493 research outputs found

    Assessment of goal-directed behavior and prospective memory in adult ADHD with an online 3D videogame simulating everyday tasks

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    The diagnosis of ADHD is based on real-life attentional-executive deficits, but they are harder to detect in adults than in children and objective quantitative measures reflecting these everyday problems are lacking. We developed an online version of EPELI 3D videogame for naturalistic and scalable assessment of goal-directed action and prospective memory in adult ADHD. In EPELI, participants perform instructed everyday chores in a virtual apartment from memory. Our pre-registered hypothesis predicted weaker EPELI performances in adult ADHD compared to controls. The sample comprised 112 adults with ADHD and 255 neurotypical controls comparable in age (mean 31, SD = 8 years), gender distribution (71% females) and educational level. Using web-browser, the participants performed EPELI and other cognitive tasks, including Conner’s Continuous Performance Test (CPT). They also filled out questionnaires probing everyday executive performance and kept a 5-day diary of everyday prospective memory errors. Self-reported strategy use in the EPELI game was also examined. The ADHD participants’ self-ratings indicated clearly more everyday executive problems than in the controls. Differences in the EPELI game were mostly seen in the ADHD participants’ higher rates of task-irrelevant actions. Gender differences and a group × gender interaction was found in the number of correctly performed tasks, indicating poorer performance particularly in ADHD males. Discriminant validity of EPELI was similar to CPT. Strategy use strongly predicted EPELI performance in both groups. The results demonstrate the feasibility of EPELI for online assessment and highlight the role of impulsivity as a distinctive everyday life problem in adult ADHD.</p

    Cybercycling for cognitive health: Comparing physical mental and combined exercise

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    Several meta-analyses of randomized controlled trials (RCT) have shown exercise to improve cognitive function in normal aging, mild cognitive impairment (MCI) and dementia (Colcombe & Kramer, 2003, O’ Leary et al., 2011). Cognitive benefit from mental exercise alone is less definitive. A recent RCT (Anderson-Hanley et al., 2012) found greater benefit from three months of virtual-reality enhanced exercise than physical exercise alone among 79 independent living older adults. The current study aimed to replicate this work. In this study, six seniors that either lived or worked at Schaffer Heights were enrolled in the study. Participants were randomized into one of two conditions for three months: mental exercise (videogame only) or interactive mental and physical exercise (videogame controlled by pedaling). It has been hypothesized that simultaneous interactive mental and physical exercise will yield greater cognitive benefits than mental exercise alone. This report documents enrollee characteristics, which revealed great variability among participants. This report also documents the feasibility of methodology and splitting apart interactive mental and physical exercise. Additional time is needed in order to see any trend in the data, as this report only examines the first portion of the three month long intervention. Future research is needed to build upon this pilot work in order to test the data and methodology among the greater older adult population

    Heuristic usability evaluation on games: a modular approach

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    Heuristic evaluation is the preferred method to assess usability in games when experts conduct this evaluation. Many heuristics guidelines have been proposed attending to specificities of games but they only focus on specific subsets of games or platforms. In fact, to date the most used guideline to evaluate games usability is still Nielsen’s proposal, which is focused on generic software. As a result, most evaluations do not cover important aspects in games such as mobility, multiplayer interactions, enjoyability and playability, etc. To promote the usage of new heuristics adapted to different game and platform aspects we propose a modular approach based on the classification of existing game heuristics using metadata and a tool, MUSE (Meta-heUristics uSability Evaluation tool) for games, which allows a rebuild of heuristic guidelines based on metadata selection in order to obtain a customized list for every real evaluation case. The usage of these new rebuilt heuristic guidelines allows an explicit attendance to a wide range of usability aspects in games and a better detection of usability issues. We preliminarily evaluate MUSE with an analysis of two different games, using both the Nielsen’s heuristics and the customized heuristic lists generated by our tool.Unión Europea PI055-15/E0

    Development of Items Designed to Evaluate Activity Performance and Participation in Children and Adolescents with Spinal Cord Injury

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    Background/Objective. Outcomes-based data, whether used clinically or for research, are difficult to collect in the pediatric spinal cord injury (SCI) population due to a lack of appropriate assessment measures. The purpose of this paper is twofold: to describe the process by which two item pools were developed to evaluate activity performance and participation among children with SCI and to introduce the resultant items specific to pediatric SCI. Methods. The process of item development, including construct development, review of related assessment tools, chart review, item writing and refinement using focus groups, cognitive interviews, and further refinement, was used to create the items pools for activity and participation for children and adolescents with SCI. Results. A total of 347 items were written for the activity performance construct and 61 items were written for the participation construct. Several domains were established within each construct and items were written for both child and parent respondents. Conclusion. The process of detailed item development is the first step in the process of developing an outcomes instrument for children and adolescents with SCI to assess activity performance and participation. The items are representative of pediatric SCI because they address areas specific to children and adolescents with SCI such as wheeled mobility, upper extremity function with adaptive equipment, role performance, and socialization. After testing these items in calibration studies, we will determine if these items can be developed into effective computer-adaptive testing applications

    Effects of input modality and expertise on workload and video game performance

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    A recent trend in consumer and military electronics has been to allow operators the option to control the system via novel control methods. The most prevalent and available form of these methods is that of vocal control. Vocal control allows for the control of a system by speaking commands rather than manually inputting them. This has not only implications for increased productivity but also optimizing safety, and assisting the disabled population. Past research has examined the potential costs and benefits to this novel control scheme with varying results. The purpose of this study was to further examine the relationship between modality of input, operator workload, and expertise. The results obtained indicated that vocal control may not be ideal in all situations as a method of input as participants experienced significantly higher amounts of workload than those in the manual condition. Additionally, expertise may be more specific than previously thought as participants in the vocal condition performed nearly identical at the task regardless of gaming expertise. The implications of the findings for this study suggest that vocal control be further examined as an effective method of user input, especially with regards to expertise and training effects

