12,616 research outputs found

    Activating play : a design research study on how to elicit playful interaction from teenagers

    Get PDF

    Tangible user interfaces : past, present and future directions

    Get PDF
    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Contextualisation and evaluation of novel sonic interfaces using problem based learning

    Get PDF

    Serious games assisted by playware as a way to improve socio-emotional skills in children with autism spectrum disorder

    Get PDF
    This paper presents a project developed with the aim of promoting emotional skills in children with Autism Spectrum Disorders (ASD). The project involves a serious game and a playware object, which is a physical component that allows the user to interactively play the serious game. The playware object has six buttons, each one showing an emoji with a specific facial expression and communicates via Bluetooth with the serious game app installed in an Android device. The facial expressions used are: happiness, sadness, fear, anger, surprise and neutral/normal. They were applied to the three game activities (imitation, recognition and storytelling). The chain of tests started with an online questionnaire to validate the avatars created to represent the previously mentioned facial expressions in the game, which was followed by a usability test of the application (serious game and playware object) with six typically developing children. Finally, the three game activities were tested with six children with ASD in three/four sessions. Due to the small test group and reduced number of sessions, the primary objective was to assess if the target group accepted the application. In fact, it had a high level of approval regarding both the serious game and the playware object. had a high level of approval regarding both the serious game and the playware object.COMPETE: POCI-01-0145-FEDER-007043 and FCT –Fundação para a CiĂȘncia e Tecnologia within the Project Scope: UID/CEC/00319/2013. Vinicius Silva also thanks FCT for the PhD scholarship SFRH/BD/SFRH/BD/133314/2017. The authors thank the teachers and students of the Elementary School of Gualtar (EB1/JI Gualtar) in Braga for the participation in the testsinfo:eu-repo/semantics/publishedVersio

    Evaluation of live human-computer music-making: Quantitative and qualitative approaches

    Get PDF
    NOTICE: this is the author’s version of a work that was accepted for publication in International Journal of Human-Computer Studies. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in International Journal of Human-Computer Studies, [VOL 67,ISS 11(2009)] DOI: 10.1016/j.ijhcs.2009.05.00

    Presence and rehabilitation: toward second-generation virtual reality applications in neuropsychology

    Get PDF
    Virtual Reality (VR) offers a blend of attractive attributes for rehabilitation. The most exploited is its ability to create a 3D simulation of reality that can be explored by patients under the supervision of a therapist. In fact, VR can be defined as an advanced communication interface based on interactive 3D visualization, able to collect and integrate different inputs and data sets in a single real-like experience. However, "treatment is not just fixing what is broken; it is nurturing what is best" (Seligman & Csikszentmihalyi). For rehabilitators, this statement supports the growing interest in the influence of positive psychological state on objective health care outcomes. This paper introduces a bio-cultural theory of presence linking the state of optimal experience defined as "flow" to a virtual reality experience. This suggests the possibility of using VR for a new breed of rehabilitative applications focused on a strategy defined as transformation of flow. In this view, VR can be used to trigger a broad empowerment process within the flow experience induced by a high sense of presence. The link between its experiential and simulative capabilities may transform VR into the ultimate rehabilitative device. Nevertheless, further research is required to explore more in depth the link between cognitive processes, motor activities, presence and flow

    Application fields of gamification

    Get PDF
    In the modern period of universal consumer and entertainment psychology of society, interest in gamification is growing. Game components penetrate into all spheres of activity: business, banking, education and even medicine - common trainings, quests aimed at mastering certain skills.The method of typology, aimed at finding stable features and properties of the object under study. Content analysis was involved, in particular, resources with gamified elements were monitored for automated information retrieval (content monitoring).In the course of the research we came to the conclusion that gamification has a significant impact on the life of modern man. The market of gamified technologies is actively developing in Ukraine and the world.Gamification allows the rational use of available resources, so that as a result all parties achieve the goal, but its use should be treated with caution so as not to exacerbate existing contradictions or, conversely, not to demotivate. That is why it is so important to be critical of the use of game elements in each of the spheres, to realize and distinguish the useful potential of the game from the game as an end in itself, which can adversely affect mental and physical health, self-realization in society

    RobÎ Lego & perturbaçÔes do espectro do autismo: uma potencial parceria?

    Get PDF
    Individuals with autism spectrum disorder (ASD) present difficulties in developing social behaviours, in communicating gestural or verbally, and they may present some repetitive motor activities. The objective of this study was to improve social competences and to enable the transfer of acquired skills of five children with ASD and intellectual disabilities using a low-cost Lego robot as a mediator. The proposed methodology was divided in five phases: Familiarization, Pre-test, Practice, Post-Test and Transfer of Skills. The study ran in two sequential periods at different places. Each of these periods tackled different individual research questions and goals (taking into account the target group). During each period, the proposed methodology had to be adjusted according to the current context. Therefore, different experimental scenarios and corresponding specific goals had to be delineated. Results show that joint attention of the children increased over the sessions; and interaction with the researcher was verified. Furthermore, results show that there was an effective transfer of skills in the addressed case studies. This reinforces conclusions that robots seem, in fact, powerful tools that should be explored concerning this target population. But a more detailed study is required. The proposed methodology can be used by professionals and parents as a complement to common interventions.A perturbação do espectro do autismo (PEA) caracteriza-se por dificuldades no desenvolvimento de comportamentos sociais, na comunicação verbal ou gestual, e pela manifestação de atividades motoras repetitivas. O objetivo deste estudo foi o de melhorar as competĂȘncias sociais e a transferĂȘncia das competĂȘncias de cinco crianças com PEA e deficiĂȘncia mental associada usando um robĂŽ de baixo custo da Lego como um mediador. A metodologia proposta foi dividida em cinco fases: familiarização, prĂ©-teste, prĂĄtica, pĂłs-teste e transferĂȘncia de competĂȘncias. O estudo foi realizado em dois perĂ­odos sequenciais em diferentes lugares. Em cada perĂ­odo foram definidas diferentes questĂ”es de investigação tendo em conta o grupo-alvo. Os resultados mostram que a atenção conjunta e a interação com o investigador aumentaram ao longo das sessĂ”es. AlĂ©m disso, os resultados indicam que houve uma transferĂȘncia efetiva de competĂȘncias nos estudos de caso abordados. Isso reforça as conclusĂ”es que o robĂŽ da Lego pode ser uma ferramenta adequada a ser explorada com esta população-alvo. No entanto, Ă© necessĂĄrio um estudo mais detalhado e com uma amostra maior. A metodologia proposta pode ser usada por profissionais e pais como complemento Ă s intervençÔes tradicionais
    • 

    corecore