37,372 research outputs found
Exergame design for elderly users: the case study of SilverBalance
In this paper, we discuss chances and challenges of game design for an elderly audience with a focus on the development of safe and usable exertion games for frail senior citizens. Based on an analysis of theoretical constraints, we conducted a case study which implements different balance tasks for elderly players featuring the Nintendo Wii Balance Board which encourages users to actively engage in game play. Furthermore, we tested the feasibility of the board as input device for our case study SilverBalance. Our results indicate that age-related impairments influence the use of video games among frail elderly in many respects, hence their needs have to be considered during the design process. In this context, our paper provides a foundation for future research regarding digital games for the elderly. Ă© 2010 ACM
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any productâs acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
Recommended from our members
Digital games: motivation, engagement and informal learning
This thesis investigates the relationships between motivation, engagement and informal learning, with respect to digital games and adult players. Following the reconceptualisation of motivation and engagement (as forms of micro and macro level involvement respectively) three linked studies were conducted.
In the first study, 30 players were interviewed via email about their gaming experiences. The resulting set of learning categories and themes drew attention to learning on a game, skill and personal level, which arose from micro-level gameplay and macro-level interaction with wider communities and resources. The second investigation consisted of eight case studies that examined how involvement and learning come together in practice. Participants were observed in the lab during two gameplay sessions and kept gaming diaries over a three week period. A method for categorising game-play breakdowns and breakthroughs (relating to action, understanding and involvement) was developed in order to analyse several hours of gameplay footage. The previous categories and themes were also applied to the data. The findings suggested a relationship between macro-involvement and player identity, which was further investigated by a third survey study (with 232 respondents). The survey helped to establish a link between identity, involvement, and learning; the more strongly someone identifies as a gamer, the more likely they are to learn from their involvement in gaming practice.
Four main contributions are presented: (1) an empirical account of how informal learning occurs as a result of micro and macro-involvement within a gaming context, (2) an in-depth understanding of how breakdowns and breakthroughs relate to each other during play, (3) a set of categories that represent the range of learning experienced by players, and (4) a consideration of the role player identity serves with respect to learning and involvement
Communication, Affect, & Learning in the Classroom
The purpose of the handbook was to synthesize the first three decades of research in instructional communication into a single volume that could help both researchers and instructors understand the value of communication in the instructional process.Preface1.Teaching As a Communication Process
The Instructional Communication Process
The Teacher
The Content
The Instructional Strategy
The Student
The Feedback/Evaluation
The Learning Environment/Instructional Context
Kiblerâs Model of Instruction
The ADDIE Model of Instructional Design2.Communicating With Instructional Objectives
Why Some Teachers Resent Objectives
The Value of Objectives
What Objectives Should Communicate3.Instructional Communication Strategies
The Teacher As a Speaker
The Teacher As a Moderator
The Teacher As a Trainer
The Teacher As a Manager
The Teacher As a Coordinator & Innovator4.Communication, Affect, and Student Needs
Measuring Student Affect
Basic Academic Needs of Students
Traditional Interpersonal Need Models
Outcomes of Meeting Student Needs5.Learning Styles
What is Learning Style?
Dimensions of Learning Style and Their Assessment
Matching, Bridging, and Style-Flexing6.Classroom Anxieties and Fears
Communication Apprehension
Receiver Apprehension
Writing Apprehension
Fear of Teacher
Evaluation Apprehension
Classroom Anxiety
Probable Causes of Classroom Anxiety
Communication Strategies for Reducing Classroom Anxiety7.Communication And Student Self-Concept
Student Self-Concept: Some Definitions
Characteristics of the Self
Development of Student Self-Concept
Dimensions of Student Self-Concept
Self-Concept and Academic Achievement
Effects of Self-Concept on Achievement
Poker Chip Theory of Learning
Communication Strategies for Nurturing and Building Realistic Student Self-Concept8.Instructional Assessment:Feedback,Grading, and Affect
Defining the Assessment Process
Evaluative Feedback
Descriptive Feedback
Assessment and Affect
Competition and Cooperation in Learning Environments9.Traditional and Mastery Learning Systems
Traditional Education Systems
Mastery Learning
Modified Mastery Learning10.Student Misbehavior and Classroom Management
Why Students Misbehave
Categories of Student Behaviors
Studentsâ Effects on Affect in the Classroom
Communication, Affect, and Classroom Management
Communication Techniques for Increasing or Decreasing Student Behavior11.Teacher Misbehaviors and Communication
Why Teachers Misbehave
Common Teacher Misbehaviors
Implications for the Educational Systems12.Teacher Self-Concept and Communication
Dimensions of Teacher Self-Concept
Development of Teacher Self-Concept
Strategies for Increasing Teacher Self-Concept13.Increasing Classroom Affect Through
Teacher Communication Style
Communicator Style Concept
Types of Communicator Styles
Teacher Communication Style
Teacher Communicator Behaviors That Build Affect14.Teacher Temperament in the Classroom
