221,217 research outputs found

    Achieving Business Goals with Gamification: An Informational and Motivational Perspective

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    There is a business trend to apply gamification principles to work, seeking to motivate people by adding playfulness and game based competition. Much of the current literature on gamification emphasizes the use of game elements and human motivational triggers, but fails to explain how these factors interact. Additionally, the literature lacks a framework explaining how the process of gamification changes participant\u27s behavior towards a business goal. We argue that there is a need to include information use to the process to explain how behaviors are modified through gamification. To fill this gap, we present a framework showing the process of gamification through the interaction of human motivation, game design, and information use. We address how motivational and information factors lead to a desired goal. In this research in progress, we provide an example of a real life gamification application mapped to our framework and outline further steps in this research

    The Role of Ethological Observation for Measuring Animal Reactions to Biotelemetry Devices

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    This paper presents a methodological approach used to assess the wearability of biotelemetry devices in animals. A detailed protocol to gather quantitative and qualitative ethological observations was adapted and tested in an experimental study of 13 cat participants wearing two different GPS devices. The aim was twofold: firstly, to ascertain the potential interference generated by the devices on the animal body and behavior by quantifying and characterizing it; secondly, to individuate device features potentially responsible for the influence registered, and establish design requirements. This research contributes towards the development of a framework for evaluating the design of wearer-centered biotelemetry interventions for animals, consistent with values advocated by Animal- Computer Interaction researchers

    Organization of Multi-Agent Systems: An Overview

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    In complex, open, and heterogeneous environments, agents must be able to reorganize towards the most appropriate organizations to adapt unpredictable environment changes within Multi-Agent Systems (MAS). Types of reorganization can be seen from two different levels. The individual agents level (micro-level) in which an agent changes its behaviors and interactions with other agents to adapt its local environment. And the organizational level (macro-level) in which the whole system changes it structure by adding or removing agents. This chapter is dedicated to overview different aspects of what is called MAS Organization including its motivations, paradigms, models, and techniques adopted for statically or dynamically organizing agents in MAS.Comment: 12 page

    Dynamics of collaborative work in global software development environment.

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    This study aims to explore the dynamics of collaborative work in global software development projects. The study explored the nature of collaboration, the patterns of collaborative behaviors in different tasks in computer science, and the impact of the tasks to the collaboration among students. Four different collaborative software development tasks were assigned to the globally distributes teams. The study used data from 230 students from five universities, namely Atilim University (Turkey), Middle East Technical University (Turkey), Universidad TecnolĆ³gica de PanamĆ” (Panama), University of North Texas (US), and Middlesex University (UK). The findings involve the recommendations for building effective collaborative working environments and guidelines for building collaborative virtual communities

    Home Energy Consumption Feedback: A User Survey

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    Buildings account for a relevant fraction of the energy consumed by a country, up to 20-40% of the yearly energy consumption. If only electricity is considered, the fraction is even bigger, reaching around 73% of the total electricity consumption, equally divided into residential and commercial dwellings. Building and Home Automation have a potential to profoundly impact current and future buildings' energy efļ¬ciency by informing users about their current consumption patterns, by suggesting more efļ¬cient behaviors, and by pro-actively changing/modifying user actions for reducing the associated energy wastes. In this paper we investigate the capability of an automated home to automatically, and timely, inform users about energy consumption, by harvesting opinions of residential inhabitants on energy feedback interfaces. We report here the results of an on-line survey, involving nearly a thousand participants, about feedback mechanisms suggested by the research community, with the goal of understanding what feedback is felt by home inhabitants easier to understand, more likely to be used, and more effective in promoting behavior changes. Contextually, we also collect and distill users' attitude towards in-home energy displays and their preferred locations, gathering useful insights on user-driven design of more effective in-home energy display

    A Trip to the Moon: Personalized Animated Movies for Self-reflection

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    Self-tracking physiological and psychological data poses the challenge of presentation and interpretation. Insightful narratives for self-tracking data can motivate the user towards constructive self-reflection. One powerful form of narrative that engages audience across various culture and age groups is animated movies. We collected a week of self-reported mood and behavior data from each user and created in Unity a personalized animation based on their data. We evaluated the impact of their video in a randomized control trial with a non-personalized animated video as control. We found that personalized videos tend to be more emotionally engaging, encouraging greater and lengthier writing that indicated self-reflection about moods and behaviors, compared to non-personalized control videos
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