28 research outputs found

    Design for Transfer:figural transfer through metaphorical recontextualization in Games for Health

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    Why are serious games often less attractive to play? How is it possible that since the 70's it has seldom been possible to design really good and attractive Games for Health (G4H)? And why isn't serious gaming an essential part of our medical curricula, knowing that it is a learning tool with enormous potential? This dissertation shows that G4Hs are almost always simulations of reality, in which an attempt is made to approach a certain degree of similarity with professional practice. Yet games do not always have to be literal representations of reality. By linking an educational theory about figural transfer that has fallen into oblivion to the manifestations of serious games, this research argues for a 'design for transfer-rationale' with which different, and perhaps even better, serious games can be designed. This way of thinking requires a design research approach, necessary to recontextualize existing insights in a research-based manner towards new game contexts. This dissertation also makes concrete recommendations regarding educational innovation, the need for design-oriented research, and the importance of good design in Health

    Sources of Computer Metaphors for Visualization and Human-Computer Interaction

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    This chapter is devoted to finding sources for metaphors of computer visualization and human-computer interaction. Computer metaphor is considered the basic idea for the development of interfaces, visualization views, and scenarios of visualization and interaction. Global metaphors map the main design idea. These ideas depend on global events and changes in society, art, and science. In the “pre-computer” era, such ideas formed the basics of cartography, engineering drawings, and drawing function graphs on the Cartesian plane. When designing visualization and interactive systems, computer metaphors use “magic features” beside analogies with daily life. Nowadays ideas of visualization are often based on “gamification.” This approach presupposes creating tools that provide software engineers with an interface similar to that of computer games. In this chapter, ideas drawn upon fairy tales, science fiction books, fantasy films, and other similar spheres are considered as sources of computer metaphors. Such metaphors are very interesting when designing visualization systems based on virtual reality

    HindSight: Encouraging Exploration through Direct Encoding of Personal Interaction History

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    Physical and digital objects often leave markers of our use. Website links turn purple after we visit them, for example, showing us information we have yet to explore. These “footprints” of interaction offer substantial benefits in information saturated environments - they enable us to easily revisit old information, systematically explore new information, and quickly resume tasks after interruption. While applying these design principles have been successful in HCI contexts, direct encodings of personal interaction history have received scarce attention in data visualization. One reason is that there is little guidance for integrating history into visualizations where many visual channels are already occupied by data. More importantly, there is not firm evidence that making users aware of their interaction history results in benefits with regards to exploration or insights. Following these observations, we propose HindSight - an umbrella term for the design space of representing interaction history directly in existing data visualizations. In this paper, we examine the value of HindSight principles by augmenting existing visualizations with visual indicators of user interaction history (e.g. How the Recession Shaped the Economy in 255 Charts, NYTimes). In controlled experiments of over 400 participants, we found that HindSight designs generally encouraged people to visit more data and recall different insights after interaction. The results of our experiments suggest that simple additions to visualizations can make users aware of their interaction history, and that these additions significantly impact users\u27 exploration and insights

    HindSight: Encouraging Exploration through Direct Encoding of Personal Interaction History

    Get PDF
    Physical and digital objects often leave markers of our use. Website links turn purple after we visit them, for example, showing us information we have yet to explore. These “footprints” of interaction offer substantial benefits in information saturated environments - they enable us to easily revisit old information, systematically explore new information, and quickly resume tasks after interruption. While applying these design principles have been successful in HCI contexts, direct encodings of personal interaction history have received scarce attention in data visualization. One reason is that there is little guidance for integrating history into visualizations where many visual channels are already occupied by data. More importantly, there is not firm evidence that making users aware of their interaction history results in benefits with regards to exploration or insights. Following these observations, we propose HindSight - an umbrella term for the design space of representing interaction history directly in existing data visualizations. In this paper, we examine the value of HindSight principles by augmenting existing visualizations with visual indicators of user interaction history (e.g. How the Recession Shaped the Economy in 255 Charts, NYTimes). In controlled experiments of over 400 participants, we found that HindSight designs generally encouraged people to visit more data and recall different insights after interaction. The results of our experiments suggest that simple additions to visualizations can make users aware of their interaction history, and that these additions significantly impact users\u27 exploration and insights

    Adaptive Units of Learning and Educational Videogames

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    In this paper, we propose three different ways of using IMS Learning Design to support online adaptive learning modules that include educational videogames. The first approach relies on IMS LD to support adaptation procedures where the educational games are considered as Learning Objects. These games can be included instead of traditional content to adapt the learning experience to the preferences of the student. In the second approach, the game engine supports the entire adaptation cycle, simply using IMS LD as a delivery mechanism for the packages containing the games. The learner profile is used to adapt the game, and the activity within the game is used to adjust the profile. Finally, the third approach stands between the other two, using IMS LD to model the general adaptation guidelines and then refining the adaptation inside the games. We illustrate these approaches with the <e-Adventure> educational game engine, which includes the mechanisms required to support these adaptation cycles.Editors: Daniel Burgos

