15,168 research outputs found

    User Experience of Geocaching and Its Application to Tourism and Education

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    Advances in technology have provided new ways of using entertainment and game technology to foster human interaction. Games and playing with games have always been an important part of people’s everyday lives. Traditionally, human-computer interaction (HCI) research was seen as a psychological cognitive science focused on human factors, with engineering sciences as the computer science part of it. Although cognitive science has made significant progress over the past decade, the influence of people’s emotions on design networks is increasingly important, especially when the primary goal is to challenge and entertain users (Norman 2002). Game developers have explored the key issues in game design and identified that the driving force in the success of games is user experience. User-centered design integrates knowledge of users’ activity practices, needs, and preferences into the design process. Geocaching is a location-based treasure hunt game created by a community of players. Players use GPS (Global Position System) technology to find “treasures” and create their own geocaches; the game can be developed when the players invent caches and used more imagination to creations the caches. This doctoral dissertation explores user experience of geocaching and its applications in tourism and education. Globally, based on the Geocaching.com webpage, geocaching has been played about 180 countries and there are more than 10 million registered geocachers worldwide (Geocaching.com, 25.11.2014). This dissertation develops and presents an interaction model called the GameFlow Experience model that can be used to support the design of treasure hunt applications in tourism and education contexts. The GameFlow Model presents and clarifies various experiences; it provides such experiences in a real-life context, offers desirable design targets to be utilized in service design, and offers a perspective to consider when evaluating the success of adventure game concepts. User-centered game designs have adapted to human factor research in mainstream computing science. For many years, the user-centered design approach has been the most important research field in software development. Research has been focusing on user-centered design in software development such as office programs, but the same ideas and theories that will reflect the needs of a user-centered research are now also being applied to game design (Charles et al. 2005.) For several years, we have seen a growing interest in user experience design. Digital games are experience providers, and game developers need tools to better understand the user experience related to products and services they have created. This thesis aims to present what the user experience is in geocaching and treasure hunt games and how it can be used to develop new concepts for the treasure hunt. Engineers, designers, and researchers should have a clear understanding of what user experience is, what its parts are, and most importantly, how we can influence user satisfaction. In addition, we need to understand how users interact with electronic products and people, and how different elements synergize their experiences. This doctoral dissertation represents pioneering work on the user experience of geocaching and treasure hunt games in the context of tourism and education. The research also provides a model for game developers who are planning treasure hunt concepts.Teknologinen kehitys on tarjonnut uusia tapoja hyödyntää viihdettä ja peliteknologiaa ihmisten välisessä vuorovaikutuksessa. Pelit ja niiden pelaaminen on ollut aina tärkeä osa ihmisten arkipäivää. Ihmisen ja tietokoneen välisen vuorovaikutuksen tutkimus, human-computer interaction research (HCI), on perinteisesti nähty kognitiivisena psykologiana, johon kuuluvat inhimilliset tekijät, sekä insinööritieteenä, johon sisältyy tietojenkäsittelytiede. Vaikka kognitiivinen tiede on kehittynyt viime vuosina valtavasti, suunnitteluverkostoihin vaikuttavat ihmisten tunteet ovat yhä tärkeämmässä osassa, erityisesti silloin kun tavoitteena on haastaa ja viihdyttää käyttäjiä. (Norman 2002.) Pelinkehittäjät ovat selvittäneet pelisuunnittelun kannalta olennaisia tekijöitä ja tunnistaneet, että pelien menestyksen salaisuus on käyttäjäkokemus. Käyttäjäkeskeisessä suunnittelussa käyttäjien toiminnan käytäntöjen, tarpeiden ja toiveiden tuntemus tuodaan mukaan suunnitteluprosessiin. Geokätköily on paikannukseen perustuva aarteenetsintäpeli, jonka pelaajat ovat luoneet yhdessä. Pelaajat käyttävät GPS-teknologiaa "aarteiden" etsimiseen ja lisäävät omia geokätkökohteita ja peli kehittyy jatkuvasti pelaajien keksiessä kätköjä, jotka vaativat yhä enemmän mielikuvitusta. Tässäväitöskirjassa tutkitaan geokätköilyn käyttäjäkokemusta ja sen sovelluksia koulutuksen- ja matkailunaloilla. Perustuen Geocaching.com websivustoon geokätköilyä pelataan noin 180 maassa, ja rekisteröityneitä käyttäjiä on yli kymmenen miljoonaa eri puolilla maailmaa (Geocaching.com, 25.11.2014). Tässä tutkielmassa esitellään vuorovaikutusmalli nimeltään GameFlow Experience -mallia, jota voidaan käyttää aarteenetsintäsovellusten suunnittelussa koulutuksen- ja matkailualojen konteksteissa. GameFlow Experience -malli esittelee ja selventää erilaisia kokemuksia - se esittelee ne todellisessa kontekstissa, tarjoaa erilaisia suunnittelutavoitteita palvelusuunnittelua varten sekä näkökulman, joka tulisi ottaa huomioon seikkailupelien menestystä arvioitaessa. Käyttäjäkeskeisessä pelisuunnittelussa on sovellettu inhimillisten tekijöiden tutkimusta valtavirran tietojenkäsittelytieteeseen. Useiden vuosien ajan, käyttäjäkeskeisen suunnittelun lähestymistavasta on tullut tärkein tutkimusala ohjelmistokehityksessä. Tutkimus on keskittynyt ohjelmistojen kehitykseen käyttäjäkeskeisessä suunnittelussa etenkin toimisto-ohjelmistoihin, mutta samoja ideoita ja teorioita, jotka heijastavat yhteiskunnan tarpeita käyttäjäkeskeisessä tutkimuksessa sovelletaan nyt myös pelisuunnitteluun. (Charles ja ym. 2005.) Kiinnostus käyttäjäkokemuksen suunnitteluun on kasvanut jo useiden vuosien ajan. Digitaaliset pelit tarjoavat kokemuksia, ja pelisuunnittelijat tarvitsevatkin työkaluja, joiden avulla voidaan entistä paremmin ymmärtää tuotteiden ja palvelujen luomia käyttäjäkokemuksia. Tutkimuksen tavoitteena on esitellä käyttäjäkokemusta ja miten sitä voidaan käyttää uusien aarteenmetsästyskonseptien kehittämiseen. Insinööreillä, suunnittelijoilla ja tutkijoilla tulisi olla selkeä käsitys siitä, mikä käyttäjäkokemus on, mitkä ovat sen osat ja mikä tärkeintä, miten voimme vaikuttaa käyttäjän tyytyväisyyteen. Lisäksi pitäisi ymmärtää, miten käyttäjät toimivat elektronisten tuotteiden kanssa sekä miten ihmiset toimivat vuorovaikutuksessa toistensa kanssa ja miten eri osat vaikuttavat yhdessä käyttäjien kokemuksiin. Väitöskirja on pioneerityö käyttäjäkokemuksesta geokätköilyssä ja aarteenetsintä peleissä matkailun ja opetuksen kontekstissa. Tutkimus antaa myös mallin pelin kehittäjille, jotka suunnittelevat aarteenetsintäkonsepteja.Siirretty Doriast

