4,648 research outputs found

    Urban Emotions and Cycling Experience – Enriching Traffic Planning for Cyclists with Human Sensor Data

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    Even though much research has been conducted on the safety of cycling infrastructures, most previous approaches only make use of traditional and proven methods based upon datasets such as accident statistics, road infrastructure data, or questionnaires. Apart from typical surveys, which are known to face numerous limitations from a psychological and sociological viewpoints, the question of how perceived safety can best be assessed is still widely unexplored. Thus, this paper presents an approach for bio-physiological sensing to identify places in urban environments which are perceived as unsafe by cyclists. Specifically, a number of physiological parameters like ECG, skin conductance, skin temperature and heart rate variability are analysed to identify moments of stress. Together with data gathered through a People as Sensors app, these stress levels can be mapped to specific emotions. This method was tested in a pilot study in Cambridge, MA (USA), which is presented in this paper. Our findings show that our method can identify places with emotional peaks, particularly fear and anger. Although our results can be qualitatively interpreted and used in urban planning, more research is necessary to quantitatively and automatically generate recommendations from the measurements for urban planners

    ENHANCING USERS’ EXPERIENCE WITH SMART MOBILE TECHNOLOGY

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    The aim of this thesis is to investigate mobile guides for use with smartphones. Mobile guides have been successfully used to provide information, personalisation and navigation for the user. The researcher also wanted to ascertain how and in what ways mobile guides can enhance users' experience. This research involved designing and developing web based applications to run on smartphones. Four studies were conducted, two of which involved testing of the particular application. The applications tested were a museum mobile guide application and a university mobile guide mapping application. Initial testing examined the prototype work for the ‘Chronology of His Majesty Sultan Haji Hassanal Bolkiah’ application. The results were used to assess the potential of using similar mobile guides in Brunei Darussalam’s museums. The second study involved testing of the ‘Kent LiveMap’ application for use at the University of Kent. Students at the university tested this mapping application, which uses crowdsourcing of information to provide live data. The results were promising and indicate that users' experience was enhanced when using the application. Overall results from testing and using the two applications that were developed as part of this thesis show that mobile guides have the potential to be implemented in Brunei Darussalam’s museums and on campus at the University of Kent. However, modifications to both applications are required to fulfil their potential and take them beyond the prototype stage in order to be fully functioning and commercially viable

    Game-Based Learning, Gamification in Education and Serious Games

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    The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be

    Emotional Regulation and Technology in Various Educational Environments

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    The purpose of this study was to examine the use of technology in various educational environments. Specifically, it looked at the ways in which technology is integrated into special education classrooms, and how it impacts learning. Two self-contained special education high school classrooms were studied, using qualitative methods of data. These included field notes based on observations and a semi-structured interview. In addition, a review of the literature on this topic was conducted to better place the study within the context of wider work done in this area. The data from the two classrooms were analyzed using the constant comparative method. The results of the study were presented along with a discussion regarding the findings, including the two main themes which were teacher comfort with technology and the impact that the technology has on the students. Although both teachers were different, and had vastly different teaching styles and experiences in the classroom, both found these themes to be the most important. Finally, conclusions were drawn based on the findings of the study, which included the type of training that might be helpful for teachers and staff working with special needs students using educational technology. Implications regarding future research and ways to generate deeper awareness and more effective use of educational technology with special education students were explored

    A prototype to study cognitive and aesthetic aspects of mixed reality technologies

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    Mixed reality systems integrate virtual reality with real-world perception and cognition to offer enhanced interaction possibilities with the environment. Our aim is to demonstrate that mixed reality technologies strongly affect our aesthetic sense and mental models. So, in designing such technologies, we need to incorporate perspectives from different disciplines. We present different approaches and implementations of cognitive enhancement and cognitive technologies, consider some practical applications of mixed reality systems and discuss how they impact the user perception, body image and aesthetic sense

    Beyond motivation: Job and work design for development, health, ambidexterity, and more

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    Much research shows it is possible to design motivating work, which has positive consequences for individuals and their organizations. This article reviews research that adopts this motivational perspective on work design, and it emphasizes that it is important to continue to refine motivational theories. In light of continued large numbers of poor-quality jobs, attention must also be given to influencing practice and policy to promote the effective implementation of enriched work designs. Nevertheless, current and future work-based challenges mean that designing work for motivation is necessary but insufficient. This review argues that work design can be a powerful vehicle for learning and development, for maintaining and enhancing employees' physical and mental health, and for achieving control and flexibility simultaneously (for example, in the form of ambidexterity); all these outcomes are important given the challenges in today's workplaces. The review concludes by suggesting methodological directions

    THE DEVELOPMENT OF GUIDELINES FOR DESIGNING DIGITAL MEDIA TO ENGAGE VISITORS WITH NON-VISIBLE OUTDOOR HERITAGE

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    This PhD investigates the role of digital media in optimising visitor engagement with non-visible outdoor heritage. Motivated by concerns that digital media products developed for the heritage sector might not be reaching their potential to enrich the visit experience and concerned about a lack of clarity as to what constitutes visitor engagement; this thesis proposes guidance for the production of interpretive digital media and a framework for visitor engagement. Cultural heritage sites featured in this study are characteristically outdoor locations; frequently non-stewarded with very little tangible evidence of the historical or cultural relevance of the site. The unique potential of digital media products to address the specific challenges of engaging visitors with invisible heritage in these locations is discussed within this thesis. The practice of interpreting heritage is investigated to identify the processes, stages, experiences and behavioural states associated with a high level of engagement. Visitor engagement is defined in this study as being a transformational experience in which the visitor’s emotional and/or cognitive relationship with the heritage is altered. This is achieved when the visitor sufficiently experiences appropriate states of engagement across all stages of the visitor engagement framework. This study proposes guidance to advise and support heritage professionals and their associated designers in the design, development and implementation of interpretive digital media products. Within this guide sits the engagement framework which proposes a framework for engagement, defining the stages (process) and the states (experiences and behaviours) of visitor engagement with cultural heritage. In using this resource the cultural heritage practitioner can be confident of their capacity to run and deliver interpretive digital media projects regardless of their expertise in design or technology. This thesis proposes that well designed interpretive digital media can optimise the engagement of visitors in ways which cannot be achieved by any other single method of interpretation. This PhD contributes a design guide and an engagement framework to the existing field of knowledge regarding interpretive digital design
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