4,291 research outputs found

    Incentive Mechanisms for Participatory Sensing: Survey and Research Challenges

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    Participatory sensing is a powerful paradigm which takes advantage of smartphones to collect and analyze data beyond the scale of what was previously possible. Given that participatory sensing systems rely completely on the users' willingness to submit up-to-date and accurate information, it is paramount to effectively incentivize users' active and reliable participation. In this paper, we survey existing literature on incentive mechanisms for participatory sensing systems. In particular, we present a taxonomy of existing incentive mechanisms for participatory sensing systems, which are subsequently discussed in depth by comparing and contrasting different approaches. Finally, we discuss an agenda of open research challenges in incentivizing users in participatory sensing.Comment: Updated version, 4/25/201

    Training Competences in Industrial Risk Prevention with Lego® Serious Play®: A Case Study

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    This paper proposes the use of the Lego® Serious Play® (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic, mechanical and technological engineering), presenting the results obtained in the Universities of Cadiz and Seville in the academic years 2017–2019. Current Spanish legislation does not reserve any special legal attribution, nor does it require specific competence in occupational risk prevention for the regulated profession of a technical industrial engineer (Order CIN 351:2009), and only does so in a generic way for that of an industrial engineer (Order CIN 311:2009). However, these universities consider the training in occupational health and safety for these future graduates as an essential objective in order to develop them for their careers in the industry. The approach is based on a series of challenges proposed (risk assessments, safety inspections, accident investigations and fire protection measures, among others), thanks to the use of “gamification” dynamics with Lego® Serious Play®. In order to carry the training out, a set of specific variables (industrial sector, legal and regulatory framework, business organization and production system), and transversal ones (leadership, teamwork, critical thinking and communication), are incorporated. Through group models, it is possible to identify dangerous situations, establish causes, share and discuss alternative proposals and analyze the economic, environmental and organizational impact of the technical solutions studied, as well as take the appropriate decisions, in a creative, stimulating, inclusive and innovative context. In this way, the theoretical knowledge which is acquired is applied to improve safety and health at work and foster the prevention of occupational risks, promoting the commitment, effort, motivation and proactive participation of the student teams.Spanish Ministry of Science, Innovation and Universities / European Social Fund: Ramón y Cajal contract (RYC-2017-22222

    Training Competences in Industrial Risk Prevention with Lego (R) Serious Play (R): A Case Study

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    This paper proposes the use of the Lego (R) Serious Play (R) (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic, mechanical and technological engineering), presenting the results obtained in the Universities of Cadiz and Seville in the academic years 2017-2019. Current Spanish legislation does not reserve any special legal attribution, nor does it require specific competence in occupational risk prevention for the regulated profession of a technical industrial engineer (Order CIN 351:2009), and only does so in a generic way for that of an industrial engineer (Order CIN 311:2009). However, these universities consider the training in occupational health and safety for these future graduates as an essential objective in order to develop them for their careers in the industry. The approach is based on a series of challenges proposed (risk assessments, safety inspections, accident investigations and fire protection measures, among others), thanks to the use of "gamification" dynamics with Lego (R) Serious Play (R). In order to carry the training out, a set of specific variables (industrial sector, legal and regulatory framework, business organization and production system), and transversal ones (leadership, teamwork, critical thinking and communication), are incorporated. Through group models, it is possible to identify dangerous situations, establish causes, share and discuss alternative proposals and analyze the economic, environmental and organizational impact of the technical solutions studied, as well as take the appropriate decisions, in a creative, stimulating, inclusive and innovative context. In this way, the theoretical knowledge which is acquired is applied to improve safety and health at work and foster the prevention of occupational risks, promoting the commitment, effort, motivation and proactive participation of the student teams

    Algorithms Aside: Recommendation as the Lens of Life

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    In this position paper, we take the experimental approach of putting algorithms aside, and reflect on what recommenders would be for people if they were not tied to technology. By looking at some of the shortcomings that current recommenders have fallen into and discussing their limitations from a human point of view, we ask the question: if freed from all limitations, what should, and what could, RecSys be? We then turn to the idea that life itself is the best recommender system, and that people themselves are the query. By looking at how life brings people in contact with options that suit their needs or match their preferences, we hope to shed further light on what current RecSys could be doing better. Finally, we look at the forms that RecSys could take in the future. By formulating our vision beyond the reach of usual considerations and current limitations, including business models, algorithms, data sets, and evaluation methodologies, we attempt to arrive at fresh conclusions that may inspire the next steps taken by the community of researchers working on RecSys

    Gamification in internal marketing : Interactive work environment as productivity booster

