1,672 research outputs found

    A Person-Centric Design Framework for At-Home Motor Learning in Serious Games

    Get PDF
    abstract: In motor learning, real-time multi-modal feedback is a critical element in guided training. Serious games have been introduced as a platform for at-home motor training due to their highly interactive and multi-modal nature. This dissertation explores the design of a multimodal environment for at-home training in which an autonomous system observes and guides the user in the place of a live trainer, providing real-time assessment, feedback and difficulty adaptation as the subject masters a motor skill. After an in-depth review of the latest solutions in this field, this dissertation proposes a person-centric approach to the design of this environment, in contrast to the standard techniques implemented in related work, to address many of the limitations of these approaches. The unique advantages and restrictions of this approach are presented in the form of a case study in which a system entitled the "Autonomous Training Assistant" consisting of both hardware and software for guided at-home motor learning is designed and adapted for a specific individual and trainer. In this work, the design of an autonomous motor learning environment is approached from three areas: motor assessment, multimodal feedback, and serious game design. For motor assessment, a 3-dimensional assessment framework is proposed which comprises of 2 spatial (posture, progression) and 1 temporal (pacing) domains of real-time motor assessment. For multimodal feedback, a rod-shaped device called the "Intelligent Stick" is combined with an audio-visual interface to provide feedback to the subject in three domains (audio, visual, haptic). Feedback domains are mapped to modalities and feedback is provided whenever the user's performance deviates from the ideal performance level by an adaptive threshold. Approaches for multi-modal integration and feedback fading are discussed. Finally, a novel approach for stealth adaptation in serious game design is presented. This approach allows serious games to incorporate motor tasks in a more natural way, facilitating self-assessment by the subject. An evaluation of three different stealth adaptation approaches are presented and evaluated using the flow-state ratio metric. The dissertation concludes with directions for future work in the integration of stealth adaptation techniques across the field of exergames.Dissertation/ThesisDoctoral Dissertation Computer Science 201

    Data extraction methodology to improve the gameplay experience in video games and to analyse the user's profile behaviour and its evolution

    Full text link
    Los videojuegos son la principal fuente de entretenimiento en nuestros días y la que más beneficios genera en la industria de los contenidos audiovisuales. Para las compañías que desarrollan videojuegos es muy importante saber el perfil de los usuarios que adquieren sus videojuegos para, posteriormente, desarrollar contenido específico para dichos usuarios. Los usuarios, por otra parte, exigen un mayor realismo en la inteligencia artificial de los enemigos y un mayor nivel de dificultad, todo ello unido a una elevada capacidad de personalización del modo de juego. En el ámbito de la inteligencia artificial y de la personalización existen videojuegos con mecánicas dinámicas que hacen que cada partida tenga una experiencia única. En este trabajo se pretende, mediante el diseño y programación de un videojuego, abordar dichos problemas para conseguir una metodología que sirva de ayuda en este campo. Para ello, se recopilarán estadísticas de uso del videojuego que serán analizadas para determinar las mejoras realizables dentro del propio videojuego. Con estas estadísticas, se realizar a un análisis de los perfiles de los usuarios presentes en el videojuego con el objetivo de saber los distintos tipos de usuarios que hay en función de su nivel de habilidad y en función de su estilo de juego. Todo esto se realizar a con el objetivo de proporcionar una experiencia más gratificante de cara al usuario. De esta forma, se podrán crear mecánicas dinámicas de juego en función de las acciones que hayan realizado cada uno de los usuarios. Finalmente, este trabajo aprovecha esta información para aportar posibles soluciones para mejorar la jugabilidad del propio videojuego y para clasificar a los usuarios en función de la evolución de su perfil utilizando los resultados extraídos del análisis realizado. Para realizar el análisis propuesto se han empleado técnicas de Data Mining no supervisado y series temporales.Video games are the main source of entertainment these days and the most pro table industry that generates audiovisual contents. On the one hand, video game companies consider important to understand their users pro le in order to develop especi c content for them. On the other hand, current users require some arti cial intelligence improvements and gameplay customization to enrich the game experience. In the eld of arti cial intelligence and gameplay customization, there are several video games with dynamic gameplay mechanics that make each game looks like a new and unique experience. The goal of this work, through the design and programming of a video game, is to get a methodology that helps in this eld. To do this, usage video game statistics are collected to be analyzed in order to determine the achievable improvements within the video game itself. With these statistics, an analysis of the users pro les present in the video game is performed in order to know the di erent types of users depending on their skill level and their play style. All this is done with the aim of providing a more rewarding experience for the user. Thus, it can be created dynamic gameplay mechanics based on the actions of each user. Finally, this work uses this information to provide possible solutions to improve the gameplay of the video game and to classify the users according to their pro le evolution by using the results extracted from the previous analysis. To perform the proposed analysis, unsupervised data mining and time-series techniques have been employed

    Representative time use data and new harmonised calibration of the American Heritage Time Use Data (AHTUD) 1965-1999

    Get PDF
    Representative and reliable individual time use data, in connection with a proper set of socio-economic back-ground variables, are essential elements for the empirical foundation and evaluation of existing and new theories in general and in particular for time use analyses. Within the international project Assessing Time Use Survey Datasets several potentially useful individual US time use heritage datasets have been identified for use in de-veloping an historical series of non-market accounts. In order to evaluate the series of American Heritage Time Use Data (AHTUD) (1965, 1975, 1985, 1992-94, 1998-99) this paper analyses the representativeness of this data when using given weights and provides a new harmonised calibration of the AHTUD for sound time use analyses. Our calibration procedure with its ADJUST program package is theoretically founded on information theory, consistent with a simultaneous weighting including hierarchical data, ensures desired positive weights, and is well-suited and available for any time use data calibration of interest. We present the calibration approach and provide new harmonised weights for all AHTUD surveys based on a substantially driven calibration frame-work. To illustrate the various application possibilities of a calibration, we finally disentangle demographic vs. time use behavioural changes and developments by re-calibrating all five AHTUD surveys using 1965 popula-tion totals as a benchmark.Representative time use data, calibration (adjustment re-weighting) of microdata, information theory, minimum information loss principle, American Heritage Time Use Data (AHTUD), ADJUST program package