Four Personality Types
Popular Sanguine
Perfect Melancholy
Powerful Choleric
Peaceful Phlegmatic
Personality Blends15.Teacher Communication: Performance and Burnout Teaching: A Multifaceted Job
Roles of an Instructional Manager
Teacher Burnout
Symptoms of Teacher Burnout
Causes of Teacher Burnout
Methods for Avoiding Burnout
Mentoring to Prevent BurnoutAppendix A To Mrs. Russell:
Without You This Never Would Have HappenedGlossaryInde
How people find videos
At present very little is known about how people locate and view videos 'in the wild'. This study draws a rich picture of everyday video seeking strategies and video information needs, based on an ethnographic study of New Zealand university students. These insights into the participants' activities and motivations suggest potentially useful facilities for a video digital library
Finding video on the web
At present very little is known about how people locate and view videos. This study draws a rich picture of everyday video seeking strategies and video information needs, based on an ethnographic study of New Zealand university students. These insights into the participantsâ activities and motivations suggest potentially useful facilities for a video digital library
Automatic mental processes, automatic actions and behaviours in game transfer phenomena: an empirical self-report study using online forum data
Previous studies have demonstrated that the playing of videogames can have both intended and unintended effects. The purpose of this study was to investigate the influence of videogames on playersâ mental processes and behaviours in day-to-day settings. A total of 1,023 self-reports from 762 gamers collected from online videogame forums were classified, quantified, described and explained. The data include automatic thoughts, sensations and impulses, automatic mental replays of the game in real life, and voluntary/involuntary behaviours with videogame content. Many gamers reported that they had responded â at least sometimes â to real life stimuli as if they were still playing videogames. This included overreactions, avoidances, and involuntary movements of limbs. These experiences lasted relatively short periods of time but in a minority of players were recurrent. The gamers' experiences appeared to be enhanced by virtual embodiment, repetitive manipulation of game controls, and their gaming habits. However, similar phenomena may also occur when doing other non-gaming activities. The implications of these game transfer experiences are discussed
Game Changer: Investing in Digital Play to Advance Children's Learning and Health
Based on a literature review and interviews with digital learning experts, explores how digital games can foster skills and knowledge for better academic performance and health. Makes recommendations for government research, partnerships, and media
Closing the loop in exergaming - Health benefits of biocybernetic adaptation in senior adults
Exergames help senior players to get physically active by
promoting fun and enjoyment while exercising. However,
most exergames are not designed to produce recommended
levels of exercise that elicit adequate physical responses for
optimal training in the aged population. In this project, we
developed physiological computing technologies to
overcome this issue by making real-time adaptations in a
custom exergame based on recommendations for targeted
heart rate (HR) levels. This biocybernetic adaptation was
evaluated against conventional cardiorespiratory training in
a group of active senior adults through a floor-projected
exergame and a smartwatch to record HR data. Results
showed that the physiologically-augmented exergame leads
players to exert around 40% more time in the recommended
HR levels, compared to the conventional training, avoiding
over exercising and maintaining good enjoyment levels.
Finally, we made available our biocybernetic adaptation
software tool to enable the creation of physiological adaptive
videogames, permitting the replication of our study.info:eu-repo/semantics/publishedVersio
Fall prevention intervention technologies: A conceptual framework and survey of the state of the art
In recent years, an ever increasing range of technology-based applications have been developed with the goal of assisting in the delivery of more effective and efficient fall prevention interventions. Whilst there have been a number of studies that have surveyed technologies for a particular sub-domain of fall prevention, there is no existing research which surveys the full spectrum of falls prevention interventions and characterises the range of technologies that have augmented this landscape. This study presents a conceptual framework and survey of the state of the art of technology-based fall prevention systems which is derived from a systematic template analysis of studies presented in contemporary research literature. The framework proposes four broad categories of fall prevention intervention system: Pre-fall prevention; Post-fall prevention; Fall injury prevention; Cross-fall prevention. Other categories include, Application type, Technology deployment platform, Information sources, Deployment environment, User interface type, and Collaborative function. After presenting the conceptual framework, a detailed survey of the state of the art is presented as a function of the proposed framework. A number of research challenges emerge as a result of surveying the research literature, which include a need for: new systems that focus on overcoming extrinsic falls risk factors; systems that support the environmental risk assessment process; systems that enable patients and practitioners to develop more collaborative relationships and engage in shared decision making during falls risk assessment and prevention activities. In response to these challenges, recommendations and future research directions are proposed to overcome each respective challenge.The Royal Society, grant Ref: RG13082
- âŠ