3,008 research outputs found

    Mobile heritage practices. Implications for scholarly research, user experience design, and evaluation methods using mobile apps.

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    Mobile heritage apps have become one of the most popular means for audience engagement and curation of museum collections and heritage contexts. This raises practical and ethical questions for both researchers and practitioners, such as: what kind of audience engagement can be built using mobile apps? what are the current approaches? how can audience engagement with these experience be evaluated? how can those experiences be made more resilient, and in turn sustainable? In this thesis I explore experience design scholarships together with personal professional insights to analyse digital heritage practices with a view to accelerating thinking about and critique of mobile apps in particular. As a result, the chapters that follow here look at the evolution of digital heritage practices, examining the cultural, societal, and technological contexts in which mobile heritage apps are developed by the creative media industry, the academic institutions, and how these forces are shaping the user experience design methods. Drawing from studies in digital (critical) heritage, Human-Computer Interaction (HCI), and design thinking, this thesis provides a critical analysis of the development and use of mobile practices for the heritage. Furthermore, through an empirical and embedded approach to research, the thesis also presents auto-ethnographic case studies in order to show evidence that mobile experiences conceptualised by more organic design approaches, can result in more resilient and sustainable heritage practices. By doing so, this thesis encourages a renewed understanding of the pivotal role of these practices in the broader sociocultural, political and environmental changes.AHRC REAC

    Adaptative computerized cognitive training decreases mental workload during working memory precision task. A preliminary fNIRS study.

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    With the growing concern for the health of ageing populations, much research continues to look at the impact of cognitive training, particularly in relation to cognitive decline. We sought to use novel techniques, including augmented reality and portable neurotechnology, to evaluate the impact of a dynamically adjusting cognitive training programme, in comparison to a statically challenging alternative. Before and after an 8-week training period, and at a 5-week follow-up, we used portable functional Near Infrared Spectroscopy to examine mental workload in a mixed battery of cognitive and transfer tasks. A recently developed tablet-based task was used to identify changes in cognitive misbinding. Augmented Reality was used to create a supermarket shopping experience, as a more ecologically valid and realistic transfer task relating to an everyday task relating to independence that quickly becomes difficult with cognitive decline. The analyses showed a decreased mental workload within the dorsolateral prefrontal cortex and that participants considerably increased their performance in the trained task. Some results were maintained at the 5-week follow-up assessment. In terms of transfer, we observed reliable group differences immediately after training completion, which were mainly driven by distinct conditions. Some behavioural memory gains were maintained during the follow-up. The use of novel technologies brought new insights into the effects produced by the dynamic computerised cognitive training programme, which has potential future applications in cognitive decline screening and prevention

    Breaking Virtual Barriers : Investigating Virtual Reality for Enhanced Educational Engagement

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    Virtual reality (VR) is an innovative technology that has regained popularity in recent years. In the field of education, VR has been introduced as a tool to enhance learning experiences. This thesis presents an exploration of how VR is used from the context of educators and learners. The research employed a mixed-methods approach, including surveying and interviewing educators, and conducting empirical studies to examine engagement, usability, and user behaviour within VR. The results revealed educators are interested in using VR for a wide range of scenarios, including thought exercises, virtual field trips, and simulations. However, they face several barriers to incorporating VR into their practice, such as cost, lack of training, and technical challenges. A subsequent study found that virtual reality can no longer be assumed to be more engaging than desktop equivalents. This empirical study showed that engagement levels were similar in both VR and non-VR environments, suggesting that the novelty effect of VR may be less pronounced than previously assumed. A study against a VR mind mapping artifact, VERITAS, demonstrated that complex interactions are possible on low-cost VR devices, making VR accessible to educators and students. The analysis of user behaviour within this VR artifact showed that quantifiable strategies emerge, contributing to the understanding of how to design for collaborative VR experiences. This thesis provides insights into how the end-users in the education space perceive and use VR. The findings suggest that while educators are interested in using VR, they face barriers to adoption. The research highlights the need to design VR experiences, with understanding of existing pedagogy, that are engaging with careful thought applied to complex interactions, particularly for collaborative experiences. This research contributes to the understanding of the potential of VR in education and provides recommendations for educators and designers to enhance learning experiences using VR

    An End, Once and for All: Mass Effect 3, Video Game Controversies, and the Fight for Player Agency

