284 research outputs found
Visual complexity, player experience, performance and physical exertion in motion-based games for older adults
Motion-based video games can have a variety of benefits for the players and are increasingly applied in physical therapy, rehabilitation and prevention for older adults. However, little is known about how this audience experiences playing such games, how the player experience affects the way older adults interact with motion-based games, and how this can relate to therapy goals. In our work, we decompose the player experience of older adults engaging with motion-based games, focusing on the effects of manipulations of the game representation through the visual channel (visual complexity), since it is the primary interaction modality of most games and since vision impairments are common amongst older adults. We examine the effects of different levels of visual complexity on player experience, performance, and exertion in a study with fifteen participants. Our results show that visual complexity affects the way games are perceived in two ways: First, while older adults do have preferences in terms of visual complexity of video games, notable effects were only measurable following drastic variations. Second, perceived exertion shifts depending on the degree of visual complexity. These findings can help inform the design of motion-based games for therapy and rehabilitation for older adults
Collaborative adaptive accessibility and human capabilities
This thesis discusses the challenges and opportunities facing the field of accessibility, particularly as computing becomes ubiquitous. It is argued that a new approach is needed that centres around adaptations (specific, atomic changes) to user interfaces and content in order to improve their accessibility for a wider range of people than targeted by present Assistive Technologies (ATs). Further, the approach must take into consideration the capabilities of people at the human level and facilitate collaboration, in planned and ad-hoc environments.
There are two main areas of focus: (1) helping people experiencing minor-to-moderate, transient and potentially-overlapping impairments, as may be brought about by the ageing process and (2) supporting collaboration between people by reasoning about the consequences, from different users perspectives, of the adaptations they may require.
A theoretical basis for describing these problems and a reasoning process for the semi-automatic application of adaptations is developed. Impairments caused by the environment in which a device is being used are considered. Adaptations are drawn from other research and industry artefacts. Mechanical testing is carried out on key areas of the reasoning process, demonstrating fitness for purpose.
Several fundamental techniques to extend the reasoning process in order to take temporal factors (such as fluctuating user and device capabilities) into account are broadly described. These are proposed to be feasible, though inherently bring compromises (which are defined) in interaction stability and the needs of different actors (user, device, target level of accessibility).
This technical work forms the basis of the contribution of one work-package of the Sustaining ICT use to promote autonomy (Sus-IT) project, under the New Dynamics of Ageing (NDA) programme of research in the UK. Test designs for larger-scale assessment of the system with real-world participants are given. The wider Sus-IT project provides social motivations and informed design decisions for this work and is carrying out longitudinal acceptance testing of the processes developed here
Gaming in Action
The «Gaming in Action» project, which brought the publicaion of this book, involved institutions from different countries that deal with adult education. For almost three years, the partners worked with teachers and trainers who applied innovative pedagogical scenarios of game-based learning and gamification, all oriented from a rigorous pedagogical perspective. The project's main goal was to increase the acquisition of pedagogical innovation skills in these models and incorporate them into their pedagogical practices. The project searched to highlight the need for quality pedagogical training in a new, technologically digital, era: in this, education has less to do with reproducing information passively and has more to do with the development of creativity, critical thinking, problem- solving and decision-making.Erasmus Plus "Gaming in Action â engaging adult learners with games and gamification" Project number: 2018-1-TR01-KA204-05931
Virtual Online Worlds: Towards a Collaborative Space for Architects
Although research has been trickling forth in the last eight years about online collaboration and use of virtual online worlds (VOW) amongst architects and architectural students (2006-2010), little discussion is dedicated to how the use of VOWs have improved collaboration, communication and quality of design for those that have used it. Researching VOWs and their use in architecture was a difficult task since much of what needed to be found was scattered amongst the fields of education, construction engineering, computer science and even online blogs dedicated to architecture in video games. An analysis of those findings has contributed to the development of a pilot project conducted in a VOW called Blue Mars. The project was set up in order to discover how VOWs improve communication skills of its users and analyze what happens when architecture students are allowed to virtually experience their designs as avatars. This study is part of a growing body of research on the exploration of virtual online worlds in the practice of architecture both in the classroom and out in the field
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Rulemaking as Play: A Transdisciplinary Inquiry about Virtual Worldmaking
In the age of computing, we rely on software to manage our days, from the moment we wake up until we go to sleep. Software predicts the future based on actualized data from the past. It produces procedures instead of experiences and solutions instead of care. Software systems tend to perpetuate a normalized state of equilibrium. Their application in social media, predictive policing, and social profiling is increasingly erasing diversity in culture and identity. Our immediate reality is narrowing towards cultural conventions shared among the powerful few, whose voices directly influence contemporary digital culture.
