saivat kokea onnettomuudet yksilöllisesti ja intuitiivisesti. Osallistujat antoivat palautetta kokeen jälkeisessä kyselyssä. Kyselyn tuloksien avulla LIB-tehtaassa tunnistettiin ja lievennettiin useita vaaroja. GPP-kokeilun tulokset viittasivat siihen, että vaikka ylläpitotoiminta virtuaalimaailmassa lisäsi teleläsnäoloa, tilastollisesti merkittävä viive kirjattiin liikettä edeltävässä vaiheessa turvallisuustietoisuuden puuteen vuoksi. Kaiken kaikkiaan tutkimus osoittaa, että VR-laitoksen kunnossapitotoimintaan ja tuotantotehtaan prosessisimulaatioympäristöihin uppoutuvat osallistujat voivat kokea reaaliaikaisia hätäskenaarioita ja olosuhteita, jotka ovat välttämättömiä olennaisten turvallisuustoimien toteuttamiseksi.fi=vertaisarvioitu|en=peerReviewed

    Successfully Controlled BCI Through Minimal Dry Electrodes

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    ABSTRACT: There are approximately 185,000 amputations a year in the United States according to the Amputee Coalition with the number of amputations going up. While it is common for someone with a lower limb amputation to use a prosthetic, approximately 84%, it is not as common for people with upper limb amputations, approximately 56% (Raichle et al., 2008). The time it takes an amputee to get a prosthetic affects the likelihood of use, in addition to functionality (Miller et al., 2020). The purpose of this project is to show proof of concept of an EEG-controlled prosthetic, using only 2 dry-electrodes, through the use of BCI2000 using imagined movements. Eight (N-8) participants were recruited to complete a pre-training mu task, a 1D cursor training task, a 2D cursor training task, and the main 2D cursor task. After a frequency was established for each participant, they completed 200 trials of the 1D cursor task for three different conditions (left, right, and both hand(s)) or reached a success rate of 80% for 4 trials in a row with random targets. The participants then completed the 2D cursor task with random targets until a success rate of 70% for 4 trials in a row was achieved, followed by a 2D cursor task where the targets were pre-determined. A chi-squared test determined the goodness of fit for the success rate was significant (p < 0.001) for all participants completing the 1D cursor task. The combined success rate for the participants during task 1 for their right hand was 30.16%, 47.11% for their left hand, and 61.47% for both hands. The combined success rate for task 2 was 69.40% and 79.59% for the main task. Overall, this study successfully showed that 2 dry electrodes can be used to detect imagined movements through BCI. While the accuracy can still be improved, by enhancing the equipment and developing the training protocol, both participants that completed the main task were able to surpass the expected overall accuracy and surpass 4 out of the 6 individual accuracies. Whether it is to control a mechanical arm, leg, or other body part, the framework of this study grants development opportunities for BCI from a few dry electrodes
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