12 research outputs found
Seesaw: An Interactive Display To Facilitate Social Interaction
This paper introduces Seesaw an interactive environment prototype that assists children to conquer common/potential fear during social communication in order to facilitate interactions that provide enhanced group-learning activities. Based on the games studies which emphasize children's psycho-behavioral and cognitive aspects, Seesaw aims at lowering the mental fears among 3-8 year old children, hence facilitating their social behavior. This prototype uniquely combines virtual reality and multi-touch technology. The design has been based mainly on the methodologies of tangible interaction design
Assessment of studentsâ cognitiveâaffective states in learning within a computer-based environment: Effects on performance
Studentsâ cognitive-affective states are human elements that are crucial in the design of computer-based learning (CBL) systems.This paper presents an investigation of studentsâ cognitiveaffective states (i.e., engaged concentration, anxiety, and boredom)
when they learn a particular course within CBL systems.The results of past studies by other researchers suggested that certain cognitive-affective states; particularly boredom and anxiety could negatively influence learning in a computer-based environment.This paper investigates the types of cognitive-affective state that students experience when they learn through a specifi c instance of CBL (i.e., a content sequencing system). Further, research was carried to understand whether the cognitive-affective states
would infl uence studentsâ performance within the environment.A one-way between-subject-design experiment was conducted utilizing four instruments (i) CBL systems known as IT-Tutor for
learning computer network, (ii) a pre-test, (iii) a post-test, and (iv) self-report inventory to capture the studentsâ cognitive-affective states. A cluster analysis and discriminant function analysis were employed to identify and classify the studentsâ cognitiveaffective states.Students were classifi ed according to their prior knowledge to element the effects of it on performance.Then,non-parametric statistical tests were conducted on different pairs of cluster of the cognitive-affective states and prior knowledge
to determine differences on studentsâ performance. The results of this study suggested that all the three cognitive-affective states were experienced by the students. The cognitive-affective states
were found to have positive effects on the studentsâ performance.This study revealed that disengaged cognitive-affective states, particularly boredom can improve learning performance for lowprior knowledge students
Multimodality for Passive Experience: Effects of Visual, Auditory, Vibration and Draught Stimuli on Sense of Presence
Adequate use of multimodal stimuli plays a crucial role in help forming the sense of presence within a virtual environment. While most of the presence research attempts to engage more sensory modalities to induce a higher sense of presence, this paper investigates the relevance of each sensory modality and different combinations on the subjective sense of presence using a specifically designed scenario of a passive experience. We chose a neutral test scenario of âwaiting at a train station while a train is passing byâ to avoid the potential influence of story narrative on mental presence and replicated realistic multimodal stimuli that are highly relevant to our test setting. All four stimuli -visual, auditory, vibration, and draught -with 16 possibilities of combinations were systematically evaluated with 24 participants. The evaluation was performed on one crucial aspect of presence âârealnessâ to reflect user presence in general. The perceived realism value was assessed using a scalometer. The findings of main effects indicate that the auditory stimuli had the most significant contribution in creating the sense of presence. The results of interaction effects suggest the impact of draught stimuli is significant in relation to other stimuli -visual and auditory. Also, the gender effects revealed that the sense of presence reported by female participants is influenced by more factors than merely adding more sensory modalities
Assessment of student's cognitive-affective states in learning within a computer-based environment: Effects on performance
Studentsâ cognitive-affective states are human-elements that are crucial in the design of computer-based learning (CBL) systems.This paper presents an investigation of studentsâ cognitive affective states (i.e., engaged concentration, anxiety, and boredom) when they learn a particular course within CBL systems.The results of past studies by other researchers suggested that certain cognitive-affective states; particularly boredom and anxiety could negatively influence learning in a computer-based environment.This paper investigates the types of cognitive-affective state that students experience when they learn through a specific instance of CBL (i.e., a content sequencing system).Further, research was carried to understand whether the cognitive-affective states would influence studentsâ performance within the environment. A one-way between-subject-design experiment was conducted utilizing four instruments (i) CBL systems known as IT-Tutor for learning computer network, (ii) a pre-test, (iii) a post-test, and (iv) self-report inventory to capture the studentsâ cognitive-affective states. A cluster analysis and discriminant function analysis were employed to identify and classify the studentsâ cognitive affective states. Students were classified according to their prior knowledge to element the effects of it on performance. Then, non-parametric statistical tests were conducted on different pairs of cluster of the cognitive-affective states and prior knowledge to determine differences on studentsâ performance.The results of this study suggested that all the three cognitive-affective states were experienced by the students.The cognitive-affective states were found to have positive effects on the studentsâ performance. This study revealed that disengaged cognitive-affective states, particularly boredom can improve learning performance for low prior knowledge students