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    Enhancing workforce productivity has fascinated organizations for ages. To find more effective measures to improve customer experience as well as to reduce idle time. This is also the case for the case company, as they want to reduce the amount of idle time from their workforce. As gamification has been an effective asset in productivity increasing in other industries, studying gamification within business environment may unearth new knowledge in the ways of performance increasing. Not only this, but as insurance industry is not considered as an interesting workplace by millennials, gamification´s interactive characteristics may solve this recruitment issue as well. However, as gamification is only a part of the bigger picture, it needs aid from another concept focused on communication and creating knowledge for the gamification to utilize – internal marketing. The purpose of this thesis was to discover gamified internal marketing´s ability to improve work performance by motivating and engaging employees through gamified internal marketing processes and by gamifying their everyday activities. Another purpose was to show the case company their current situation within their customer service department and how well the employees understand the goals and the vision of the company. In order to attain these purposes, a literature review was conducted in order to find out more about the two concepts and commonalities within them, that could allow them to be combined to create the new concept of gamified internal marketing, presented as a theoretical framework. Based on the requirements, the research questions were made and with them, semi-structured in-depth interviews. Qualitative approach allowed the thesis to find deep information about the interviewee’s insights of motivation, recompensing and department´s situation. The findings indicated that internal marketing can be gamified, and that gamified internal marketing can boost productivity. Gamification as well as gamified internal marketing can be applied within the department’s work environment.Työtehokkuuden kasvattaminen on kiinnostanut organisaatioita jo kauan, jotta asiakaskokemusta saataisiin parannettua ja passiivista työntekoa vähennettyä. Tämä on myös tavoitteena tapausyrityksessä, joka tahtoo vähentää passiivista työntekoa organisaatiossaan. Koska pelillistäminen on todettu tehokkaaksi työkaluksi muilla aloilla, sen tutkiminen liiketoimintaympäristössä voi tuoda esille uutta tietoa toiminnan tehostamiseksi. Tämän lisäksi milleniaalit eivät koe vakuutusalan työtehtäviä mielenkiintoisiksi, joten pelillistämisen interaktiiviset piirteet voivat ratkaista myös työnhakuhaastetta. On kuitenkin otettava huomioon, että pelillistäminen vaatii tuekseen kommunikaatioon ja tiedonkeruuseen erikoistuneen käsitteen – sisäisen markkinoinnin. Tutkimuksen tavoitteena oli saada selville pelillistetyn sisäisen markkinoinnin kyky kehittää organisaation työntekijöiden työtehokkuutta motivoimalla ja innostamalla työntekijöitä pelillistetyn sisäisen markkinoinnin prosesseilla ja pelillistämällä päivittäisiä työtehtäviä. Toisena tavoitteena oli osoittaa case-yritykselle heidän tämänhetkinen tilanteensa asiakaspalveluyksikössä ja kuinka onnistuneesti organisaation toimintasuunnitelma on työntekijöillä tiedossa. Jotta näihin tavoitteisiin päästäisiin, kirjallisuuskatsaus suoritettiin tiedonkeruuta varten, jotta käsitteistä ja niiden yhtymäkohdista saisi tarvittavat tiedot pelillistetyn sisäisen markkinoinnin teoreettisen viitekehyksen tekoon. Tätä varten muodostettiin tutkimuskysymykset ja niiden avulla luotiin puolistrukturoitu haastattelurunko. Kvalitatiivinen tutkimustapa valittiin, jotta haastateltavilta saatua tietoa motivaatiosta, palkitsemisesta ja osaston tilanteesta voitaisiin tutkia syvällisesti. Löydökset osoittavat, että sisäinen markkinointi voidaan pelillistää, ja pelillistetyllä sisäisellä markkinoinnilla voidaan luoda ja kasvattaa motivaatiota, jonka kautta työtehokkuutta saadaan tehostettua. Löydösten mukaan pelillistämisen sekä pelillistetyn sisäisen markkinoinnin implementointi osastolle on mahdollist

    A Framework for Research in Gamified Mobile Guide Applications using Embodied Conversational Agents (ECAs)

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    Mobile Guides are mobile applications that provide players with local and location-based services (LBS), such as navigation assistance, where and when they need them most. Advances in mobile technologies in recent years have enabled the gamification of these applications, opening up new opportunities to transfer education and culture through game play. However, adding traditional game elements such as PBLs (points, badges, and leaderboards) alone cannot ensure that the intended learning outcomes will be met, as the player’s cognitive resources are shared between the application and the surrounding environment. This distribution of resources prevents players from easily immersing themselves into the educational scenario. Adding artificial conversational characters (ECAs) that simulate the social norms found in real-life human-to-human guide scenarios has the potential to address this problem and improve the player’s experience and learning of cultural narratives [1]. Although significant progress has been made towards creating game-like mobile guides with ECAs ([2], [3]), there is still a lack of a unified framework that enables researchers and practitioners to investigate the potential effects of such applications to players and how to approach the concepts of player experience, cognitive accessibility and usability in this context. This paper presents a theoretically-well supported research framework consisted of four key components: differences in players, different features of the gamified task, aspects of how the ECA looks, sound or behaves and different mobile environments. Furthermore, it provides based on this framework a working definition of what player experience, cognitive accessibility and usability are in the context of game-like mobile guide applications. Finally, a synthesis of the results of six empirical studies conducted within this research framework is discussed and a series of design guidelines for the effective gamification of mobile guide applications using ECAs are presented. Results show that an ECA can positively affect the quality of the player’s experience, but it did not elicit better player retention of cultural narratives and navigation of routes

    Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour

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    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

    Financial inclusion in Africa : improving it through fintech

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    This paper is devoted to the study of financial inclusion in Africa, finding out how to measure it and how can we improve it through the use of fintech tools. The goal is to show that, using fintech, we can increase financial inclusion levels in the countries that needed the most in Africa by applying it in the dimensions that are mostly lacking from improvement. We begin by showing how to measure financial inclusion by applying it to the following dimensions: access, usage, price, equality and technology. Then we analysed the results to find out which are the dimensions that are most lacking from investment, comparing it to the top ten countries in terms of financial inclusion levels. It was shown that the African countries mostly needed investment in the dimensions of usage and equality. Lastly, we looked at those dimensions and recommended several different ways how we can improve it through fintech tools, showing also what some of the African countries have been doing so far in this regard. In here our recommendations were based on the use of interoperability, dematerialization, convergence, regulation and gamification
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