56 research outputs found
Why Tangibility Matters: A Design Case Study of At-Risk Children Learning to Read and Spell
Tangibles may be effective for reading applications. Letters can be represented as 3D physical objects. Words are spatially organized collections of letters. We explore how tangibility impacts reading and spelling acquisition for young Anglophone children who have dyslexia. We describe our theory-based design rationale and present a mixedmethods case study of eight children using our PhonoBlocks system. All children made significant gains in reading and spelling on trained and untrained (new) words, and could apply all spelling rules a month later. We discuss the design features of our system that contributed to effective learning processes, resulting in successful learning outcomes: dynamic colour cues embedded in 3D letters, which can draw attention to how letter(s) position changes their sounds; and the form of 3D tangible letters, which can enforce correct letter orientation and enable epistemic strategies in letter organization that simplify spelling tasks. We conclude with design guidelines for tangible reading systems
DeepPrivacy: A Generative Adversarial Network for Face Anonymization
We propose a novel architecture which is able to automatically anonymize
faces in images while retaining the original data distribution. We ensure total
anonymization of all faces in an image by generating images exclusively on
privacy-safe information. Our model is based on a conditional generative
adversarial network, generating images considering the original pose and image
background. The conditional information enables us to generate highly realistic
faces with a seamless transition between the generated face and the existing
background. Furthermore, we introduce a diverse dataset of human faces,
including unconventional poses, occluded faces, and a vast variability in
backgrounds. Finally, we present experimental results reflecting the capability
of our model to anonymize images while preserving the data distribution, making
the data suitable for further training of deep learning models. As far as we
know, no other solution has been proposed that guarantees the anonymization of
faces while generating realistic images.Comment: Accepted to ISVC 201
Social media, rituals, and long-distance family relationship maintenance: a mixed-methods systematic review
For families with limited opportunities for face-to-face interaction, social media can be a vital communication medium to help shape the family identity, maintain bonds, and accomplish shared tasks. This mixed-methods systematic review of quantitative, qualitative, and mixed-method empirical studies published between 1997 and 2019, uses a convergent data-based framework to explore how long-distance families engage in family practices using various modes of social media. Fifty-one papers were synthesised into four domains: (1) doing family in a social media environment, (2) performing family through stories and rituals, (3) the nature of online communication practices, and (4) privacy, conflict, and the quality of family relationships. Given the value of patterned routines to families, research into the role of family kinkeepers is suggested. Finally, families use chat (messages) extensively for both assuring behaviour and conflict resolution so further investigation of the impact of this asynchronous mode is recommended
Co-designing Cards on Social Issues for Creating Educational Games
This paper presents a participatory methodology to design cards on social issues with the purpose to democratise knowledge among co-designers on the learning content of educational games. Situated on the topic of everyday sexism, the methodology has been developed through an iterative process involving two collaborative workshops, two iterations of card design and a feedback survey. Extracting findings from the workshops and the feedback gathered on the co- designed cards, this paper presents insights that could be used to inform similar studies using cards to inspire and foster reflection on social issues
Investigating the interaction between personalities and the benefit of gamification
Many studies have confirmed the benefit of gamification on learners’ motivation. However, gamification may also demotivate some learners, or learners may focus on the gamification elements instead of the learning content. Some researchers have recommended building learner models that can be used to adapt gamification elements based on learners’ personalities. Building such a model requires a strong understanding of the relationship between gamification and personality. Existing empirical work has focused on measuring knowledge gain and learner preference. These findings may not be reliable because the analyses are based on learners who complete the study and because they rely on self-report from learners. This preliminary study explores a different approach by allowing learners to drop out at any time and then uses the number of students left as a proxy for motivation and engagement. Survival analysis is used to analyse the data. The results confirm the benefits of gamification and provide some pointers to how this varies with personality
Anaphylaxis in Elderly Patients-Data From the European Anaphylaxis Registry
Background: Elicitors and symptoms of anaphylaxis are age dependent. However, little is known about typical features of anaphylaxis in patients aged 65 years or more.
Methods: The data from the Network for Online Registration of Anaphylaxis (NORA) considering patients aged ≥65 (elderly) in comparison to data from adults (18–64 years) regarding elicitors, symptoms, comorbidities, and treatment measures were analyzed.
Results: We identified 1,123 elderly anaphylactic patients. Insect venoms were the most frequent elicitor in this group (p < 0.001), followed by drugs like analgesics and antibiotics. Food allergens elicited less frequently anaphylaxis (p < 0.001). Skin symptoms occurred less frequently in elderly patients (77%, p < 0.001). The clinical symptoms were more severe in the elderly (51% experiencing grade III/IV reactions), in particular when skin symptoms (p < 0.001) were absent. Most strikingly, a loss of consciousness (33%, p < 0.001) and preexisting cardiovascular comorbidity (59%, p < 0.001) were more prevalent in the elderly. Finally, adrenaline was used in 30% of the elderly (vs. 26% in the comparator group, p < 0.001) and hospitalization was more often required (60 vs. 50%, p < 0.001).
Discussion and Conclusion: Anaphylaxis in the elderly is often caused by insect venoms and drugs. These patients suffer more often from cardiovascular symptoms, receive more frequently adrenaline and require more often hospitalization. The data indicate that anaphylaxis in the elderly tends to be more frequently life threatening and patients require intensified medical intervention. The data support the need to recognize anaphylaxis in this patient group, which is prone to be at a higher risk for a fatal outcome
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