On the other hand, computational collective intelligence can sometimes generate emergent forces to counter this tendency and force software systems to open up. Historically, artists from different artistic moments have adopted collaborative making to redefine the boundary of creative expression. Video Gaming, especially open-world simulation games, is rapidly being adopted as an emerging form of communication, expression, and self-organization.
How can gaming conventions such as Narrative Emergence, Hacking, and Modding help us understand collective play as countering forces against the systematic tendency of normalization? How can people from diverse backgrounds come together to contemplate, make, and simulate rules and conditions for an alternative virtual world? What does it mean to design and virtually inhabit a world where rules are rewritten continuously by everyone, and no one is in control
Human-Computer Interaction
In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools
Sonic Interactions in Virtual Environments
This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
The Digital Transformation of Marketer Identities in Figured Worlds
The digital transformation of marketing has been ongoing for more than three decades but the
breadth and depth of change in the last five years has been unprecedented. We know from
extensive research on identities in organisations that change in work practices can prompt
identity work, yet there has been relatively little prior research about marketer identities.
Moreover, there has been even less research about marketer identities relating to digital
transformation. This thesis addresses these gaps; however, it does so by looking at the
intersection of marketer identities and digital transformation via a Pragmatist reading of Holland
et al.âs (1998) concept of Figured Worlds, a social practice theory of identity with roots in
Vygotsky, Bakhtin, Mead, and Bourdieu. This approach enabled the study of processes of
transformation in relation to the various artefacts which make up figured worlds, such as
vocabularies, practices, and materialities which come together to construct understandings about
âhow things workâ or what is considered ânormalâ by the people who inhabit them. The main
body of the thesis centres on an ethnographically-oriented case study of the marketing
department of a large Canadian NGO (Canango) in the process of shifting from a traditional
âNGO helperâ culture to a so-called âAgile marketingâ culture based on project management
practices originating in software development that have been growing in popularity among
practitioners. The thesis identifies a number of âclassesâ of marketer identities: managerially
supplied ; technologically afforded ; socially afforded ; emergent ; and, performed along with what
each type enables one to do. Using ideas from Figured Worlds theory and multimodal discourse
analysis, a heuristic framework is then developed made of the elements â matter â (phenomena),
â meaning â, mediators , â me â (identity) and â motion â (action) to study how these identities are
used to accomplish contextual goals. This framework is then applied to study the way that three people variously appropriated or resisted a particular supplied identity: the âAgile organiserâ.
Finally the ideas developed through the first three phases of the thesis are applied in a final phase
in which Canango begins using a new digital collaborative work platform. The study looks at the
identity implications of this move, evidencing the ways in which the work platform serves as a
âbridgeâ between worlds and how such bridges may be used to change worlds and make new
ones
Climate Resilient Development and Discourse in the Peruvian Highlands
This dissertation strives to rethink apolitical and ahistorical efforts for adapting to climate change in terms of a political struggle for survival in times of radical global environmental change. Drawing on ethnographic and participatory fieldwork with agro-pastoralists of the Peruvian Andes, government officials and international NGO actors, this dissertation follows emergent climate-resilient discourse of rapid glacier retreat as it travels from global origins and articulates with local culture and indigenous ecologies in the Cordillera Blanca. Through this research, I offer a critical interpretive analysis of modern, capitalist and rationalist ways of knowing and planning for climate change, finding that such adaptation efforts in the Andes constitutes hegemonic, discursive practices that reproduce uneven geographies of power and subalternize âotherâ ways of knowing about, and responding to, climate change.
This research probes questions of power and equity in multi-scalar adaptation efforts across four axes: indigenous representations, environmental narratives, adaptation imaginaries and collaborative governance. Across the resultant dissertation chapters I argue that a certain type of power, the âcoloniality of powerâ (Quijano, 2000), emerges as a recurrent motif in adaptation practices in the so-called âThird-Worldâ. As modern politics for climate change prove to be hostile spaces for indigenous peoples and subaltern knowledges, this research attempts to understand and map out a plurality of adaptation imaginaries from the local to the global, illuminating their synergies and honoring their incommensurability.
After providing a critical reflexive review of collaborative adaptation efforts in post-colonial ecologies, I call for adaptation otherwise as an advance of counter-hegemonic and decolonial adaptation projects. Three relational lessons for adaptation otherwise that are drawn from the participatory and collaborative engagements undertaken in this research are suggested for decolonizing the development-adaptation enterprise, including: i) a recognition and defense of difference, ii) learning to learn from below, and iii) bridging
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