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    Since the success of the player-led Mass Effect 3 ending controversy, player-led video game controversies have become mainstream sites of industrial and ideological contention between developers, players, and the culture itself. This dissertation focuses on the history of the Mass Effect 3 ending controversy, the game’s specific textual qualities that encouraged player protest, and the negotiations between players and developers in online spaces that persuaded developers to alter the game’s ending based on player demands. Using the Mass Effect 3 as its primary object, this dissertation argues this controversy—as well as subsequent player-led video game controversies—was not simply the result of dissatisfaction with a single plot point or representation in the text or video game community, but the complex negotiation of creative differences between players and developers over the production and control of video game texts and culture. Video games and their controversies are rooted in the medium\u27s intrinsic qualities of interactivity, choice, labor and the need for shared production between developers and players to progress and produce a video game text, which encourages the development of a sense of agency and ownership over the text for both groups. This dissertation argues that video games are not just texts that developers create and that players play, but rather texts produced through the co-creative production practice that Axel Bruns has defined as “produsage”—texts where producers act in dual roles as users while users to also act as producers—that allow players a creative stake in the outcome of a video game text, encourages a sense of agency and ownership, and collapses traditional boundaries between developers and players. Video game controversies naturally arise when players perceive a loss of agency and control over the video game text and attempt to reclaim control over ownership of the text through controversy

    The Militarization of Video Games

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    The militarization of video games is a topic that has not previously received a lot of attention despite being a controversial and important topic to discuss as it pertains to the future of society’s youth, advancement of military technology, and the military’s economic relationships. Previous research on the topic had not explored the relationship between the military and the video game industry in depth. In using studies from different areas, such as the impact that video games have on individuals, the use of technology in the military, and economic relationships that the military has, this paper seeks to explore the relationship between the gaming industry and the military. While there is not a lot of concrete evidence to claim that the military is directly benefitting from young people playing video games, there certainly appears to be a link. In researching this topic, it is obvious that the relationship between the military and the video game industry is only going to grow closer and stronger

    Fast Sensing and Adaptive Actuation for Robust Legged Locomotion

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    Robust legged locomotion in complex terrain demands fast perturbation detection and reaction. In animals, due to the neural transmission delays, the high-level control loop involving the brain is absent from mitigating the initial disturbance. Instead, the low-level compliant behavior embedded in mechanics and the mid-level controllers in the spinal cord are believed to provide quick response during fast locomotion. Still, it remains unclear how these low- and mid-level components facilitate robust locomotion. This thesis aims to identify and characterize the underlining elements responsible for fast sensing and actuation. To test individual elements and their interplay, several robotic systems were implemented. The implementations include active and passive mechanisms as a combination of elasticities and dampers in multi-segment robot legs, central pattern generators inspired by intraspinal controllers, and a synthetic robotic version of an intraspinal sensor. The first contribution establishes the notion of effective damping. Effective damping is defined as the total energy dissipation during one step, which allows quantifying how much ground perturbation is mitigated. Using this framework, the optimal damper is identified as viscous and tunable. This study paves the way for integrating effective dampers to legged designs for robust locomotion. The second contribution introduces a novel series elastic actuation system. The proposed system tackles the issue of power transmission over multiple joints, while featuring intrinsic series elasticity. The design is tested on a hopper with two more elastic elements, demonstrating energy recuperation and enhanced dynamic performance. The third contribution proposes a novel tunable damper and reveals its influence on legged hopping. A bio-inspired slack tendon mechanism is implemented in parallel with a spring. The tunable damping is rigorously quantified on a central-pattern-generator-driven hopping robot, which reveals the trade-off between locomotion robustness and efficiency. The last contribution explores the intraspinal sensing hypothesis of birds. We speculate that the observed intraspinal structure functions as an accelerometer. This accelerometer could provide fast state feedback directly to the adjacent central pattern generator circuits, contributing to birds’ running robustness. A biophysical simulation framework is established, which provides new perspectives on the sensing mechanics of the system, including the influence of morphologies and material properties. Giving an overview of the hierarchical control architecture, this thesis investigates the fast sensing and actuation mechanisms in several control layers, including the low-level mechanical response and the mid-level intraspinal controllers. The contributions of this work provide new insight into animal loco-motion robustness and lays the foundation for future legged robot design

