546 research outputs found

    A framework for the integration of serious games and the Internet of Things (IoT)

    Get PDF
    Serious Games and the Internet of Things are research topics of high interest. The integration of these two domains has the potential for innovative new applications. This paper presents a framework for the combination of Serious Games and the Internet of Things. In addition, we present the system architecture for a Smart Serious Game ( SSG ) developed for measuring student engagement, and define the difference between an event driven game and an SSG. This paper also includes the updated data algorithms for representing student engagement as game points, based on further consideration on our previous publication

    The Development of a Modular Framework for Serious Games and the Internet of Things

    Get PDF
    The combination of Serious Games and the Internet of Things is a recent academic domain of research. By combining the software and gaming advantages of Serious Games with the interconnected hardware and middleware driven ecosystem of the Internet of Things, it is possible to develop data-driven games that source data from the local or extended physical environment to progress in the virtual environment of gaming. The following thesis presents research into Serious Games and the Internet of Things, focusing on the development of a modular framework that represents the combination of the two technologies. Current research in the domain of Smart Serious Games omits a modular framework that is application independent and outlines the software and hardware interaction between Serious Games and the Internet of Things, therefore this thesis is the first to introduce one. By developing such a framework, this thesis contributes to the academic domain and encourages new and innovative real-world applications of Smart Serious Games that include healthcare, education, simulation and others. Further to the framework, this thesis presents a survey into the network topologies for Serious Games and the Internet of Things and a computer algorithm that provides a measure of student engagement, integrated into a Smart Serious Game developed as part of the undertaken research named Student Engagement Application (SEA). This thesis utilises a semester-long experiment and the techniques of control groups and randomised controlled trials to investigate and compare the measures of engagement obtained through SEA and self-reflection questionnaires, and the measure of student engagement against academic performance, respectively. After statistical analysis, the data presented strong confidence in the measure of engagement through SEA, validating the effectiveness of the proposed framework for Smart Serious Games

    Improving personalized elderly care: an approach using cognitive agents to better assist elderly people

    Get PDF
    Tesis por compendio de publicaciones[ES]El envejecimiento de la población a nivel global es una constante cada vez más presente en el día a día y las consecuencias derivadas de este problema son cada vez más impactantes para el correcto funcionamiento y estructuración de la sociedad. En este contexto, hablamos de consecuencias a nivel de crecimiento económico, estilos de vida (y jubilación), relaciones familiares, recursos disponibles por el gobierno a la franja etaria más anciana e inevitablemente la prevalencia de enfermedades crónicas. Es ante esta realidad que surge la necesidad de desarrollo y promoción de estrategias eficaces en el acompañamiento, prevención y estímulo al envejecimiento activo y saludable de la población para garantizar que las personas ancianas continúen teniendo un papel relevante en la sociedad en lugar de someterse al aislamiento y fácil deterioro de las capacidades físicas, cognitivas, emocionales y sociales. De esta forma, tiene todo el sentido aprovechar todos los desarrollos tecnológicos verificados en los últimos años, principalmente en lo que se refiere a avances en las áreas de dispositivos móviles, inteligencia artificial y sistemas de monitoreo y crear soluciones capaces de brindar apoyo diariamente al recopilar datos e indicadores del estado de salud y, en respuesta, proporcionar diversas acciones personalizadas que motiven la adopción de mejores hábitos de salud y medios para lograr este envejecimiento activo y saludable. El desafío consiste en motivar a esta población a conciliar su día a día con el interés y la voluntad de utilizar aplicaciones y sistemas que brinden este apoyo personalizado. Algunas de las abordajes recientemente explorados en la literatura con este objetivo y que han alcanzado resultados prometedores se basan en la utilización de técnicas de gamificación e incentivo al cumplimiento de desafíos a nivel de salud (como si la persona estuviera jugando un juego) y la utilización de interacciones personalizadas con objetos (ya sean físicos como robots o virtuales como avatares) capaces de brindar feedback más personal, creando así una conexión más cercana entre ambas entidades. El trabajo aquí presentado combina estas ideas y resulta en un enfoque inteligente para la promoción del bienestar de la población anciana a través de un sistema de cuidados de salud personalizado. Este sistema incorpora diversas técnicas de gamificación para la promoción de mejores hábitos y comportamientos, y la utilización de un asistente virtual cognitivo capaz de entender las necesidades e intereses del usuario para posibilitar un feedback e interacción personalizados con el fin de ayudar y motivar al cumplimiento de los diferentes desafíos y objetivos que se identifiquen. El enfoque propuesto fue validado a través de un estudio con 12 usuarios ancianos y se lograron resultados significativos en términos de usabilidad, aceptación y efectos de salud. Específicamente, los resultados obtenidos permiten respaldar la importancia y el efecto positivo de combinar técnicas de gamificación e interacción con un asistente virtual cognitivo que traduzca el progreso del estado de salud del usuario, ya que se lograron mejoras significativas en los resultados de salud después de la intervención. Además, los resultados de usabilidad obtenidos mediante la cumplimentación de un cuestionario de usabilidad confirmaron la buena adhesión a el enfoque presentado. Estos resultados validan la hipótesis de la investigación estudiada en el desarrollo de esta disertación

