11 research outputs found

    The Development of an Escape Room-Based Serious Game to Trigger Social Interaction and Communication Between High-Functioning Children With Autism and Their Peers:Iterative Design Approach

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    Background: Children with autism spectrum disorder (ASD) have social deficits that affect social interactions, communication, and relationships with peers. Many existing interventions focus mainly on improving social skills in clinical settings. In addition to the direct instruction-based programs, activity-based programs could be of added value, especially to bridge the relational gap between children with ASD and their peers. Objective: The aim of this study is to describe an iterative design process for the development of an escape room-based serious game as a boundary object. The purpose of the serious game is to facilitate direct communication between high-functioning children with ASD and their peers, for the development of social skills on the one hand and strengthening relationships with peers through a fun and engaging activity on the other hand. Methods: This study is structured around the Design Research Framework to develop an escape room through an iterative-incremental process. With a pool of 37 children, including 23 children diagnosed with ASD (5 girls) and 14 children (7 girls) attending special primary education for other additional needs, 4 testing sessions around different prototypes were conducted. The beta prototype was subsequently reviewed by experts (n=12). During the design research process, we examined in small steps whether the developed prototypes are feasible and whether they have the potential to achieve the formulated goals of different stakeholders. Results: By testing various prototypes, several insights were found and used to improve the design. Insights were gained in finding a fitting and appealing theme for the children, composing the content, and addressing different constraints in applying the goals from the children's and therapeutic perspectives. Eventually, a multiplayer virtual escape room, AScapeD, was developed. Three children can play the serious game in the same room on tablets. The first test shows that the game enacts equal cooperation and communication among the children. Conclusions: This paper presents an iterative design process for AScapeD. AScapeD enacts equal cooperation and communication in a playful way between children with ASD and their peers. The conceptual structure of an escape room contributes to the natural emergence of communication and cooperation. The iterative design process has been beneficial for finding a constructive game structure to address all formulated goals, and it contributed to the design of a serious game as a boundary object that mediates the various objectives of different stakeholders. We present 5 lessons learned from the design process. The developed prototype is feasible and has the potential to achieve the goals of the serious game

    Academic Mindtrek Conference 2014 Open Source Software Liferay Solutions- E-Banking Account and MQ File System

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    Internet banking enables customers to save time, take control of their personal finances and even help the environment by opting to receive electronic statements. For Internet banking users, online banking services is the third most important driver of financial institution selection, falling just behind rates and fees, and also for better customer services. These days, it’s not good enough to simply offer online banking services, however. To maintain existing customers and attract new ones, financial institutions need to keep their offerings up to date with the latest features. As the world becomes more global one it will be changed by paperless systems. The idea of a cashless society is the hope of the future. Thus more innovations will still evolve which will make cashless transactions easily accessible and affordable. Technology has had a remarkable influence on the growth of service. In the context of the above perspective, the paper will make an attempt to analyze the evolving sphere of Internet banking and the innovations both technological and conceptual which are sweeping the financial services industry in North of Europe, and in the context of the changes that are taking place in this sector across the Europe and world. If the flow of information could be improved, more efficient at the same time the company's operations. Portals offer a solution to the flow of information problem. The aim of the thesis was to investigate the suitability of Liferay's business environment. Early stages of research it became clear quickly that Liferay is a very sophisticated Open-source project, which has a lot to the portal market