    Early diagnosis of frailty: Technological and non-intrusive devices for clinical detection

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    This work analyses different concepts for frailty diagnosis based on affordable standard technology such as smartphones or wearable devices. The goal is to provide ideas that go beyond classical diagnostic tools such as magnetic resonance imaging or tomography, thus changing the paradigm; enabling the detection of frailty without expensive facilities, in an ecological way for both patients and medical staff and even with continuous monitoring. Fried's five-point phenotype model of frailty along with a model based on trials and several classical physical tests were used for device classification. This work provides a starting point for future researchers who will have to try to bridge the gap separating elderly people from technology and medical tests in order to provide feasible, accurate and affordable tools for frailty monitoring for a wide range of users.This work was sponsored by the Spanish Ministry of Science, Innovation and Universities and the European Regional Development Fund (ERDF) across projects RTC-2017-6321-1 AEI/FEDER, UE, TEC2016-76021-C2-2-R AEI/FEDER, UE and PID2019-107270RB-C21/AEI/10.13039/501100011033, UE

    SpaceRaceEdu: Development of a Gamified Educational Tool for Self-Study and Evaluation

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    This Bachelor Thesis is an investigation into the field of new technologies in education with regards to the gamification of learning and examinations. The software created in this investigation is designed to increase student participation, foment teamwork, improve educational outlook, and serve as a psychologically less invasive way to examine a student’s knowledge when compared to a typical written exam. This investigation considers the experiences of teachers with varying years of experience in the educational field as well as a multitude of age ranges, to demonstrate how effective gamified education is at primary, secondary, and university level. The software developed in this thesis creates a limited virtual environment, inspired by contemporary multiplayer games, in which students work in teams to resolve tasks set out by the teacher. The game incorporates elements of limited competition as well as elements of cooperation. The cooperative aspects encourage teamwork and good sportsmanship while the competitive aspects increase the entertainment factor of typical class assignments. The aforementioned tasks involve visually appealing, gamified versions of multiple-choice questions, mathematical solutions, categorization, ordering and identification. These tasks are designed in such a way as to not negatively affect a student’s desire to learn, wherein they allow for unlimited, monitored retries and can be exited and returned to at a later point in the game. This means that the students are not discouraged through typical examination tactics like negative scoring on incorrect responses, rather, they are encouraged in a safe, diverting environment to make the mistakes that will help them grow as problem solvers and human beings. This software is designed to keep track of the number of tries a student takes to complete a task and the number of tasks completed by the student, as a way for the teacher to gauge the learning curve of each student individually. These statistics will be available for future revisions, allowing the teacher to, using their own discretion, evaluate the performance of their students. The testing process was completed through a series of opinionative surveys regarding limited gamplay videos. These initial tests have shown a positive response to the gamification of subject matter mostly in primary and secondary institutions, and university level studies which require higher levels of memorization rather than independent thought experiments and idea development. The student response was also positive, in that most students opted for revisions (if the subject matter permits) done using this software because of the entertainment value and the competitive aspects

    Evaluation of Multi-sensory Feedback in Virtual and Real Remote Environments in a USAR Robot Teleoperation Scenario

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    The area of Human-Robot Interaction deals with problems not only related to robots interacting with humans, but also with problems related to humans interacting and controlling robots. This dissertation focuses on the latter and evaluates multi-sensory (vision, hearing, touch, smell) feedback interfaces as a means to improve robot-operator cognition and performance. A set of four empirical studies using both simulated and real robotic systems evaluated a set of multi-sensory feedback interfaces with various levels of complexity. The task scenario for the robot in these studies involved the search for victims in a debris-filled environment after a fictitious catastrophic event (e.g., earthquake) took place. The results show that, if well-designed, multi-sensory feedback interfaces can indeed improve the robot operator data perception and performance. Improvements in operator performance were detected for navigation and search tasks despite minor increases in workload. In fact, some of the multi-sensory interfaces evaluated even led to a reduction in workload. The results also point out that redundant feedback is not always beneficial to the operator. While introducing the concept of operator omni-directional perception, that is, the operator’s capability of perceiving data or events coming from all senses and in all directions, this work explains that feedback redundancy is only beneficial when it enhances the operator omni-directional perception of data relevant to the task at hand. Last, the comprehensive methodology employed and refined over the course of the four studies is suggested as a starting point for the design of future HRI user studies. In summary, this work sheds some light on the benefits and challenges multi-sensory feedback interfaces bring, specifically on teleoperated robotics. It adds to our current understanding of these kinds of interfaces and provides a few insights to assist the continuation of research in the area

    A Strategic Audit of Nintendo Co., Ltd.

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    The astounding success of the Nintendo Switch since its launch in March 2017 has brought Nintendo back into the spotlight of the gaming industry. However, what strategies led to the Switch’s success, enabling Nintendo to come back from the complete and utter failure of the Wii U? Also, what does Nintendo need to do to maintain its success over the lifetime of the Switch and beyond? This paper offers a strategic analysis of Nintendo, examining the company’s history, recent products, competitive advantages, and reasons for the success of the Switch. It also provides an analysis of Nintendo’s internal and external environments through various analysis methods such as SWOT, PEST, and Porter’s Five Forces. Insights from these analyses are used to determine strategy evaluation criteria, offer multiple strategy options, evaluate these options, and recommend a new strategy, including an implementation plan, timeline, and contingency, for Nintendo to pursue in the future
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