    Digital anthropology and educational eGames: learning through behavioural patterns in digital, game-based contexts

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    The selected publications are focused on the relations between users, eGames and the educational context, and how they interact together, so that both learning and user performance are improved through feedback provision. A key part of this analysis is the identification of behavioural, anthropological patterns, so that users can be clustered based on their actions, and the steps taken in the system (e.g. social network, online community, or virtual campus). In doing so, we can analyse large data sets of information made by a broad user sample,which will provide more accurate statistical reports and readings. Furthermore, this research is focused on how users can be clustered based on individual and group behaviour, so that a personalized support through feedback is provided, and the personal learning process is improved as well as the group interaction. We take inputs from every person and from the group they belong to, cluster the contributions, find behavioural patterns and provide personalized feedback to the individual and the group, based on personal and group findings. And we do all this in the context of educational games integrated in learning communities and learning management systems. To carry out this research we design a set of research questions along the 10-year published work presented in this thesis. We ask if the users can be clustered together based on the inputs provided by them and their groups; if and how these data are useful to improve the learner performance and the group interaction; if and how feedback becomes a useful tool for such pedagogical goal; if and how eGames become a powerful context to deploy the pedagogical methodology and the various research methods and activities that make use of that feedback to encourage learning and interaction; if and how a game design and a learning design must be defined and implemented to achieve these objectives, and to facilitate the productive authoring and integration of eGames in pedagogical contexts and frameworks. We conclude that educational games are a resourceful tool to provide a user experience towards a better personalized learning performance and an enhance group interaction along the way. To do so, eGames, while integrated in an educational context, must follow a specific set of user and technical requirements, so that the playful context supports the pedagogical model underneath. We also conclude that, while playing, users can be clustered based on their personal behaviour and interaction with others, thanks to the pattern identification. Based on this information, a set of recommendations are provided Digital Anthropology and educational eGames 6 /216 to the user and the group in the form of personalized feedback, timely managed for an optimum impact on learning performance and group interaction level. In this research, Digital Anthropology is introduced as a concept at a late stage to provide a backbone across various academic fields including: Social Science, Cognitive Science, Behavioural Science, Educational games and, of course, Technology-enhance learning. Although just recently described as an evolution of traditional anthropology, this approach to digital behaviour and social structure facilitates the understanding amongst fields and a comprehensive view towards a combined approach. This research takes forward the already existing work and published research onusers and eGames for learning, and turns the focus onto the next step — the clustering of users based on their behaviour and offering proper, personalized feedback to the user based on that clustering, rather than just on isolated inputs from every user. Indeed, this pattern recognition in the described context of eGames in educational contexts, and towards the presented aim of personalized counselling to the user and the group through feedback, is something that has not been accomplished before

    Archiving social survey data in Africa : an overview of African microdata curation and the role of survey data archives in data management in Africa

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    Includes bibliographical references (p. 124-157).This study examines current practice in the curation of social survey data in African countries and makes suggestions for future improvements in this regard. Curation of data refers to its preservation and management for reuse. Utilising survey data for the study of social phenomena other than those for which the original survey was initiated is a relatively new research approach in Africa. Thus best practice for this type of research is still being put in place by African organisations. This involves the development of optimal means of processing and storing the data for re-use. Of concern to this study is what constitutes the most effective way of managing and sharing the information garnered from these surveys as a resource for economic and social development in Africa. Social survey data refers to both the statistical information which is the final product of censuses or sample surveys, and the documentation provided with the data to facilitate its reuse. Documentation includes technical notes and questionnaires used in the survey process, as well as meta data (detailed information about the data) and reports produced concerning the final survey findings. The research looks at the history of the management of social survey data worldwide and in African countries, and the policies and processes involved in curating survey information in these countries. The comparative component of the study examines developments in this field internationally and compares these to practices on the African continent. International best practice in the field has been used to evaluate current methods of survey data archiving in African countries. The study presents strategies to ensure the optimal preservation and effective sharing of survey data among countries of the region. Strategies for the establishment of a Pan African network of data sharing organisations are suggested to support future repurposing of African census and survey data

    Functional requirements for computer conferencing and computer mediated communications

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    This paper is a compilation of the desirable functionality for Computerized Conferencing Systems. It is based upon the research and evaluation activities of the Conferencing Center at NJIT and can he considered as an overall set of objectives for the development of its Conferencing Systems
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