    Problems and Solutions in Mobile Application Testing

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    Mobiilirakenduste testimise alaste teadusartiklite arv on viimastel aastatel visalt suurenenud. Samas testivad vähesed mobiilirakendustega tegelevad teadlased oma oletusi ja lahendusi firmades. Selle lõputöö eesmärgiks on pakkuda ülevaade teaduskirjanduses mainitud mobiilirakenduste testimisega seotud probleemidest ja potentsiaalsetest lahendustest ning kõrvutada seda alal igapäevaselt tegutsevate professionaalide arvamusega. Kõigepealt viiakse selle töö käigus läbi teaduskirjanduse uuring probleemide ja potentsiaalsete lahenduste väljaselgitamiseks, misjärel intervjueeritakse kuue mobiilirakenduste testimisega tegeleva firma esindajaid, et välja selgitada, kas kirjelduses esile toodud probleemid on olulised ka tööstuses. Intervjuude tulemusena selgus, et kuigi firmad hindavad probleemide tähtsust väga erinevalt, on siiski olemas mõned võtmeprobleemid, mida peetakse oluliseks nii teaduses kui ka tööstuses. Samas on teaduskirjanduses pakutud lahendused tihti liiga teoreetilised, üldised või vananenud, et firmade esindajatele huvi pakkuda.In recent years the amount of scientific papers published on the topic of mobile applications has significantly increased. However, few researchers test their assumptions and solutions in industry. This thesis aims to provide an overview of what current scientific literature considers problems and potential solutions in mobile application testing, and compare it to opinions of industry professionals. A literature review is performed to extract the list of problems and potential solutions, after which representatives of six Estonian companies involved in the field are interviewed to verify whether the problems and solutions proposed in the literature are relevant for industry. The study reveals that while the relevance of each problem is highly variable from one company to another, there are some key problems that are generally considered vital both by research and industry. However, the solution concepts proposed by scientific literature are often too theoretical, general or outdated to be of much interest to industry professionals

    Head Up Games : on the design, creation and evaluation of interactive outdoor games for children

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    This thesis proposes a new genre of outdoor games for children, namely Head Up Games. The concept was inspired by the observation that existing pervasive outdoor games for children were mostly played head down, as the predominantly screen-based interaction of existing games required constant attention of the children. First, the vision of Head Up Games is described and illustrated with several design cases (Chapter 2). In contrast to the head down games, Head Up Games aim to encourage and support rich social interaction and physical activity, play behaviors that are similar to play behaviors seen in traditional outdoor games (such as tag and hide-and-seek). The design process of Head Up Games poses several challenges. In User Centered Design it is commonly accepted to start the development of a new product using low-fi mock-ups, e.g., paper prototypes, and evaluate these with end-users. In the case of Head Up Games this proved to be difficult, as the emerging game experience is significantly altered when using paper prototypes. Therefore, a study was carried out that used high-fi prototypes, i.e. working, interactive, prototypes, from a very early stage in the design process (Chapter 3). This way, the effect of interactions on the game experience can be addressed earlier and better in the design process. Furthemore, having access to technology early in the design process, allows designers to better explore the design space. However, designers often do not possess adequate skills to quickly prototype interactive products, particularly products that need to be evaluated in an outdoor context. Such a development is often costly and time-consuming. Therefore, the RaPIDO platform was developed (Chapter 4). The platform not only includes the appropriate hardware for creating outdoor games, but is also bundled with software libraries, to allow designers not specifically trained in software engineering to adopt the platform easily. RaPIDO was evaluated using a case study methodology with two Industrial Design master students. The evaluation not only focused on the usability of the platform, but, more importantly, how the use of the platform affected the design process. The main conclusion of the study was that the designers indeed were able to rapidly create mobile games, and that the hardware offered was suitable for creating outdoor games. Furthermore, issues were identified with regard to writing the game software, e.g., managing the complexity of the software. Finally, for evaluating Head Up Games with children two methods were applied: the Outdoor Play Observation Scheme (OPOS) was used to quantify the intended play behavior. Furthermore, GroupSorter was developed to provide a framework to interview a group of children simultaneously, resulting in qualitative comments. Both OPOS and GroupSorter were applied for evaluating three Head Up Games, which are described in Chapter 5

