280 research outputs found

    Organizational Change and Reference-Dependent Preferences

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    Reference-dependent preferences can explain several puzzling observations about organizational change. We introduce a dynamic model in which a loss-neutral firm bargains with loss-averse workers over organizational change and wages. We show that change is often stagnant or slow for long periods followed by a sudden boost in productivity during a crisis. Moreover, it accounts for the fact that different firms in the same industry often have significant productivity differences. The model also demonstrates the importance of expectation management even if all parties have rational expectations. Social preferences explain why it may be optimal to divide a firm into separate entities

    Como jogos educacionais são desenvolvidos? Uma revisão sistemática da literatura

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    The use of educational games for teaching computing has been shown to be an effective instructional strategy that leads students to active learning and acquiring new knowledge, skills and attitudes. However, in order to be effective such games need to be developed systematically and, thus, a question is which processes exist for the development of educational games. In this context, we present a systematic literature review on existing processes for the development of educational games and discuss their strengths and weaknesses. The results of the review can be used as a basis when developing new educational games in a systematic manner as well as a starting point for the evolution and improvement of such processes.A utilização de jogos para o ensino de computação vem se mostrando uma eficiente estratégia instrucional que leva os alunos a uma aprendizagem ativa e permite adquirir novos conhecimentos, habilidades e atitudes. Entretanto, tais jogos precisam ser desenvolvidos de forma sistemática e assim temos a questão: Existem processos para desenvolvimento de jogos educacionais? Neste contexto, apresentamos uma revisão sistemática da literatura sobre os processos existentes para o desenvolvimento de jogos educacionais e discutimos os pontos fortes e fracos. Os resultados podem ser usados como base no desenvolvimento sistemático de novos jogos, bem como um ponto de partida para evolução e aperfeiçoamento de tais processos

    Towards a serious game to teach ISO/IEC 12207 software lifecycle process: an interactive learning approach

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    ISO/IEC12207 training is a key element to provide an ability to software development organizations for selecting a set of required processes, measuring the performance of these processes, and continuously improving them. Traditionally, such training is either performed by an expert individual to the software quality management personnel most likely in form of a seminar in a classroom environment. This may also be given by a suitability qualified professional, such as a registered auditor. However, software requirements are usually subject to change, and therefore such training is not enough to teach the substantial details of the entire standard. This has led to increased reports of complications, which demotivates organization to use this standard. To improve the quality of training, a 3D serious game was proposed for the software practitioners. The preliminary idea here is that the game employs 3D office landscape to provide a realistic virtual environment ensuring that the training will be based on real word like situations. Before building a prototype for our serious game, we consulted five industrial experts whose works are related with ISO standards. To give these practitioners an opportunity to explore the conceptual design and raise some potential problems, the semi-structured interview method was used. Based on the suggestions of experts, dynamics and mechanics of the proposed game were updated. Taken together, initial results suggest that a serious game for teaching ISO/IEC 12207 should be useful for individuals who are interested to learn more about the standard

    Adding a piece to the leaf epidermal cell shape puzzle

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    The jigsaw puzzle-shaped pavement cells in the leaf epidermis collectively function as a load-bearing tissue that controls organ growth. In this issue of Developmental Cell, Majda et al. (2017) shed light on how the jigsaw shape can arise from localized variations in wall stiffness between adjacent epidermal cells

    The effectiveness and user experience of a biofeedback intervention program for stress management supported by virtual reality and mobile technology: a randomized controlled study