How to behave as Alice in Wonderlandâabout boredom and curiosity
In the context of cultural computing, we created a mixed reality environment that inïŹuences user affect and evokes predeïŹned user behaviour. The theoretical challenge is applying persuasive design to virtual and augmented reality. Based on begin of the story âAliceâs in adventures in Wonderlandâ users play the role of the character Alice in a park scene (the ïŹrst stage out of a total of six). The mixed reality environment ALICE is designed for users to experience the same sequence of emotional and behavioural states as Alice did in her quest through surreal locations and events. This particular study addresses the sequential arousal and interdependencies of two drives: boredom and curiosity. Based on literature, we introduce general design guidelines for arousing boredom and explain how boredom can result in curiosity. We report on the design and redesign of the park environment with the entrance to the rabbit hole. In an experiment effectively arousing boredom can be demonstrated. Based on the experimental results we redesigned the park environment. In a second experiment effectively arousing curiosity was shown so that the particular sequence of events (e.g. appearance of the âWhite rabbitâ robot) had a signiïŹcant positive inïŹuence on the arousal of curiosity and on triggering and guiding intended user behaviour
The Inspiration of Boredom: An Investigation of the Relationship Between Boredom and Creativity
The present thesis investigated the novel question of whether boredom could inspire creativity through two studies, the first focusing on trait creativity and the second on creative performance. The results reflect boredom and creativityâs complex, potentially null relationship. Study 1 found that trait boredom, controlling for overall personality structure, was not associated with creative personality. Study 2 found that neither state boredom nor the interaction between state and trait boredom was predictive of creative performance. Trait boredom, controlling for overall personality structure, was a positive predictor of curiosity (Study 1), and curiosity in turn was found to be a positive predictor of creative performance (Study 2), suggesting a potential mediated relationship. Future work exploring this possibility is encouraged. Researchers exploring the relationship between boredom and creativity are also urged to assess arousal and regulatory focus. Finally, work exploring multiple, potentially interacting components of creativityâparticularly rater characteristicsâis proposed
Really Boring Art
There is little question as to whether there is good boring art, though its existence raises a number of questions for both the philosophy of art and the philosophy of emotions. How can boredom ever be a desideratum of art? How can our standing commitments concerning the nature of aesthetic experience and artistic value accommodate the existence of boring art? How can being bored constitute an appropriate mode of engagement with a work of art as a work of art? More broadly, how can there be works of art whose very success requires the experience of boredom? Our goal in this paper is threefold. After offering a brief survey of kinds of boring art, we: i) derive a set of questions that we argue constitutes the philosophical problem of boring art; ii) elaborate an empirically informed theory of boredom that furnishes the philosophical problem with a deeper sense of the affect at the heart of the phenomenon; and iii) conclude by offering and defending a solution to the problem that explains why and how artworks might wish to make the experience of boredom key to their aesthetic and artistic success
Design for nysgjerrighet: Et virkemiddel for Ă„ fremme unge pasienters engasjement i egen helserett
For at dagens ungdom og fremtidens voksne skal kunne benytte seg av sitt fullstendige helse- og omsorgstilbud, forutsettes det at de kjenner sin helserett. Dette er et komplisert fagfelt som kan vĂŠre vanskelig og tungt Ă„ tilnĂŠrme seg. MĂ„let for denne studien er Ă„ finne ut hvordan man kan designe for nysgjerrighet. Bakgrunnen for dette er at nysgjerrighet kan fremme motivasjon til Ă„ tilegne seg ny kunnskap nĂ„r interessen uteblir, og kan potensielt brukes som et strategisk virkemiddel i design. Studien forespeiler en helserettslig nettside for ungdom, hvor designet stĂžtter brukerens nysgjerrighet og Ăžker engasjement til Ă„ utforske og involvere seg i sin helserett. Med deltakende design og forskning gjennom design som tilnĂŠrming, har det blitt gjennomfĂžrt workshoper med designaktiviteter i samarbeid med 8 deltakere fra ungdomsrĂ„det ved Ahus. I workshopene har det blitt brukt prototyper for Ă„ utforske deltakernes opplevelse av nysgjerrighet gjennom design. Resultatene viser at et oppsiktsvekkende design som fremstĂ„r som relevant for brukeren og som skaper tillit til Ă„ kunne anvende nettsiden slik som Ăžnsket, har potensiale til Ă„ stĂžtte brukerens nysgjerrighet. Design for nysgjerrighet handler om Ă„ oppnĂ„ balanse mellom ulike uttrykk i designet. Denne balansen er avhengig av hvem brukerne av designet er og hva som er formĂ„let til designet. Resultatene brukes som grunnlag for Ă„ utforme prinsipper for Ă„ designe for nysgjerrighet. Prinsippene er et bidrag til HCI-forskning og âpraksis, da disse kan potensielt brukes som veiledning i fremtidige designprosjekter eller brukes videre i forskning pĂ„ design for bestemte brukeropplevelser