370 research outputs found
Getting residents closer to public institutions through gamification
With the huge growth of mobile device users, in recent years, the need and the opportunity to create new digital services and platforms has arisen. These platforms and services not only make people’s daily life easier, but also facilitate and improve communication between institutions and people. Also, new ways of achieving the intended goals are being developed and tested. Gamification is an example, where institutions and people’s communication is encouraged through the offering of incentives/rewards that potentiate involvement with that particular institution. In practice, institutions offer rewards to participants who perform predetermined tasks, for recommendation, dissemination, evaluation or greater involvement of people with that particular institution. The concept of smart cities is also getting huge attention nowadays. Making a city “smart” is emerging as a strategy to mitigate the problems generated by the urban population growth and rapid urbanization. In this work, we propose a digital solution, in the form of a mobile application, which has as its main goal to improve city hall public services and people’s communication, bringing them closer. This is achieved using gamification techniques that aim to engage residents with city hall services. It is provided a report system that enables residents to communicate to the city hall services, some issues regarding their town that they wish to be solved, such as broken structures, clogged sewers, among others. The proposed system also has a lore that leads to extra motivation to complete missions, be part of player gatherings and events, and meet new people and to better explore the cities’ wonders. An admin platform for the maintenance and administration of the system is also proposed, to better help keeping the application’s content fresh and updated, allowing for a better user experience for the population. The proposed system is being prepared for testing in real environments, the simulation results, as showed in tThis work has been supported by COMPETE: POCI-01-0145-FEDER-007043 and FCT –Fundação para a Ciência e Tecnologia within the Project Scope: UID/CEC/00319/201
Predicting video game players’ fun from physiological and behavioural data : one algorithm does not fit all
Finding a physiological signature of a player’s fun is a goal yet to be achieved in the field of adaptive gaming. The research presented in this paper tackles this issue by gathering physiological, behavioural and self-report data from over 200 participants who played off-the-shelf video games from the Assassin’s Creed series within a minimally invasive laboratory environment. By leveraging machine learning techniques the prediction of the player’s fun from its physiological and behavioural markers becomes a possibility. They provide clues as to which signals are the most relevant in establishing a physiological signature of the fun factor by providing an important score based on the predictive power of each signal. Identifying those markers and their impact will prove crucial in the development of adaptive video games. Adaptive games tailor their gameplay to the affective state of a player in order to deliver the optimal gaming experience. Indeed, an adaptive video game needs a continuous reading of the fun level to be able to respond to these changing fun levels in real time. While the predictive power of the presented classifier remains limited with a gain in the F1 score of 15% against random chance, it brings insight as to which physiological features might be the most informative for further analysis and discuss means by which low accuracy classification could still improve gaming experience
Boundless plains
Scholarships & Prizes Office. University of Sydne
A weak scientific basis for gaming disorder: let us err on the side of caution
We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the
majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people
whose play of video games is related to life problems. We believe that understanding this population and the nature
and severity of the problems they experience should be a focus area for future research. However, moving from
research construct to formal disorder requires a much stronger evidence base than we currently have. The burden of
evidence and the clinical utility should be extremely high, because there is a genuine risk of abuse of diagnoses. We
provide suggestions about the level of evidence that might be required: transparent and preregistered studies, a better
demarcation of the subject area that includes a rationale for focusing on gaming particularly versus a more general
behavioral addictions concept, the exploration of non-addiction approaches, and the unbiased exploration of clinical
approaches that treat potentially underlying issues, such as depressive mood or social anxiety first. We acknowledge
there could be benefits to formalizing gaming disorder, many of which were highlighted by colleagues in their
commentaries, but we think they do not yet outweigh the wider societal and public health risks involved. Given the
gravity of diagnostic classification and its wider societal impact, we urge our colleagues at the WHO to err on the side
of caution for now and postpone the formalization
Predicting growth curves of early childhood externalizing problems: Differential susceptibility of children with difficult temperament
Using an accelerated longitudinal design, the development of externalizing problems from age 2 to 5 years was investigated in relation to maternal psychopathology, maternal parenting, gender, child temperament, and the presence of siblings. The sample consisted of 150 children selected at age 2-3 years for having high levels of externalizing problems. Parenting was measured using observational methods, and maternal reports were used for the other variables. Overall, mean levels of externalizing problems decreased over time, and higher initial levels (intercept) were related to a stronger decrease (negative slope) in externalizing problems. Results showed that higher levels of maternal psychopathology were related to less decrease in early childhood externalizing problems. Parental sensitive behavior predicted a stronger decrease in externalizing problems, but only for children with difficult temperaments. A stronger decrease of externalizing problems in children with older siblings also pertained only to children with difficult temperaments. Thus, temperamentally difficult children appear to be more susceptible to environmental influences on the development of externalizing behaviors. Our results indicate that the role of siblings in early childhood externalizing problems deserves more research attention, and that intervention efforts need to take into account temperamental differences in children's susceptibility to environmental influences. © 2009 Springer Science+Business Media, LLC
Ectodermal Influx and Cell Hypertrophy Provide Early Growth for All Murine Mammary Rudiments, and Are Differentially Regulated among Them by Gli3
Mammary gland development starts in utero with one or several pairs of mammary rudiments (MRs) budding from the surface ectodermal component of the mammalian embryonic skin. Mice develop five pairs, numbered MR1 to MR5 from pectoral to inguinal position. We have previously shown that Gli3Xt-J/Xt-J mutant embryos, which lack the transcription factor Gli3, do not form MR3 and MR5. We show here that two days after the MRs emerge, Gli3Xt-J/Xt-J MR1 is 20% smaller, and Gli3Xt-J/Xt-J MR2 and MR4 are 50% smaller than their wild type (wt) counterparts. Moreover, while wt MRs sink into the underlying dermis, Gli3Xt-J/Xt-J MR4 and MR2 protrude outwardly, to different extents. To understand why each of these five pairs of functionally identical organs has its own, distinct response to the absence of Gli3, we determined which cellular mechanisms regulate growth of the individual MRs, and whether and how Gli3 regulates these mechanisms. We found a 5.5 to 10.7-fold lower cell proliferation rate in wt MRs compared to their adjacent surface ectoderm, indicating that MRs do not emerge or grow via locally enhanced cell proliferation. Cell-tracing experiments showed that surface ectodermal cells are recruited toward the positions where MRs emerge, and contribute to MR growth during at least two days. During the second day of MR development, peripheral cells within the MRs undergo hypertrophy, which also contributes to MR growth. Limited apoptotic cell death counterbalances MR growth. The relative contribution of each of these processes varies among the five MRs. Furthermore, each of these processes is impaired in the absence of Gli3, but to different extents in each MR. This differential involvement of Gli3 explains the variation in phenotype among Gli3Xt-J/Xt-J MRs, and may help to understand the variation in numbers and positions of mammary glands among mammals
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