    THE DEVELOPMENT OF A MODULAR FRAMEWORK FOR SERIOUS GAMES AND THE INTERNET OF THINGS

    Get PDF
    The combination of Serious Games and the Internet of Things is a recent academic domain of research. By combining the software and gaming advantages of Serious Games with the interconnected hardware and middleware driven ecosystem of the Internet of Things, it is possible to develop data-driven games that source data from the local or extended physical environment to progress in the virtual environment of gaming. The following thesis presents research into Serious Games and the Internet of Things, focusing on the development of a modular framework that represents the combination of the two technologies. Current research in the domain of Smart Serious Games omits a modular framework that is application independent and outlines the software and hardware interaction between Serious Games and the Internet of Things, therefore this thesis is the first to introduce one. By developing such a framework, this thesis contributes to the academic domain and encourages new and innovative real-world applications of Smart Serious Games that include healthcare, education, simulation and others. Further to the framework, this thesis presents a survey into the network topologies for Serious Games and the Internet of Things and a computer algorithm that provides a measure of student engagement, integrated into a Smart Serious Game developed as part of the undertaken research named Student Engagement Application (SEA). This thesis utilises a semester-long experiment and the techniques of control groups and randomised control trials to investigate the compare the measures of engagement obtained through SEA and self-reflection questionnaires, and the measure of student engagement against academic performance, respectively. After statistical analysis, the data presented strong confidence in the measure of engagement through SEA, validating the effectiveness of the proposed framework for Smart Serious Games

    The Augmented Learner : The pivotal role of multimedia enhanced learning within a foresight-based learning model designed to accelerate the delivery of higher levels of learner creativity

    Get PDF
    The central theme for this dissertation lies at the intersection of multisensory technology enhanced learning, the field of foresight and transformative pedagogy and their role in helping to develop greater learner creativity. These skills will be key to meeting the needs of the projected growing role of the creative class within the emerging global workforce structure and the projected growth in R&D and the advancement of human-machine resource management. Over the past two decades, we have traversed from the Industrial Age through the Information Age into what we now call postnormal times, manifested partly in Industry 4.0. It is widely considered that the present education system in countries with developed economies is not optimised for delivering the much-needed creative skills, which are prominent amongst the critical 21st C skills required by the creative class, (also known as creatives), which will be increasingly dominant in terms of near future employability. Consequently, there will be a potential shortfall of creatives unless this issue is rapidly addressed. To ensure that the creative skills I aimed to enhance were relevant and aligned with emerging demands of the changing landscape, I deconstructed the critical dimensions, context, and concept of creativity in postnormal times as well as undertaking in-depth research on the potential future workscape and the future of education and learning, applying a comprehensive foresight approach to the latter using a 2030-2040 horizon. Based upon the outcomes of these studies I designed an experimental integrative learning system that I have applied, researched, and evolved over the past 4 years with over 150 students at PhD and master’s level. The system is aimed at generating higher levels of creative engagement and development through a focus on increased immersion and creativity-inducing approaches. The system, which I call the Living Learning System, is based upon eight integrated elements, supported by course development pillars aimed at optimizing learner future skill competencies and levels of creativity for which I apply severalevaluation techniques and metrics. Accordingly, as the central hypothesis of this dissertation, I argue that by integrating the critical elements of the Living Learning System, such as emerging multisensory technology enhanced learning coupled with optimised transformative and experiential learning approaches, framed within the field of foresight, with its futures focus and decentralised thinking approaches, students increase their ability to be creative. This increased ability is based on the student attaining a richer level of personal ambience through deeper immersion generated through higher incidence of self-direction, constructivism-based blended pedagogy, futures literacy, and a balance of decentralised and systems-based thinking, as well as cognitive and social platforms aimed at optimizing learner creative achievement. This dissertation demonstrates how the application of the combined elements of the Living Learning System, with its futures focus and its ensuing transdisciplinary curricula and courses, can provide a clear path towards significantly increased learner creativity. The findings of the quantitative, questionnaire-based research set out in detail in Chapter 9, together with the performance and creativity evaluation models applied against the selected case studies of student projects substantiate the validity of the hypothesis that the application of the Living Learning System with its futures focus leads to increased creativity in line with the needs of the postnormal era.publishedVersio

    Sustainable Transformation of Individuals and Families: Design and Implementation of Holistic Personalised Socially Driven Persuasive Systems