    A systematic mapping study of HCI practice research

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    Human–computer interaction (HCI) practice has emerged as a research domain in the HCI field and is growing. The need to transfer HCI practices to the industry began significantly with the works of Nielsen on usability engineering. To date, methods and techniques for designing, evaluating, and implementing interactive systems for human use have continued to emerge. It is, therefore, justified to conduct a systematic mapping study to determine the landscape of HCI practice research. A Systematic Mapping Study method was used to map 142 studies according to research type, topic, and contribution. These were then analyzed to determine an overview of HCI practice research. The objective was to analyze studies on HCI practice and present prominent issues that characterize the HCI practice research landscape. Second, to identify pressing challenges regarding HCI practices in software/systems development companies. The results show that HCI practice research has steadily increased since 2012. The majority of the studies explored focused on evaluation research that largely contributed to the evaluation methods or processes. Most of the studies were on design tools and techniques, design methods and contexts, design work and organizational culture, and collaboration and team communication. Interviews, case studies, and survey methods have been prominently used as research methods. HCI techniques are mostly used during the initial phase of development and during evaluation. HCI practice challenges in companies are mostly process-related and on performance of usability and user experience activities. The major challenge seems to be to find a way to collect and incorporate user feedback in a timely manner, especially in agile processes. There are areas identified in this study as needing more research

    Games and Innovation Research Seminar 2011 Working Papers

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    The games industry carries the image of innovation and creativity, but still we know relatively little about the innovation processes that take place within the domain. To date, games and innovation have been studied in several disparate fields, including cultural studies, information sciences, design research and industrial economics and management. Perhaps due to such a fragmented nature of academic work on the subject, the bulk of the influential work on games and innovation is found in practically oriented guidebooks authored by experienced games industry experts (e.g. Adams, 2009; Salen& Zimmerman, 2003; Fullerton 2008). In spring 2011 University of Tampere Game Research Lab in collaboration with Aalto University organized a working paper seminar with the aim of bringing together scholars of games and innovation from diverse fields and stimulating dialogue between them. Moreover, the goal of the seminar was to encourage the further development of rigorous academic research on the topic while keeping the work accessible to game professionals. The collection of the seminar working papers presents an interesting variety of views from management of game production, philosophy behind game innovation and to the specific advancements in game innovations, such as avatar modification. The publication is also an image of the era: game cultures as well as tools and processes are going through constant changes and development

    Authoring of Adaptive Single-Player Educational Games

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    Digital Educational Games, as one of the most important application areas of Serious Games, combine positive properties of digital games, such as strong motivation for players and inherent learning processes, with educational methods and technologies. Adaptive algorithms allow such games to be aligned automatically to the needs of different players, thereby increasing the learning efficacy. However, educational games are among the most complex game production endeavors, since they are often faced with small budget on the one hand and special requirements with impacts on all aspects of game development, from design through programming to asset production, on the other. Authoring tools have been successfully created and used in fields related to Serious Games and educational games, including e-Learning, multimedia, interactive storytelling and entertainment games. These tools incorporate parts of the production workflows in their respective areas and allow all authors, including non-programmers, to create applications. While it appears beneficial to create authoring tools for educational games, we find that authoring tools for educational games have to account for the higher complexity and interactivity of games compared to other forms of multimedia and that they have not been researched thoroughly in the past. These challenges are addressed in this thesis by presenting a concept for an authoring tool for adaptive educational single-player games that accounts for the specifics of educational game development. Major results are an educational game description model, concepts for adaptive control of educational games and author support mechanisms specifically for adaptive educational game authoring. These concepts are implemented in the authoring tool "StoryTec", which is validated in the course of a set of evaluation studies. The novel features of StoryTec include the specific support for adaptive educational games, a concept for structural and interaction templates shown to increase the efficiency and effectiveness of the authoring tool, as well as the support for collaborative work. It builds the foundation for a number of current and future research and development projects, including the extension towards authoring of multiplayer games, and is tested and used by over 120 members of an open community

    Authoring of adaptive single-player educational games

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    Using prototypes in early pervasive game development

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