    Location-based technologies for learning

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    Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio

    Pervasive Gaming: Testing Future Context Aware Applications

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    More and more technical research projects take place that weave together elements of real and virtual life to provide a new experience defined as pervasive. They bank on the development of mobile services to drive the expansion of pervasive applications and in particular pervasive games. Using geolocalisation, local networks and short range radio frequencies technologies like RFID or other tagging technologies, pervasive games rely on a close relationship to the environment and thus explore the space between fiction and reality. This is their main quality but possibly their main weakness as the development relies on the production of specific contents in relation to the context of use. In this article, we propose to explore what this entirely new paradigm for game design implies in terms of production and how to overcome the limitations due to this dependency of contents and context. Based on our experience of three pervasive games developed within research projects on adhoc wifi (ANR-Safari and ANRTranshumance) and RFID networks (ANR-PLUG), this paper presents different options to reducing the cost of content production relying on either traditional editors or grass root contributions.pervasive games, content production, game design, geolocalised technologies.

    Developing and evaluating AR game from consumer behavior perspectives

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    Abstract. Who would have guessed digital games could make the average gamer to jump up from their sofa and run around in urban environment, but now it is happening. This influence on players is something new as traditionally players control the games, not vice versa. Augmented reality games opened a new world that needs to be studied. Games are a big business and their business models and monetization have been studied a lot except related to augmented reality. Augmented reality games can be used to influence human behavior, but what this new and still evolving environment augmented reality provides for business is largely an open question. At the verge on new Metaverse this study is needed even more. This study examines the potential for augmented reality games to influence player behavior and monetization strategies within the rapidly evolving digital gaming industry. Utilizing a "In the wild" field trial and a specifically designed augmented reality game, the research explores how augmented reality game environments can be used to indirectly and directly influence player purchase behavior. A group of 11 test players was used and interviewed on their experience and feelings during different scenarios of the game. Results seems to indicate that players are willing to use money for physical products as part of a game story, for advancement in a game and for reasons that are not directly related to the game itself. Just by placing players in suitable locations they tend to use money and get interested in the services provided, creating possible future customers outside of the game. Study also found out that when immersed to an augmented reality game, in comfortable environment and while having fun the players are more willing to use money and that they create a positive attachment to the businesses encountered while playing. These findings have important implications for the development of effective business models and monetization strategies within the augmented reality gaming industry