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    Background: Heart rate variability biofeedback (HRV-BF) can be used for stress management. Recent feasibility studies suggest that delivering HRV-BF in virtual reality (VR) is associated with better user experience (UX) and might yield more beneficial changes in HRV than two-dimensional screens. The effectiveness of a VR-supported HRV-BF intervention program has, however, not been investigated yet. Methods: In this study, 87 healthy women and men were assigned to a VR-supported HRV-BF intervention (INT; n=44n=44) or a wait-list control (WLC; n=43n=43) group. The INT came to the lab for four weekly HRV-BF sessions in VR using a head-mounted display. Between lab sessions, participants were asked to perform breathing exercises without biofeedback supported by a mobile application. Stress-related psychological and psychophysiological outcomes were assessed pre- and post-intervention and at a follow-up four weeks after the intervention in both groups. A psychosocial stress test was conducted post-intervention to investigate changes in stress reactivity. UX was assessed after each HRV-BF session in the INT. Results: Analysis revealed that LF increased significantly from pre- to post-, whereas pNN50 increased and chronic stress decreased significantly from pre-intervention to follow-up in the INT compared to the WLC. Anxiety and mental fatigue decreased significantly, while mindfulness and health-related quality of life increased significantly from pre- to post- and from pre-intervention to follow-up in the INT compared to the WLC (all small effects). The two groups did not differ in their stress reactivity post-intervention. As for UX in the INT, the degree of feeling autonomous concerning technology adoption significantly decreased over time. Competence, involvement, and immersion, however, increased significantly from the first to the last HRV-BF session, while hedonic motivation significantly peaked in the second session and then gradually returned to first-session levels. Conclusions: This HRV-BF intervention program, supported by VR and mobile technology, was able to significantly improve stress indicators and stress-related symptoms and achieved good to very good UX. Future studies should control for potential placebo effects and emphasize higher degrees of personalization and adaptability to increase autonomy and, thereby, long-term health and well-being. These findings may serve as a first step towards future HRV-BF applications of cutting-edge, increasingly accessible technologies, such as wearables, VR, and smartphones, in the service of mental health and healthcare

    Case-based reasoning approach to reuse of experiential knowledge in software measurement programs

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    Paper presented at the Sixth German Workshop on Case-Based Reasoning: Foundations, Systems, and Applications, Rostock, Germany.For the successful application of innovative software engineering technologies in industry, the technologies have to evolve incrementally based on continuous feedback from practice. Experiences about their practical application have to be systematically collected and stored in corporate memories and reused in future software projects. This promotes the sharing of experiences across individuals and projects, the formulation of best practices and facilitates the successful application of tailored technologies in practice. This paper presents a case-based reasoning approach for capturing and reusing experiential knowledge on software measurement programs in industry. A representation structure for experiential measurement knowledge is described in detail and knowledge retrieval and acquisition techniques are presented

    Development of “LvL UP 1.0”: a smartphone-based, conversational agent-delivered holistic lifestyle intervention for the prevention of non-communicable diseases and common mental disorders

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    BackgroundNon-communicable diseases (NCDs) and common mental disorders (CMDs) are the leading causes of death and disability worldwide. Lifestyle interventions via mobile apps and conversational agents present themselves as low-cost, scalable solutions to prevent these conditions. This paper describes the rationale for, and development of, “LvL UP 1.0″, a smartphone-based lifestyle intervention aimed at preventing NCDs and CMDs.Materials and MethodsA multidisciplinary team led the intervention design process of LvL UP 1.0, involving four phases: (i) preliminary research (stakeholder consultations, systematic market reviews), (ii) selecting intervention components and developing the conceptual model, (iii) whiteboarding and prototype design, and (iv) testing and refinement. The Multiphase Optimization Strategy and the UK Medical Research Council framework for developing and evaluating complex interventions were used to guide the intervention development.ResultsPreliminary research highlighted the importance of targeting holistic wellbeing (i.e., both physical and mental health). Accordingly, the first version of LvL UP features a scalable, smartphone-based, and conversational agent-delivered holistic lifestyle intervention built around three pillars: Move More (physical activity), Eat Well (nutrition and healthy eating), and Stress Less (emotional regulation and wellbeing). Intervention components include health literacy and psychoeducational coaching sessions, daily “Life Hacks” (healthy activity suggestions), breathing exercises, and journaling. In addition to the intervention components, formative research also stressed the need to introduce engagement-specific components to maximise uptake and long-term use. LvL UP includes a motivational interviewing and storytelling approach to deliver the coaching sessions, as well as progress feedback and gamification. Offline materials are also offered to allow users access to essential intervention content without needing a mobile device.ConclusionsThe development process of LvL UP 1.0 led to an evidence-based and user-informed smartphone-based intervention aimed at preventing NCDs and CMDs. LvL UP is designed to be a scalable, engaging, prevention-oriented, holistic intervention for adults at risk of NCDs and CMDs. A feasibility study, and subsequent optimisation and randomised-controlled trials are planned to further refine the intervention and establish effectiveness. The development process described here may prove helpful to other intervention developers
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