    Get PDF
    Sustainability is a topic that has matured and has evolved from organisational sustain ability to societal sustainability and more recently to individual sustainability. As an individual is the core, basic component of society, and plays a critical role in societal transformation, there is growing interest and discussions on individual sustainability and wellbeing. Since the publication of Our Common Future – the report commis sioned by the UN General Assembly in tackling environmental and natural resources issues – the concept of ‘sustainable development’ has taken root in firms and govern ments, both in optimising their supply chain and in the planning of the sustainability of the society. However, counterintuitively, the fabric of the society – individuals and families – has been neglected in this journey of understanding their roles in sustaina bility, as well as in the nexus between their decisions and social outcomes. This thesis bridges the gap. Sustainability is a transformative process of improving the quality of lives by balancing various of our life aspects, such as economic, ecological, and societal dimensions. In this process, information systems often take a critical part as an analytical tool, which provides insightful decision support and recommendations based on collected data and information. In contrast to systems employed by corporates and governments, the development of sustainability systems for individuals and families is still in its infancy. Existing systems mostly are only focusing on one aspect of life and prescribe a single dimensional solution, without regard to the contextual and circumstantial complexi ties of life. In this light, this thesis aims to design and implement systems that adopt a holistic approach in understanding users’ individualistic needs, and in synthesising their life status and goals. The vision is to recognise the multifaceted aspirations of the users, and to nudge them toward a lifestyle that is sustainable, practical, and, above all, enjoyable. To realise this vision, the thesis adopts the multimethodological design science approaches (Hevner, March, Park, & Ram, 2004; Nunamaker, Chen, & Purdin, 1991) with the design eval uation methods from Hevner, March, Park, and Ram (2004) to address the challenges. ii First, the thesis defines individual and family sustainability and a set of nine principles named SSHARRPPP (Sustainable, Social, Holistic, Adaptive, Real-time, Real-world, Precise, Personalised, Persuasive). Based on these principles, the thesis develops sus tainable transformative processes that are applied to key activities and can bring fun damental changes for one’s life. From these conceptual and procedural foundations, the thesis designs system architectures and implements four systems as proof of con cepts. They are, namely, the SSHARRPPP Measurement, Shopping, Modelling, and Games. SSHARRPPP systems support individual and family sustainability holistically as they work together seamlessly. SSHARRPPP Measurement and Shopping measure key ac tivities that are performed by individuals and families. Based on the measured data, SSHARRPPP Modelling grasps causal effect relationships of one’s life dimensions and develops models. Lastly, SSHARRPPP Games helps people to stick with sustainable lives by making their journey enjoyable. All systems are designed to educate people to transform their lives. During the research, all of these conceptual, procedural, and sys tem artefacts are validated through publications, presentations and peer-review pro cesses. This thesis fills the gap in individual and family sustainability by bringing understand ing of human nature and systems together. Taken as a whole, it provides holistic un derstanding on sustainable life transformation and benefits researchers in both infor mation systems and sustainability. The thesis also lays the ground for future work in health and self-management, as it provides system solutions by synthesising core ideas from purposes of life and values, various human processes, and mechanisms to trans form our lives. At the practical level, the system architecture and the applications guide the system developers to design and implement systems for the sustainable transfor mation of individuals and families. Importantly, this thesis benefits individuals and families by making their sustainable life transformations holistic

    Virtual Coaches

    Get PDF

    Data ethics : building trust : how digital technologies can serve humanity

    Get PDF
    Data is the magic word of the 21st century. As oil in the 20th century and electricity in the 19th century: For citizens, data means support in daily life in almost all activities, from watch to laptop, from kitchen to car, from mobile phone to politics. For business and politics, data means power, dominance, winning the race. Data can be used for good and bad, for services and hacking, for medicine and arms race. How can we build trust in this complex and ambiguous data world? How can digital technologies serve humanity? The 45 articles in this book represent a broad range of ethical reflections and recommendations in eight sections: a) Values, Trust and Law, b) AI, Robots and Humans, c) Health and Neuroscience, d) Religions for Digital Justice, e) Farming, Business, Finance, f) Security, War, Peace, g) Data Governance, Geopolitics, h) Media, Education, Communication. The authors and institutions come from all continents. The book serves as reading material for teachers, students, policy makers, politicians, business, hospitals, NGOs and religious organisations alike. It is an invitation for dialogue, debate and building trust! The book is a continuation of the volume “Cyber Ethics 4.0” published in 2018 by the same editors

    National Conference on COMPUTING 4.0 EMPOWERING THE NEXT GENERATION OF TECHNOLOGY (Era of Computing 4.0 and its impact on technology and intelligent systems)

    Get PDF
    As we enter the era of Computing 4.0, the landscape of technology and intelligent systems is rapidly evolving, with groundbreaking advancements in artificial intelligence, machine learning, data science, and beyond. The theme of this conference revolves around exploring and shaping the future of these intelligent systems that will revolutionize industries and transform the way we live, work, and interact with technology. Conference Topics Quantum Computing and Quantum Information Edge Computing and Fog Computing Artificial Intelligence and Machine Learning in Computing 4.0 Internet of Things (IOT) and Smart Cities Block chain and Distributed Ledger Technologies Cybersecurity and Privacy in the Computing 4.0 Era High-Performance Computing and Parallel Processing Augmented Reality (AR) and Virtual Reality (VR) Applications Cognitive Computing and Natural Language Processing Neuromorphic Computing and Brain-Inspired Architectures Autonomous Systems and Robotics Big Data Analytics and Data Science in Computing 4.0https://www.interscience.in/conf_proc_volumes/1088/thumbnail.jp
    corecore