170 research outputs found

    Exploring User Needs in the Development of a Virtual Reality-Based Advanced Life Support Training Platform: Exploratory Usability Study

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    Background: Traditional methods of delivering Advanced Life Support (ALS) training and reaccreditation are resource-intensive and costly. Interactive simulations and gameplay using virtual reality (VR) technology can complement traditional training processes as a cost-effective, engaging, and flexible training tool. Objective: This exploratory study aimed to determine the specific user needs of clinicians engaging with a new interactive VR ALS simulation (ALS-SimVR) application to inform the ongoing development of such training platforms. Methods: Semistructured interviews were conducted with experienced clinicians (n=10, median age=40.9 years) following a single playthrough of the application. All clinicians have been directly involved in the delivery of ALS training in both clinical and educational settings (median years of ALS experience=12.4; all had minimal or no VR experience). Interviews were supplemented with an assessment of usability (using heuristic evaluation) and presence. Results: The ALS-SimVR training app was well received. Thematic analysis of the interviews revealed five main areas of user needs that can inform future design efforts for creating engaging VR training apps: affordances, agency, diverse input modalities, mental models, and advanced roles. Conclusions: This study was conducted to identify the needs of clinicians engaging with ALS-SimVR. However, our findings revealed broader design considerations that will be crucial in guiding future work in this area. Although aligning the training scenarios with accepted teaching algorithms is important, our findings reveal that improving user experience and engagement requires careful attention to technology-specific issues such as input modalities

    “I am most grateful...” using gratitude to improve the sense of relatedness and motivation for online volunteerism

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    Volunteering benefits those who receive and those who provide help. Yet barriers can inhibit engagement with and motivation for volunteering activities. Online environments on one hand help to lower some of these barriers, but on the other hand they can introduce new obstacles specially when the medium transforms the social interactions important to volunteers. We study the motivational drivers of online volunteering, and how those are affected by design. Specifically, we focus on relatedness as a source of motivation. We describe two studies with volunteers that help medical students to learn and improve their communication skills through mock interviews in an educational program. The volunteers can participate in the program face-to-face or through an online platform. The first study consisted of a survey (n = 66 volunteers), two workshops and one interview (n = 12 volunteers) in which we explored volunteer demographics, motivations, psychological needs, and experiences. Findings suggested relatedness can be an important indicator of volunteer motivations. In the second study, we added a feature to the online platform to display personal gratitude messages from student beneficiaries to the volunteers in order to improve the experience of relatedness between them. In total, n = 30 volunteers completed 196 sessions. We used survey and system data to assess the impact of gratitude on perceived relatedness, motivation, and behavior (immediate, booked, and completed appointments). Results showed that the expression of gratitude by the beneficiary significantly affected the volunteer’s experience of relatedness which then correlated with immediate appointments booking behavior by each volunteer. The implications for design of online volunteering systems are discussed

    Synthesizing Multiple Stakeholder Perspectives on Using Virtual Reality to Improve the Periprocedural Experience in Children and Adolescents: Survey Study

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    Background: Virtual reality (VR) technology is a powerful tool for augmenting patient experience in pediatric settings. Incorporating the needs and values of stakeholders in the design of VR apps in health care can contribute to better outcomes and meaningful experiences for patients. Objective: We used a multiperspective approach to investigate how VR apps can be designed to improve the periprocedural experiences of children and adolescents, particularly those with severe anxiety. Methods: This study included a focus group (n=4) and a survey (n=56) of clinicians. Semistructured interviews were conducted with children and adolescents in an immunization clinic (n=3) and perioperative setting (n=65) and with parents and carers in an immunization clinic (n=3) and perioperative setting (n=35). Results: Qualitative data were examined to determine the experience and psychological needs and intervention and design strategies that may contribute to better experiences for children in three age groups (4-7, 8-11, and 12-17 years). Quantitative data were used to identify areas of priority for future VR interventions. Conclusions: We propose a set of ten design considerations for the creation of future VR experiences for pediatric patients. Enhancing patient experience may be achieved by combining multiple VR solutions through a holistic approach considering the roles of clinicians and carers and the temporality of the patient’s experience. These situations require personalized solutions to fulfill the needs of pediatric patients before and during the medical procedure. In particular, communication should be placed at the center of preprocedure solutions, while emotional goals can be embedded into a procedure-focused VR app to help patients shift their focus in a meaningful way to build skills to manage their anxiety

