493 research outputs found

    Full-body motion-based game interaction for older adults

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    Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life. Copyright 2012 ACM

    Visual complexity, player experience, performance and physical exertion in motion-based games for older adults

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    Motion-based video games can have a variety of benefits for the players and are increasingly applied in physical therapy, rehabilitation and prevention for older adults. However, little is known about how this audience experiences playing such games, how the player experience affects the way older adults interact with motion-based games, and how this can relate to therapy goals. In our work, we decompose the player experience of older adults engaging with motion-based games, focusing on the effects of manipulations of the game representation through the visual channel (visual complexity), since it is the primary interaction modality of most games and since vision impairments are common amongst older adults. We examine the effects of different levels of visual complexity on player experience, performance, and exertion in a study with fifteen participants. Our results show that visual complexity affects the way games are perceived in two ways: First, while older adults do have preferences in terms of visual complexity of video games, notable effects were only measurable following drastic variations. Second, perceived exertion shifts depending on the degree of visual complexity. These findings can help inform the design of motion-based games for therapy and rehabilitation for older adults

    “After all the time I put into this”: co-creation and the end-of-life of social network games

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    User engagement in processes of co-design and co-creation are common practices in Social Network Games (SNGs). Though the interdependency between producer and user is of mutual benefit throughout much of the lifetime of an SNG, there are critical moments where this relationship becomes problematic. We adopt an ethnographic approach, covering the entire three year lifespan of a well-known SNG, with a focus on the ‘end of life’ experience from players’ perspectives. Our results show that, at the game’s discontinuation announcement, players reflect strongly on the value that they associate with their gameplay and its involvement. We suggest that the notion of players as co-creators may be undervalued by companies during strategic decision-making especially since at discontinuation players are left without ownership of their co-created product. This deeper understanding of players as co-creators serves as case study for developers building social games both on and off social networking platforms

    Arable Weeds at the Edges of Kettle Holes as Overwintering Habitat for Phytopathogenic Fungi

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    Weeds in agricultural landscapes can serve as alternate hosts for phytopathogenic fungi and promote the spatial and long-term distribution of these fungi. Especially, semi-natural habitats such as kettle holes are considered as a source of fungal pathogens because they are a permanent habitat for various weed species in arable lands. In our study, we investigated the suitability of nine different weed species and families at the edges of 18 kettle holes in two consecutive autumn/winter seasons as alternate hosts for Fusarium and Alternaria. We detected a fungal infestation with both genera on every weed species investigated with significantly higher abundances of these fungi in the second, notably wetter season. Eight weed species were described as non-host plants for Fusarium and Alternaria in agricultural landscapes in Brandenburg, Germany for the first time. In both autumn/winter periods, weeds harbored more Alternaria than Fusarium. The study revealed a high Fusarium species diversity in weeds and a community structure of up to 12 Fusarium species at the edges of kettle holes. Grasses showed the highest diversity and often the highest fungal abundances compared to herbaceous plants. Therefore, these habitats in arable lands can act as ecosystem disservice and promote the spread of fungal diseases in the surrounding crop fields.Peer Reviewe

    Social Touch

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    Interpersonal or social touch is an intuitive and powerful way to express and communicate emotions, comfort a friend, bond with teammates, comfort a child in pain, and soothe someone who is stressed. If there is one thing that the current pandemic is showing us, it is that social distancing can make some people crave physical interaction through social touch. The notion of “skin-hunger” has become tangible for many.Social touch differs at a functional and anatomical level from discriminative touch, and has clear effects at physiological, emotional, and behavioural levels. Social touch is a topic in psychology (perception, emotion, behaviour), neuroscience (neurophysiological pathways), computer science (mediated touch communication), engineering (haptic devices), robotics (social robots that can touch), humanities (science and technology studies), and sociology (the social implications of touch). Our current scientific knowledge of social touch is scattered across disciplines and not yet adequate for the purpose of meeting today's challenges of connecting human beings through the mediating channel of technology

    Evaluation of ‘Eyelander’: a video game designed to engage children and young people with homonymous visual field loss in compensatory training

