92 research outputs found

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    Supporting collaborative work using interactive tabletop

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    PhD ThesisCollaborative working is a key of success for organisations. People work together around tables at work, home, school, and coffee shops. With the explosion of the internet and computer systems, there are a variety of tools to support collaboration in groups, such as groupware, and tools that support online meetings. However, in the case of co-located meetings and face-to-face situations, facial expressions, body language, and the verbal communications have significant influence on the group decision making process. Often people have a natural preference for traditional pen-and-paper-based decision support solutions in such situations. Thus, it is a challenge to implement tools that rely advanced technological interfaces, such as interactive multi-touch tabletops, to support collaborative work. This thesis proposes a novel tabletop application to support group work and investigates the effectiveness and usability of the proposed system. The requirements for the developed system are based on a review of previous literature and also on requirements elicited from potential users. The innovative aspect of our system is that it allows the use of personal devices that allow some level of privacy for the participants in the group work. We expect that the personal devices may contribute to the effectiveness of the use of tabletops to support collaborative work. We chose for the purpose of evaluation experiment the collaborative development of mind maps by groups, which has been investigated earlier as a representative form of collaborative work. Two controlled laboratory experiments were designed to examine the usability features and associated emotional attitudes for the tabletop mind map application in comparison with the conventional pen-and-paper approach in the context of collaborative work. The evaluation clearly indicates that the combination of the tabletop and personal devices support and encourage multiple people working collaboratively. The comparison of the associated emotional attitudes indicates that the interactive tabletop facilitates the active involvement of participants in the group decision making significantly more than the use of the pen-and-paper conditions. The work reported here contributes significantly to our understanding of the usability and effectiveness of interactive tabletop applications in the context of supporting of collaborative work.The Royal Thai governmen

    Gestures and cooperation: considering non verbal communication in the design of interactive spaces

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    This dissertation explores the role of gestures in computer supported collaboration. People make extensive use of non-verbal forms of communication when they interact with each other in everyday life: of these, gestures are relatively easy to observe and quantify. However, the role of gestures in human computer interaction so far has been focused mainly on using conventional signs like visible commands, rather than on exploiting all nuances of such natural human skill. We propose a perspective on natural interaction that builds on recent advances in tangible interaction, embodiment and computer supported collaborative work. We consider the social and cognitive aspects of gestures and manipulations to support our claim of a primacy of tangible and multi-touch interfaces, and describe our experiences focused on assessing the suitability of such interface paradigms to traditional application scenarios. We describe our design and prototype of an interactive space for group-work, in which natural interfaces, such as tangible user interfaces and multi-touch screens, are deployed so as to foster and encourage collaboration. We show that these interfaces can lead to an improvement in performances and that such improvements appear related to an increase of the gestures performed by the users. We also describe the progress on the state of the art that have been necessary to implement such tools on commodity hardware and deploy them in a relatively uncontrolled environment. Finally, we discuss our findings and frame them in the broader context of embodied interaction, drawing useful implications for interactions design, with emphasis on how to enhance the activity of people in their workplace, home, school, etc. supported in their individual and collaborative tasks by natural interfaces

    Towards a teacher-centric approach for multi-touch surfaces in classrooms

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    The potential of tabletops to enable simultaneous interaction and face-to-face collaboration can provide novel learning opportunities. Despite significant research in the area of collaborative learning around tabletops, little attention has been paid to the integration of multi-touch surfaces into classroom layouts and how to employ this technology to facilitate teacher-learner dialogue and teacher-led activities across multi-touch surfaces. While most existing techniques focus on the collaboration between learners, this work aims to gain a better understanding of practical challenges that need to be considered when integrating multi-touch surfaces into classrooms. It presents a multi-touch interaction technique, called TablePortal, which enables teachers to manage and monitor collaborative learning on students' tables. Early observations of using the proposed technique within a novel classroom consisting of networked

    From head to toe:body movement for human-computer interaction

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    Our bodies are the medium through which we experience the world around us, so human-computer interaction can highly benefit from the richness of body movements and postures as an input modality. In recent years, the widespread availability of inertial measurement units and depth sensors led to the development of a plethora of applications for the body in human-computer interaction. However, the main focus of these works has been on using the upper body for explicit input. This thesis investigates the research space of full-body human-computer interaction through three propositions. The first proposition is that there is more to be inferred by natural users’ movements and postures, such as the quality of activities and psychological states. We develop this proposition in two domains. First, we explore how to support users in performing weight lifting activities. We propose a system that classifies different ways of performing the same activity; an object-oriented model-based framework for formally specifying activities; and a system that automatically extracts an activity model by demonstration. Second, we explore how to automatically capture nonverbal cues for affective computing. We developed a system that annotates motion and gaze data according to the Body Action and Posture coding system. We show that quality analysis can add another layer of information to activity recognition, and that systems that support the communication of quality information should strive to support how we implicitly communicate movement through nonverbal communication. Further, we argue that working at a higher level of abstraction, affect recognition systems can more directly translate findings from other areas into their algorithms, but also contribute new knowledge to these fields. The second proposition is that the lower limbs can provide an effective means of interacting with computers beyond assistive technology To address the problem of the dispersed literature on the topic, we conducted a comprehensive survey on the lower body in HCI, under the lenses of users, systems and interactions. To address the lack of a fundamental understanding of foot-based interactions, we conducted a series of studies that quantitatively characterises several aspects of foot-based interaction, including Fitts’s Law performance models, the effects of movement direction, foot dominance and visual feedback, and the overhead incurred by using the feet together with the hand. To enable all these studies, we developed a foot tracker based on a Kinect mounted under the desk. We show that the lower body can be used as a valuable complementary modality for computing input. Our third proposition is that by treating body movements as multiple modalities, rather than a single one, we can enable novel user experiences. We develop this proposition in the domain of 3D user interfaces, as it requires input with multiple degrees of freedom and offers a rich set of complex tasks. We propose an approach for tracking the whole body up close, by splitting the sensing of different body parts across multiple sensors. Our setup allows tracking gaze, head, mid-air gestures, multi-touch gestures, and foot movements. We investigate specific applications for multimodal combinations in the domain of 3DUI, specifically how gaze and mid-air gestures can be combined to improve selection and manipulation tasks; how the feet can support the canonical 3DUI tasks; and how a multimodal sensing platform can inspire new 3D game mechanics. We show that the combination of multiple modalities can lead to enhanced task performance, that offloading certain tasks to alternative modalities not only frees the hands, but also allows simultaneous control of multiple degrees of freedom, and that by sensing different modalities separately, we achieve a more detailed and precise full body tracking

    Playful User Interfaces:Interfaces that Invite Social and Physical Interaction

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