143 research outputs found

    Proceedings

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    Hybrid Playful Experiences : Playing between Material and Digital - Hybridex Project, Final Report

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    Some of the futureā€™s most important product innovations will be made at the borderline of physical and immaterial realities. New technologies enable development where immaterial products become materialized in novel ways, while material products and environment will be augmented with digital services. In this evolution immaterial, digital services will form multifaceted value networks with material products. The creative and playful design solutions and user cultures will form the basis for the utilization of these novel potentials in design of innovative and engaging experiences

    Exergames experience in physical education : a review

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    Exergames are consoles that require a higher physical effort to play when compared to traditional video games. Active video games, active gaming, interactive games, movement-controlled video games, exertion games, and exergaming are terms used to define the kinds of video games in which the exertion interface enables a new experience. Exergames have added a component of physical activity to the otherwise motionless video game environment and have the potential to contribute to physical education classes by supplementing the current activity options and increasing student enjoyment. The use of exergames in schools has already shown positive results in the past through their potential to fight obesity. As for the pedagogical aspects of exergames, they have attracted educatorsā€™ attention due to the large number of games and activities that can be incorporated into the curriculum. In this way, the school must consider the development of a new physical education curriculum in which the key to promoting healthy physical activity in children and youth is enjoyment, using video games as a tool. In this context, the aim is to conduct a brief review of the use of exergames in physical education curriculum, exploring school curriculum, digital culture, and motivation and enjoyment for the learning processes in the video game environmen

    Afraid of Scooping : Case Study on Researcher Strategies against Fear of Scooping in the Context of Open Science

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    The risk of scooping is often used as a counter argument for open science, especially open data. In this case study I have examined openness strategies, practices and attitudes in two open collaboration research projects created by Finnish researchers, in order to understand what made them resistant to the fear of scooping. The radically open approach of the projects includes open by default funding proposals, co-authorship and community membership. Primary sources used are interviews of the projectsā€™ founding members. The analysis indicates that openness requires trust in close peers, but not necessarily in research community or society at large. Based on the case study evidence, focusing on intrinsic goals, like new knowledge and bringing about ethical reform, instead of external goals such as publications, supports openness. Understanding fundaments of science, philosophy of science and research ethics, can also have a beneficial effect on willingness to share. Whether there are aspects in open sharing that makes it seem riskier from the point of view of certain demographical groups within research community, such as women, could be worth closer inspection.The risk of scooping is often used as a counter argument for open science, especially open data. In this case study I have examined openness strategies, practices and attitudes in two open collaboration research projects created by Finnish researchers, in order to understand what made them resistant to the fear of scooping. The radically open approach of the projects includes open by default funding proposals, co-authorship and community membership. Primary sources used are interviews of the projectsā€™ founding members. The analysis indicates that openness requires trust in close peers, but not necessarily in research community or society at large. Based on the case study evidence, focusing on intrinsic goals, like new knowledge and bringing about ethical reform, instead of external goals such as publications, supports openness. Understanding fundaments of science, philosophy of science and research ethics, can also have a beneficial effect on willingness to share. Whether there are aspects in open sharing that makes it seem riskier from the point of view of certain demographical groups within research community, such as women, could be worth closer inspection.Peer reviewe

    An Autonomous Wearable System for Predicting and Detecting Localised Muscle Fatigue

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    Muscle fatigue is an established area of research and various types of muscle fatigue have been clinically investigated in order to fully understand the condition. This paper demonstrates a non-invasive technique used to automate the fatigue detection and prediction process. The system utilises the clinical aspects such as kinematics and surface electromyography (sEMG) of an athlete during isometric contractions. Various signal analysis methods are used illustrating their applicability in real-time settings. This demonstrated system can be used in sports scenarios to promote muscle growth/performance or prevent injury. To date, research on localised muscle fatigue focuses on the clinical side and lacks the implementation for detecting/predicting localised muscle fatigue using an autonomous system. Results show that automating the process of localised muscle fatigue detection/prediction is promising. The autonomous fatigue system was tested on five individuals showing 90.37% accuracy on average of correct classification and an error of 4.35% in predicting the time to when fatigue will onset

    From grids to clouds: a collective intelligence study for inter-cooperated infrastructures

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    Recently, more effort has been put into developing interoperable and distributed environments that offer users exceptional opportunities for utilizing resources over the internet. By utilising grids and clouds, resource consumers and providers, they gain significant benefits by either using or purchasing the computer processing capacities and the information provided by data centres. On the other hand, the collective intelligence paradigm is characterized as group based intelligence that emerges from the collaboration of many individuals, who in turn, define a coordinated knowledge model. It is envisaged that such a knowledge model could be of significant advantage if it is incorporated within the grid and cloud community. The dynamic load and access balancing of the grid and cloud data centres and the collective intelligence provides multiple opportunities, involving resource provisioning and development of scalable and heterogeneous applications. The contribution of this paper is that by utilizing grid and cloud resources, internal information stored within a public profile of each participant, resource providers as well as consumers, can lead to an effective mobilization of improved skills of members. We aim to unify the grid and cloud functionality as consumable computational power, for a) discussing the supreme advantages of such on-line resource utilization and provisioning models and b) analyzing the impact of the collective intelligence in the future trends of the aforementioned technologies