    How I met your V2X sensor data : analysis of projection-based light field visualization for vehicle-to-everything communication protocols and use cases

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    The practical usage of V2X communication protocols started emerging in recent years. Data built on sensor information are displayed via onboard units and smart devices. However, perceptually obtaining such data may be counterproductive in terms of visual attention, particularly in the case of safety-related applications. Using the windshield as a display may solve this issue, but switching between 2D information and the 3D reality of traffic may introduce issues of its own. To overcome such difficulties, automotive light field visualization is introduced. In this paper, we investigate the visualization of V2X communication protocols and use cases via projection-based light field technology. Our work is motivated by the abundance of V2X sensor data, the low latency of V2X data transfer, the availability of automotive light field prototypes, the prevalent dominance of non-autonomous and non-remote driving, and the lack of V2X-based light field solutions. As our primary contributions, we provide a comprehensive technological review of light field and V2X communication, a set of recommendations for design and implementation, an extensive discussion and implication analysis, the exploration of utilization based on standardized protocols, and use-case-specific considerations

    Continuous Estimation of Smoking Lapse Risk from Noisy Wrist Sensor Data Using Sparse and Positive-Only Labels

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    Estimating the imminent risk of adverse health behaviors provides opportunities for developing effective behavioral intervention mechanisms to prevent the occurrence of the target behavior. One of the key goals is to find opportune moments for intervention by passively detecting the rising risk of an imminent adverse behavior. Significant progress in mobile health research and the ability to continuously sense internal and external states of individual health and behavior has paved the way for detecting diverse risk factors from mobile sensor data. The next frontier in this research is to account for the combined effects of these risk factors to produce a composite risk score of adverse behaviors using wearable sensors convenient for daily use. Developing a machine learning-based model for assessing the risk of smoking lapse in the natural environment faces significant outstanding challenges requiring the development of novel and unique methodologies for each of them. The first challenge is coming up with an accurate representation of noisy and incomplete sensor data to encode the present and historical influence of behavioral cues, mental states, and the interactions of individuals with their ever-changing environment. The next noteworthy challenge is the absence of confirmed negative labels of low-risk states and adequate precise annotations of high-risk states. Finally, the model should work on convenient wearable devices to facilitate widespread adoption in research and practice. In this dissertation, we develop methods that account for the multi-faceted nature of smoking lapse behavior to train and evaluate a machine learning model capable of estimating composite risk scores in the natural environment. We first develop mRisk, which combines the effects of various mHealth biomarkers such as stress, physical activity, and location history in producing the risk of smoking lapse using sequential deep neural networks. We propose an event-based encoding of sensor data to reduce the effect of noises and then present an approach to efficiently model the historical influence of recent and past sensor-derived contexts on the likelihood of smoking lapse. To circumvent the lack of confirmed negative labels (i.e., annotated low-risk moments) and only a few positive labels (i.e., sensor-based detection of smoking lapse corroborated by self-reports), we propose a new loss function to accurately optimize the models. We build the mRisk models using biomarker (stress, physical activity) streams derived from chest-worn sensors. Adapting the models to work with less invasive and more convenient wrist-based sensors requires adapting the biomarker detection models to work with wrist-worn sensor data. To that end, we develop robust stress and activity inference methodologies from noisy wrist-sensor data. We first propose CQP, which quantifies wrist-sensor collected PPG data quality. Next, we show that integrating CQP within the inference pipeline improves accuracy-yield trade-offs associated with stress detection from wrist-worn PPG sensors in the natural environment. mRisk also requires sensor-based precise detection of smoking events and confirmation through self-reports to extract positive labels. Hence, we develop rSmoke, an orientation-invariant smoking detection model that is robust to the variations in sensor data resulting from orientation switches in the field. We train the proposed mRisk risk estimation models using the wrist-based inferences of lapse risk factors. To evaluate the utility of the risk models, we simulate the delivery of intelligent smoking interventions to at-risk participants as informed by the composite risk scores. Our results demonstrate the envisaged impact of machine learning-based models operating on wrist-worn wearable sensor data to output continuous smoking lapse risk scores. The novel methodologies we propose throughout this dissertation help instigate a new frontier in smoking research that can potentially improve the smoking abstinence rate in participants willing to quit
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