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    Introduction: Rehabilitation can improve visual outcomes for adults with acquired homonymous visual field loss. However, it is unclear whether (re)habilitation improves visual outcomes for children because previous training schedules have been tiresome, uninteresting, and failed to keep them engaged. In this study we assessed whether children and young people with homonymous visual field loss would adhere to six weeks of unsupervised compensatory training using a specialised video game. Methods: Participants aged between 7 and 25 with homonymous visual field loss completed table-top assessments of visual search across four site visits. Two baseline assessments separated by four weeks evaluated spontaneous improvements before training began. Participants were then given a copy of the video game to use unsupervised at home for six weeks. Two follow-up assessments separated by four weeks were then conducted to evaluate immediate and acutely maintained effects of training. Results. 15 candidates met the inclusion-exclusion criteria, 9 participated, and 8 completed the study. Participants completed an average of 5.6 hours training unsupervised over the six weeks. Improvements on in-game metrics plateaued during week 3 of training. The time taken to find objects during table-top activities improved by an average of 24% (95% CI [2%, 46%]) after training. Discussion: The findings demonstrate that children and young people with homonymous visual field loss will engage with gamified compensatory training, and can improve visual outcomes with less time commitment than adults have required with non-gamified training in previous studies. Appropriately powered, randomised controlled trials are required to evaluate the validity and generalisability of observed training effects. Implications for practitioners: We conclude that (re)habilitation specialists can use specialist video games and gamification to engage children and young people with homonymous visual field loss in long-term unsupervised training schedules

    Разработка системы мероприятий по совершенствованию организационной культуры компании ООО «Парус-Томск»

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    Актуальность проблемы формирования организационной культуры одна из весомых в компании, так как от четкой структуры организационной культуры зависит не только благоприятное существование в организации, повышение профессионализма и творчества сотрудников, но и конечный результат деятельности компании. Объектом исследования является компания ООО «Парус – Томск». Предметом исследования является организационная культура в компании ООО «Парус – Томск. Цель ВКР - состоит в практической разработке по совершенствованию организационной культуры в компании ООО «Парус – Томск». Практическая значимость работы заключается в основных положениях и выводах исследования доведенных до уровня конкретных предложений и рекомендаций для компании. В первой главе рассматривается сущность организационной культуры, понятие «организационная культура», структура, динамика, функции и типы организационной культуры. Во второй главе приводится общая характеристика компании, исследуется бытующая культура, определяется ее желаемое состояние и проводится разработка по совершенствованию организационной культуры в компании ООО «Парус – Томск». Методы: эмпирические методы, анкетирование, теоретические методы, анализ литературы. Новизна и практическая значимость работы: Новизна данной работы состоит в том, что в результате проделанной работы были найдены практические подходы в разработке совершенствования культуры. Практическая значимость дипломной работы заключается в возможности реального использования предложенных инструментов для компании ООО «Парус – Томск».The problem of forming of organizational culture one of the most significant in the company, because of the clear structure of the organizational culture depends not only favorable existence in the organization, improving the professionalism and creativity of employees, but the final result of the activities of the company. The object of research is the company "Parus – Tomsk". The subject of research is organizational culture in the company "Sail – Tomsk. The purpose of the WRC is a practical design to improve the organizational culture of the company OOO "Parus – Tomsk". The practical significance of the work lies in the substantive provisions and conclusions of the study brought to the level of specific proposals and recommendations for the company. The first Chapter examines the nature of organizational culture, "organizational culture," structure, dynamics, functions and types of organizational culture. The second Chapter provides a General description of the company, examines the prevailing culture is determined by its desired state, and development is performed to improve the organizational culture of the company OOO "Parus – Tomsk". Methods: empirical methods, survey, theoretical methods, analysis of the literature. The novelty and practical significance of the work: the Novelty of this work lies in the fact that the result of this work have been found practical approaches in developing the improvement culture. The practical significance of the thesis lies in the possibility of real use of the proposed tools for the company OOO "Parus – Tomsk"

    A Simulation Study of the Factors Influencing the Risk of Intraoperative Slipping

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    AbstractBackgroundTo identify the impact of weight, table surface, and table type on slipping in a simulation of minimally invasive gynecologic surgery.MethodsA mannequin was placed into increasing Trendelenburg until a slip was observed; the table angle at the time of the event was measured (slip angle). The influence of mannequin position (supine vs. lithotomy), weight, table surface, and model was evaluated. A linear regression model was used to analyze the data.ResultsMannequin weight, bed surface, and bed type all significantly impacted the slip angles. In general, higher mannequin weights tolerated significantly more Trendelenburg before slipping in the supine position but less in lithotomy compared to lower weights. In lithotomy, the disposable sheet and gelpad performed worse than the bean bag, egg crate foam, and bedsheet. There was no difference in slipping because of bed surface in the supine model. The Skytron operating table performed significantly better than the Steris operating table when tested with the bedsheet.ConclusionOperative position, patient weight, and bed surface together influence the slipping propensity. In lithotomy, heavier patients were more prone to slipping while the inverse was true in supine. The egg crate foam, bean bag, and bedsheet were the best antislip surfaces. Operating room table choice can mitigate slippage
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