9,860 research outputs found

    How to effectively design and create a concept mobile application to aid in the management of type 1 diabetes in adolescents

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    Diabetes is one of the eight most prevalent chronic health conditions in the World; therefore there is a wide range of diabetes-related mobile applications available to the public to aid in glycaemic control and self-management. Statistically, adherence to medication is extremely low in adolescents with Type 1 Diabetes Mellitus (T1DM), therefore it is crucial that adolescents adhere to their medication from a young age and adopt good medication regimes. This paper focuses on the research and design of an interactive and educational concept mobile application aimed at adolescents, aged 11 to 16 years old, to aid in their understanding of T1DM. As visual elements are an essential part to the design of a mobile application, this research outlines how the visual components of the application were designed specifically for the target audience of adolescents with T1DM

    Gaming convergence: further legal issues and psychosocial impact

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    Children's Health: Evaluating the Impact of Digital Technology. Final Report for Sunderland City Council.

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    EXECUTIVE SUMMARY The Childrenā€™s Health project sponsored by the City of Sunderland Digital Challenge project examined the impact of providing health-focused digital technologies to children aged 11-15 years, in terms of their usage and requirements of such technologies, and their subsequent behavioural changes. The empirical study ran with three groups of six children over a period of seven weeks for each group. A console-based exercise game and an exercise-focused social website were used in the study and the focus was on opportunistic (unstructured/unplanned) exercise. The emergent findings are: ā€¢ Data collected about physical activity must be more extensive than simple step counts. ā€¢ Data collection technologies for activities must be ubiquitous but invisible. ā€¢ Social interaction via technology is expected; positive messages reinforcing attainments of goals are valued; negative feedback is seen as demotivating. ā€¢ participants were very open to sharing information (privacy was not a concern). ā€¢ Authority figures have a significant impact on restricting adolescentsā€™ use of technologies. This document reports the how the study was conducted, analyses the findings and draws conclusions from these regarding how to use digital technologies to improve and/or maintain the physical activity levels of children throughout their adolescence and on into adulthood. The appendices provide the detailed (anonymised) data collected during the study and the background literature review

    Media, Children and Play: New Practices in a New (and Complex) Ecosystem

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    The relationship between media and play has been the subject of my research during the last ten years. Along that period, the research has obtained a common conclusion: children are related to media as consumers, as audiences, as producers and as reproducers of what is shown on them. From the moment in which children are born a new ecosystem composed by different screens and devices becomes their home. I argue that play is a key dimension to analyze contemporary childhoods and their relationship to media culture. When children talk about their games, their favorite shows and computer interactions, they are presenting themselves to others. The objective of this paper is double. Firstly, I aim to present a characterization of the media addressed specifically to children in order to identify continuities, stereotypes, differences and basic characteristics. The key concept in this phase is the one of representation. Secondly, I work with the interviews that I made during 2012 to thirty children who were between six and ten, inhabitants of the City of Buenos Aires, Argentina. The objective was to listen to children and the meanings the built around their everyday lives. Play and games were approached not only as meaningful cultural practices but also as a way of analyzing the productions that children made from the available discourses in their everyday lives. Desires, preferences and games as children name them are going to be the organizers of the second part of the paper. The relationship between children, media and play is complex, but it is a very interesting way to build some knowledge about the contemporary culture and the ways through which children establish different relationships with it. Both objectives will allow us to build a complex approach to children, media and play in the communicative ecosystem in which they are growing.Fil: Duek, Sara Carolina. Consejo Nacional de Investigaciones CientĆ­ficas y TĆ©cnicas; Argentina. Universidad de Buenos Aires; Argentin

    Beyond cute: exploring user types and design opportunities of virtual reality pet games

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    Virtual pet games, such as handheld games like Tamagotchi or video games like Petz, provide players with artificial pet companions or entertaining pet-raising simulations. Prior research has found that virtual pets have the potential to promote learning, collaboration, and empathy among users. While virtual reality (VR) has become an increasingly popular game medium, litle is known about users' expectations regarding game avatars, gameplay, and environments for VR-enabled pet games. We surveyed 780 respondents in an online survey and interviewed 30 participants to understand users' motivation, preferences, and game behavior in pet games played on various medium, and their expectations for VR pet games. Based on our findings, we generated three user types that reflect users' preferences and gameplay styles in VR pet games. We use these types to highlight key design opportunities and recommendations for VR pet games

    A Novel Reinforcement-Based Paradigm for Children to Teach the Humanoid Kaspar Robot

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    Ā© The Author(s) 2019. This is the final published version of an article published in Psychological Research, licensed under a Creative Commons Attri-bution 4.0 International License. Available online at: https://doi.org/10.1007/s12369-019-00607-xThis paper presents a contribution to the active field of robotics research with the aim of supporting the development of social and collaborative skills of children with Autism Spectrum Disorders (ASD). We present a novel experiment where the classical roles are reversed: in this scenario the children are the teachers providing positive or negative reinforcement to the Kaspar robot in order for the robot to learn arbitrary associations between different toy names and the locations where they are positioned. The objective of this work is to develop games which help children with ASD develop collaborative skills and also provide them tangible example to understand that sometimes learning requires several repetitions. To facilitate this game we developed a reinforcement learning algorithm enabling Kaspar to verbally convey its level of uncertainty during the learning process, so as to better inform the children interacting with Kaspar the reasons behind the successes and failures made by the robot. Overall, 30 Typically Developing (TD) children aged between 7 and 8 (19 girls, 11 boys) and 6 children with ASD performed 22 sessions (16 for TD; 6 for ASD) of the experiment in groups, and managed to teach Kaspar all associations in 2 to 7 trials. During the course of study Kaspar only made rare unexpected associations (2 perseverative errors and 1 win-shift, within a total of 272 trials), primarily due to exploratory choices, and eventually reached minimal uncertainty. Thus the robot's behavior was clear and consistent for the children, who all expressed enthusiasm in the experiment.Peer reviewe
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