    Collaborative workshops at scale: a method for non-facilitated virtual collaborative design workshops

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    This article introduces a method for conducting a fully online collaborative design workshop requiring no facilitation which we refer to as a Self-guided Collaborative Online Workshop (SCOW). The article provides three main contributions. Firstly, we present a process for the conversion of a face-to-face facilitated design workshop into a SCOW using a method we call the “playboard” which draws on concepts from CSCL literature. Secondly, we evaluate the efficacy of SCOWs using an iterative evaluation with 75 participants, including measures for participant satisfaction, subjective and objective learning outcomes, quality of the online and self-guided experience, and comparison with face-to-face workshops. Results across all measures indicate that the self-guided workshop was as successful as the in-person facilitated original. Moreover, participants reported advantages of the more scalable format including improved access to those with non-visible disabilities and in the Global South. Finally, based on our findings, we present a set of recommendations for others interested in using SCOWs as an inclusive and scalable way to support collaborative experiences

    Tools for wellbeing-supportive design: features, characteristics, and prototypes

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    While research on wellbeing within Human-Computer Interaction (HCI) is an active space, a gap between research and practice persists. To tackle this, we sought to identify the practical needs of designers in taking wellbeing research into practice. We report on 15 semi-structured interviews with designers from four continents, yielding insights into design tool use generally and requirements for wellbeing design tools specifically. We then present five resulting design tool concepts, two of which were further developed into prototypes and tested in a workshop with 34 interaction design and HCI professionals. Findings include seven desirable features and three desirable characteristics for wellbeing-supportive design tools, including that these tools should satisfy the need for proof, buy-in, and tangibility. We also provide clarity around the notion of design for wellbeing and why it must be distinguished from design for positive emotions

    Deciphering Electron Interplay at the Fullerene/Sputtered TiOxInterface: A Barrier-Free Electron Extraction for Organic Solar Cells

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    Organic photovoltaics (OPVs) technology now offers power conversion efficiency (PCE) of over 18% and is one of the main emerging photovoltaic technologies. In such devices, titanium dioxide (TiOx) has been vastly used as an electron extraction layer, typically showing unwanted charge-extraction barriers and the need for light-soaking. In the present work, using advanced photoemission spectroscopies, we investigate the electronic interplay at the interface between low-temperature-sputtered TiOx and C70 acceptor fullerene molecules. We show that defect states in the band gap of TiOx are quenched by C70 while an interfacial state appears. This new interfacial state is expected to support the favorable energy band alignment observed, showing a perfect match of transport levels, and thus barrier-free extraction of charges, making low-temperature-sputtered TiOx a good candidate for the next generation of organic solar cells

    Efficiency comparison of alum and ferric chloride coagulants in removal of dye and organic material from industrial wastewater - A case study

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    Coagulation and flocculation are most widely methods used for dye and pollution removal from various wastewaters. The aim of this study is efficiency comparison of inorganic coagulant (Alum and Ferric Cchloride) for treatment of textile factory wastewater. The appropriate coagulant was selected at optimum condition for treatment of textile's factory wastewater by measuring of dye, COD, BOD5 and TSS parameters. The different pH (4, 5, 6, 7, 8 and 9) was used for determine the optimum pH. Totally, 240 samples were collected and exanimated according the standard methods of wastewater and water tests. Results showed that the ferric chloride has more removal efficiency than alum in removal of COD, TSS and dye. The most removal of COD, TSS and dye using alum was obtained 36, 19 and 68.8 while for ferric chloride was obtained 72, 60 and 98 respectively. The optimum pH 7 and 5 were obtained for alum and ferric chloride respectively. Based on the results, it can be concluded that COD, TSS and dye removal using ferric chloride has higher efficiency than alum. Therefore, application of ferric chloride in the same conditions is preferred than alum. © 2015 Bulgarian Academy of Sciences, Union of Chemists in Bulgaria

