4,398 research outputs found
Comparative Design-Based Research: How Afterschool Programs Impact Learners' Engagement with a Video Game Codesign
Community-based afterschool programs are valuable spaces for researchers to
codesign technologies with direct relevance to local communities. However,
afterschool programs differ in resources available, culture, and student
demographics in ways that may impact the efficacy of the codesign process and
outcome. We ran a series of multi-week educational game codesign workshops
across five programs over twenty weeks and found notable differences, despite
deploying the same protocol. Our findings characterize three types of programs:
Safe Havens, Recreation Centers, and Homework Helpers. We note major
differences in students' patterns of participation directly influenced by each
program's culture and expectations for equitable partnerships and introduce
Comparative Design-Based Research (cDBR) as a beneficial lens for codesign
Is participatory design associated with the effectiveness of serious digital games for healthy lifestyle promotion? : a meta-analysis
Background: Serious digital games can be effective at changing healthy lifestyles, but large differences in their effectiveness exist. The extent of user involvement in game design may contribute to game effectiveness by creating a better fit with user preferences. Participatory design (PD), which represents active user involvement as informant (ie, users are asked for input and feedback) or codesigner (ie, users as equal partners in the design) early on and throughout the game development, may be associated with higher game effectiveness, as opposed to no user involvement or limited user involvement.
Objective: This paper reports the results of a meta-analysis examining the moderating role of PD in the effectiveness of serious digital games for healthy lifestyle promotion.
Methods: Four databases were searched for peer-reviewed papers in English that were published or in press before October 2014, using a (group-) randomized controlled trial design. Effectiveness data were derived from another meta-analysis assessing the role of behavior change techniques and game features in serious game effectiveness.
Results: A total of 58 games evaluated in 61 studies were included. As previously reported, serious digital games had positive effects on healthy lifestyles and their determinants. Unexpectedly, PD (g=0.075, 95% CI 0.017 to 0.133) throughout game development was related to lower game effectiveness on behavior (Q=6.74, P<.05) than when users were only involved as testers (g=0.520, 95% CI 0.150 to 0.890, P<.01). Games developed with PD (g=0.171, 95% CI 0.061 to 0.281, P<.01) were also related to lower game effectiveness on self-efficacy (Q=7.83, P<.05) than when users were not involved in game design (g=0.384, 95% CI 0.283 to 0.485, P<.001). Some differences were noted depending on age group, publication year of the study, and on the specific role in PD (ie, informant or codesigner), and depending on the game design element. Games developed with PD were more effective in changing behavioral determinants when they included users in design elements on game dynamics (beta=.215, 95% CI .075 to .356, P<.01) and, more specifically, as an informant (beta=.235, 95% CI .079 to .329, P<.01). Involving users as informants in PD to create game levels was also related to higher game effectiveness (Q=7.02, P<.01). Codesign was related to higher effectiveness when used to create the game challenge (Q=11.23, P<.01), but to lower game effectiveness when used to create characters (Q=4.36, P<.05) and the game world (Q=3.99, P<.05).
Conclusions: The findings do not support higher effectiveness of games developed with PD. However, significant differences existed among PD games. More support was found for informant roles than for codesign roles. When PD was applied to game dynamics, levels, and game challenge, this was associated with higher effectiveness than when it was applied to game aesthetics. Since user involvement may have an important influence on reach, adoption, and implementation of the intervention, further research and design efforts are needed to enhance effectiveness of serious games developed with PD
FASTCUDA: Open Source FPGA Accelerator &amp; Hardware-Software Codesign Toolset for CUDA Kernels
Using FPGAs as hardware accelerators that communicate with a central CPU is becoming a common practice in the embedded design world but there is no standard methodology and toolset to facilitate this path yet. On the other hand, languages such as CUDA and OpenCL provide standard development environments for Graphical Processing Unit (GPU) programming. FASTCUDA is a platform that provides the necessary software toolset, hardware architecture, and design methodology to efficiently adapt the CUDA approach into a new FPGA design flow. With FASTCUDA, the CUDA kernels of a CUDA-based application are partitioned into two groups with minimal user intervention: those that are compiled and executed in parallel software, and those that are synthesized and implemented in hardware. A modern low power FPGA can provide the processing power (via numerous embedded micro-CPUs) and the logic capacity for both the software and hardware implementations of the CUDA kernels. This paper describes the system requirements and the architectural decisions behind the FASTCUDA approach
Neuro-inspired system for real-time vision sensor tilt correction
Neuromorphic engineering tries to mimic biological
information processing. Address-Event-Representation (AER)
is an asynchronous protocol for transferring the information of
spiking neuro-inspired systems. Currently AER systems are able
sense visual and auditory stimulus, to process information, to
learn, to control robots, etc. In this paper we present an AER
based layer able to correct in real time the tilt of an AER vision
sensor, using a high speed algorithmic mapping layer. A codesign
platform (the AER-Robot platform), with a Xilinx
Spartan 3 FPGA and an 8051 USB microcontroller, has been
used to implement the system. Testing it with the help of the
USBAERmini2 board and the jAER software.Junta de Andalucía P06-TIC-01417Ministerio de Educación y Ciencia TEC2006-11730-C03-02Ministerio de Ciencia e Innovación TEC2009-10639-C04-0
Integrating communication protocol selection with partitioning in hardware/software codesign
This paper presents a codesign approach which incorpo-rates communication protocol selection as a design param-eter within hardware/software partitioning. The presented approach takes into account data transfer rates depending on communication protocol types and configurations, and different operating frequencies of system components, i.e. CPUs, ASICs, and busses. It also takes into account the tim-ing and area influences of drivers and driver calls needed to perform the communication. The approach is illustrated by a number of design space exploration experiments which use models of the PCI and USB communication protocols. 1
Towards a Scalable Hardware/Software Co-Design Platform for Real-time Pedestrian Tracking Based on a ZYNQ-7000 Device
Currently, most designers face a daunting task to
research different design flows and learn the intricacies of
specific software from various manufacturers in
hardware/software co-design. An urgent need of creating a
scalable hardware/software co-design platform has become a key
strategic element for developing hardware/software integrated
systems. In this paper, we propose a new design flow for building
a scalable co-design platform on FPGA-based system-on-chip.
We employ an integrated approach to implement a histogram
oriented gradients (HOG) and a support vector machine (SVM)
classification on a programmable device for pedestrian tracking.
Not only was hardware resource analysis reported, but the
precision and success rates of pedestrian tracking on nine open
access image data sets are also analysed. Finally, our proposed
design flow can be used for any real-time image processingrelated
products on programmable ZYNQ-based embedded
systems, which benefits from a reduced design time and provide a
scalable solution for embedded image processing products
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