    Managing obesity through mobile phone applications: a state-of-the-art review from a user-centred design perspective

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    Evidence has shown that the trend of increasing obesity rates has continued in the last decade. Mobile phone applications, benefiting from their ubiquity, have been increasingly used to address this issue. In order to increase the applications’ acceptance and success, a design and development process that focuses on users, such as User-Centred Design, is necessary. This paper reviews reported studies that concern the design and development of mobile phone applications to prevent obesity, and analyses them from a User-Centred Design perspective. Based on the review results, strengths and weaknesses of the existing studies were identified. Identified strengths included: evidence of the inclusion of multidisciplinary skills and perspectives; user involvement in studies; and the adoption of iterative design practices. Weaknesses included the lack of specificity in the selection of end-users and inconsistent evaluation protocols. The review was concluded by outlining issues and research areas that need to be addressed in the future, including: greater understanding of the effectiveness of sharing data between peers; privacy; and guidelines for designing for behavioural change through mobile phone applications

    History of Escape Games : examined through real-life-and digital precursors and the production of Spygame

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    The focus of this master’s thesis is on forming an image of history of modern escape games based on real world-and digital precursors of this genre of games and on recording what escape game phenomenon is like in late 2010s, roughly a decade after these games first started appearing. The research is based on previous work on the topic mostly by Dr. Scott Nicholson, to which I add my own insight and build a broader, more in depth portrayal of the history through presenting examples of each precursor and linking the precursor’s features to features of modern escape games. The most important academic background of this thesis is Dr. Scott Nicholson’s white paper Peeking behind the locked door: A survey of escape room facilities (2015). Other academic background of this thesis comes from research regarding the different precursors and from the field of game design, such as Fundamentals of Game Design (2010) by Dr. Ernest Adams. Since the history of escape game genre has to my knowledge not been researched and recorded to this extent earlier, a big part of the references used in this thesis consists of non-academic sources: escape room related websites, -blogs-posts and -videos, which I used to collect and analyze information. I use the production of Spygame, which is a modern escape game with influences of especially interactive theater, as a case study to illustrate ways the history of escape games can be concretely seen in modern escape games. I worked as the project manager in the production of Spygame in 2017 and hence have access to large amount of unique data regarding the production of the game, including notes from game testings, internal emails, notes from game development meetings etc. I analyze this data and connect the history with this modern game through examples of how the influences of history can be seen in our game design choices and expectations of the game testers. According to Nicholson, precursors of escape rooms include live action role-playing, point-and-click adventure games, puzzle- and treasure hunts, interactive theater and haunted houses, adventure game shows and themed entertainment industry. I divide the precursors to digital-and real-life precursors and add themed restaurants, team building activities, pervasive games and alternate reality games to this list of precursors of escape rooms. I also state that the escape room-name of these games likely originates from digital escape-the-room games, which is a sub-genre of point-and click adventure games

    Narrative and Hypertext 2011 Proceedings: a workshop at ACM Hypertext 2011, Eindhoven

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    Immersive Learning Environment with Integrated Interactive Video and Ubiquitous Technologies

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    100學年度沈俊毅升等參考著作[[abstract]]Information technology is an integral part of daily life in many domains, including communication, computing, entertainment, and education. However, despite its pervasiveness, digitalization in various purposes and application in many human-based activities, it still plays the role of assisting and supporting people in manipulating and acquiring information. This study developed a ubiquitous learning environment based on the connection between digital and physical information. By using mobile learning technologies, including interactive video-based multimedia technology, GPS, GIS, and the electronic map service, learners can perform location-aware learning activities and experience corresponding appearances regarding a particular location. Accordingly learners can acquire new knowledge by participating in location-aware learning activities. We also demonstrate a ubiquitous learning activity of introducing the history of Tamkang University, Taiwan, and assess the effectiveness of the proposed ubiquitous learning environment.[[journaltype]]國外[[incitationindex]]EI[[booktype]]紙本[[countrycodes]]KO
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