    Identification of valuable natural factors by the VPS Method from children’s points of view, in order to provide a framework for organizing the school yard space

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    Background and Objective: Addressing the issue of identifying elements of the nature are important to children and increase children's creativity. In such a way that these elements can be presented in a general framework so that designers and architects can rely on them, the most important concepts and items needed in the design, to consider these spaces and apply them. Of course, it should be noted that several environmental factors affect creativity. However, in this study, an attempt is made to identify the factors that have the most impact, so that the needs of children can be met in accordance with their activities and a general framework for designing children's spaces can be proposed. The main difference between this research and other researches is in prioritizing the effective factors in nature from the children's point of view and its effect on creativity and then presenting the results in the form of an overall design framework. Various research has been done on this subject, but in a one-dimensional way and in them only one factor is mentioned, such as the effect of creativity on learning, but none of them presents the effect of nature's role in increasing creativity. The purpose of this research is to determine which natural elements are important from children’s points of view and whether the use and presence of elements are possible in educational locations. This research seeks to find approaches to design school yards based on children’s points of view with regard to the role of nature in their education. Methods: The research method used in this qualitative study is content analysis. Based on the nature of the subject, a questionnaire and the image technique were used as the main method of data collection. The structure of the questionnaire is based on the measures and criteria derived from the subject literature and designed based on Likert scale. In the first stage, 120 questionnaires were provided to children of 7-12 age in the case study. Results of the questionnaires were obtained. To ensure that the results of the questionnaires are expanded, the researcher, in the second phase, provided some pictures relevant to questionnaires, so that the children could respond to questions based on their visual preferences. The researcher then obtained results based on visual content analysis. Findings: It was discovered that these two instruments of measurement are in line with each other and are appropriate to the environmental factors affecting children. Finally, a framework for organizing the school yard is presented. Conclusion: By creating an appropriate, responsive and purposeful framework in design, we can address the main goal of the research, which is to identify the effective factors in nature from the children's point of view by increasing their creativity, and finally, an appropriate framework by considering these factors to organize the space of the school yard. The necessity of presenting the framework can be expressed in such a way that the weakening of children's connection with outside the classroom is harmful for the child, on the other hand, an intellectual movement moves towards learning outdoors. The presence of natural elements or the same nature has a positive effect on children's creativity, discovers and flourishes the latent talent in children and creates a suitable environment for a bright future for children.   ===================================================================================== COPYRIGHTS  ©2019 The author(s). This is an open access article distributed under the terms of the Creative Commons Attribution (CC BY 4.0), which permits unrestricted use, distribution, and reproduction in any medium, as long as the original authors and source are cited. No permission is required from the authors or the publishers.  ====================================================================================

    Design considerations for immersive virtual reality applications for older adults: a scoping review

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    Immersive virtual reality (iVR) has gained considerable attention recently with increasing affordability and accessibility of the hardware. iVR applications for older adults present tremendous potential for diverse interventions and innovations. The iVR literature, however, provides a limited understanding of guiding design considerations and evaluations pertaining to user experience (UX). To address this gap, we present a state-of-the-art scoping review of literature on iVR applications developed for older adults over 65 years. We performed a search in ACM Digital Library, IEEE Xplore, Scopus, and PubMed (1 January 2010–15 December 2019) and found 36 out of 3874 papers met the inclusion criteria. We identified 10 distinct sets of design considerations that guided target users and physical configuration, hardware use, and software design. Most studies carried episodic UX where only 2 captured anticipated UX and 7 measured longitudinal experiences. We discuss the interplay between our findings and future directions to design effective, safe, and engaging iVR applications for older adults
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