    Digital tools in participatory planning

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    Studies of Content-Mediated Interaction: Insights into Activities, Motivations and User Experience Design

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    The amount of user-generated digital content in social media has exploded during recent years. Currently, it is easy to capture and produce versatile personal content, for example, activity data that is recorded with devices, such as heart rate monitors or the preference data of the music you listen to. A plethora of services exists for content sharing. Sharing digital content, such as images, audio, and video allows people to express themselves, create new contacts, strengthen ties with existing contacts, and to collaborate with other people. Social activities through content can create a sense of belonging and being part of a community. Digital content mediates social interaction through online services. For example, a shared video tells someone the story of an event that they could not be physically present at, and then shared exercise data might inform others of an interesting cycle route for a specific type of exercise. The sharing of traditional, personal digital content such as photos and videos has been widely studied, but recently it has become increasingly common to produce different types of content collaboratively and various services enable social interaction around such content ā€“ not just the sharing of it. The guidance for designers on how to build services to enable users to engage in these interactions naturally is still limited. To design better services, we need a better understanding of user activities together with the shared content and the collaborative practices that they form. Thus, this work focuses on novel types of user-generated digital content as well as the related activities, motivations, and user experiences.This compound thesis contributes to the research field of human-computer interaction; more specifically, the user experience. The thesis contains findings from six user case studies, involving a total of 328 participants. Through the case studies, we identified the elements that contribute to the user experience of content-mediated interaction with various content types. The theoretical contribution of this work is the introduction of the concept of contentmediated interaction. This work identifies the different elements that affect content-mediated interaction, and builds a content-mediated interaction model. The work extends the knowledge of user activities and the related user experience with novel types of shared content and of the userā€™s motivation to participate in content-mediated interaction. As a practical outcome, the thesis presents design implications. The thesis first proposes that understanding content-mediated interaction helps to design better applications and services that support online social interaction. Second, this helps to evaluate and refine the existing services as well as understand the emerging new content types in the future. Understanding the underlying activities and motivations supports the creation of new interaction features, service concepts, and finally, identifying business prospects

    The Benefits of Extended Reality for Technical Communication : Utilizing XR for Maintenance Documentation Creation and Delivery

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    The main goal of this dissertation is to explore the benefits of extended reality for technical communication. Both of these fields offer opportunities and also pose challenges to each other, and this dissertation provides insight into this relationship. The research was initiated by the authorā€™s personal interest in both fields and also human-technology interaction and user needs in general. Even though this is an academic dissertation, it is first and foremost a practitionerā€™s view of these evolving technologies and their potential uses in industry and, specifically, in industrial maintenance and technical communication. Under the umbrella of extended reality and technical communication, this dissertation focuses on two main themes. The first part studies virtual reality as a technology to facilitate collaboration and digital content creation for technical documentation in industrial companies, and the second part explores the possibilities of augmented reality and smart glasses as a delivery channel for maintenance instructions. The developed concepts were tested by domain experts in user tests. The overall results of testing were positive, and domain experts expressed enthusiasm toward the concepts and technologies in general. The technical documentation process is an inherently collaborative process involving stakeholders from different teams and organizations, and virtual reality was evaluated to have a positive effect on that process, especially in the case of globally scattered teams. The developed tools were also rated positively for digital content creation. Therefore, virtual reality offers many benefits for technical documentation creation, an area where it has not been utilized until now. On the augmented reality side, domain experts were generally enthusiastic about the use of smart glasses even though the technologies are not yet mature enough for field use in industrial maintenance. Furthermore, the results show that content created in the technical communications industry standard, DITA XML, works well when delivered to smart glasses, and the same content can be single sourced to other delivery channels. The use of DITA XML, therefore, eliminates the need to tailor content for each delivery channel separately, and offers an effective way to create and update content for AR applications in industrial companies. This, in turn, can advance the use of AR technologies and related devices in field operations in industrial companies. In conclusion, the findings of this dissertation show that the fields of technical communication and extended reality have a significant amount of synergy. In this dissertation I establish use cases and guidelines for these areas

    A Theoretical Framework for Serious Game Design: Exploring Pedagogy, Play and Fidelity and their Implications for the Design Process

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    It is widely acknowledged that digital games can provide an engaging, motivating and ā€œfunā€ experience for students. However an entertaining game does not necessarily constitute a meaningful, valuable learning experience. For this reason, experts espouse the importance of underpinning serious games with a sound theoretical framework which integrates and balances theories from two fields of practice: pedagogy and game design (Kiili, 2005; Seeney & Routledge, 2009). Additionally, with the advent of sophisticated, immersive technologies, and increasing interest in the opportunities for constructivist learning offered by these technologies, concepts of fidelity and its impact on student learning and engagement, have emerged (Aldrich, 2005; Harteveld et al., 2007, 2010). This paper will explore a triadic theoretical framework for serious game design comprising play, pedagogy and fidelity. It will outline underpinning theories, review key literatures and identify challenges and issues involved in balancing these elements in the process of serious game design
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