    Changes in the use of time and the state of health of the Russian population in the 1980s-1990s

    Get PDF
    This is an attempt to answer a question about how changes in the time use and in health the population relate to each other, what connection exists between duration and character of work and the state of health. The paper draws on the data from two rounds of time budget surveys of: 1) families who kept record of their incomes and expenditures (the RF Goskomstat, 1977-1990 – over 28 thous. families), 2) the rural population of the Novosi-birsk region (IEIE SB RAS, 1975-1999, 1400-1100 persons in each). In these rounds the “previous day” ap-proach was used. Used were also the data of questionnaire surveys and official statistics. Last 20 years are a unique period in the Russian modern history reflected in most different forms on all aspects of life, including time use, everyday activity and health of population. The analysis of relationship between time use and health was made at macro levels. Health is presented by life expectancy. Time use is presented by aggregated structure of average time budget, respectively. The assessment by respondents of changes in living conditions and in their own state is seen as a measure of social-psychological well-being of the population. The direction and degree of influence between “time use – state of health” depend on macro and micro life conditions, on social-psychological well-being of the society and individual, on the “initial’ state of health of the individuals.Time budget, everyday activity, living conditions, life expectancy, social changes

    Games for a new climate: experiencing the complexity of future risks

    Full text link
    This repository item contains a single issue of the Pardee Center Task Force Reports, a publication series that began publishing in 2009 by the Boston University Frederick S. Pardee Center for the Study of the Longer-Range Future.This report is a product of the Pardee Center Task Force on Games for a New Climate, which met at Pardee House at Boston University in March 2012. The 12-member Task Force was convened on behalf of the Pardee Center by Visiting Research Fellow Pablo Suarez in collaboration with the Red Cross/Red Crescent Climate Centre to “explore the potential of participatory, game-based processes for accelerating learning, fostering dialogue, and promoting action through real-world decisions affecting the longer-range future, with an emphasis on humanitarian and development work, particularly involving climate risk management.” Compiled and edited by Janot Mendler de Suarez, Pablo Suarez and Carina Bachofen, the report includes contributions from all of the Task Force members and provides a detailed exploration of the current and potential ways in which games can be used to help a variety of stakeholders – including subsistence farmers, humanitarian workers, scientists, policymakers, and donors – to both understand and experience the difficulty and risks involved related to decision-making in a complex and uncertain future. The dozen Task Force experts who contributed to the report represent academic institutions, humanitarian organization, other non-governmental organizations, and game design firms with backgrounds ranging from climate modeling and anthropology to community-level disaster management and national and global policymaking as well as game design.Red Cross/Red Crescent Climate Centr

    Essays on recruitment, training, and incentives

    Get PDF
    Thesis (Ph. D.)--Massachusetts Institute of Technology, Sloan School of Management, 2013.Cataloged from PDF version of thesis.Includes bibliographical references.This thesis is composed of three papers, each relating to labor market imperfections and their implications for firms' staffing practices. In the first paper, I examine why hospitals provide direct financial support to nursing schools and faculty. This support is striking because nursing education is clearly general, clearly paid by the firm, and information asymmetries appear minimal. Using AHA and survey data, I find hospitals employing a greater share of their MSA's registered nurses are more likely to provide such support, net of size and other institutional controls. I interpret this result as evidence that technologically-general skills training may be made defacto-specific by mobility frictions. In the second paper, I present a theory of couples' job search whereby women sort into lowerpaying geographically-dispersed occupations due to expectations of future spouses' geographically-clustered occupations and (thereby) inability to relocate for work. Results confirm men segregate into geographically-clustered occupations, and that these occupations involve more-frequent early career relocations for both sexes. I also find that the minority of the men and women who depart from this equilibrium experience delayed marriage, higher divorce, and lower earnings. Results are consistent with the theory's implication that marriage and mobility expectations foment a self-fulfilling pattern of occupational segregation, with individual departures deterred by earnings and marriage penalties. In the third paper, I examine the use and misuse of authority and incentives in organizational hierarchies. Through a principal-supervisor-agent model inspired by sales settings, I propose organizations delegate authority over salespeople to front-line sales mangers because they can decompose performance measures into ability and luck. The model yields the result that managers on the cusp of a quota have a unique personal incentive to retain and adjust quotas for poor performing subordinates, permitting me to distinguish managers' interests from those of the firm. I parametrically estimate the model using detailed person-transaction-level microdata from 244 firms that subscribe to a "cloud"-based service for automating transaction processing and compensation. I estimate 13-15% of quota adjustments and retentions among poor performers are explained by the managers' unique personal interest in meeting a quota. I use agency theory to evaluate firms' mitigation practices.by Alan Benson.Ph.D

    Software Usability

    Get PDF
    This volume delivers a collection of high-quality contributions to help broaden developers’ and non-developers’ minds alike when it comes to considering software usability. It presents novel research and experiences and disseminates new ideas accessible to people who might not be software makers but who are undoubtedly software users

    The total assessment profile, volume 1

    Get PDF
    A methodology is described for the evaluation of societal impacts associated with the implementation of a new technology. Theoretical foundations for the methodology, called the total assessment profile, are established from both the economic and social science perspectives. The procedure provides for accountability of nonquantifiable factors and measures through the use of a comparative value matrix by assessing the impacts of the technology on the value system of the society
    corecore