41 research outputs found

    Exploring sociality and engagement in play through game-control distribution

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    Abstract This study explores how distributing the controls of a video game among multiple players affects the sociality and engagement experienced in game play. A video game was developed in which the distribution of game controls among the players could be varied, thereby affecting the abilities of the individual players to control the game. An experiment was set up in which eight groups of three players were asked to play the video game while the distribution of the game controls was increased in three steps. After each playing session, the players' experiences of sociality and engagement were assessed using questionnaires. The results showed that distributing game control among the players increased the level of experienced sociality and reduced the level of experienced control. The game in which the controls were partly distributed led to the highest levels of experienced engagement, because the game allowed social play while still giving the players a sense of autonomy. The implications for interaction design are discussed

    Design strategies for promoting young children’s physical activity: A playscapes perspective

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    This paper develops a set of design strategies for promoting young children’s physical activity. These strategies are developed by taking the design perspective of Playscapes as a starting point. Playscapes suggests that three play qualities are key in promoting young children’s physical activity: free, bodily, and dispersed play. We present two field studies in a pediatric oncology center, in which we observed how these play qualities were reflected in children’s interactions with two Playscape designs: Stickz, a collection of branch-shaped objects, were placed in a semi-public waiting area; Fizzy, a self-propelled robotic ball, was introduced to patient rooms. Free play was analyzed according to the diversity of play activities, bodily play according to the diversity and exertion level of bodily movements, and dispersed play according to the floor area covered. Based on the findings, we discuss how Fizzy and Stickz contributed to each play quality, and derive a set of design strategies that can be applied in different contexts to stimulate young children’s physical activity. With these strategies, Playscapes offers a concrete alternative to existing approaches, supporting designers in directing interactions towards physical activity while leaving room for children’s unstructured and spontaneous play

    Game feature and expertise effects on experienced richness, control and engagement in game play

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    The extent to which game play is experienced as engaging is an important criterion for the playability of video games. This study investigates how video games can be designed towards increased levels of experienced engagement over time. For this purpose, two experiments were conducted in which a total of 35 participants repeatedly played a video game. Results indicate that experienced engagement is based on the extent to which the game provides rich experiences as well as by the extent to which the game provides a sense of control. In view of the influence of both game features and players’ expertise on the levels of experienced richness and control, it is concluded that game features should be modified over time to maintain optimal levels of engagement

    Biodiversity recovery of Neotropical secondary forests

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    Old-growth tropical forests harbor an immense diversity of tree species but are rapidly being cleared, while secondary forests that regrow on abandoned agricultural lands increase in extent. We assess how tree species richness and composition recover during secondary succession across gradients in environmental conditions and anthropogenic disturbance in an unprecedented multisite analysis for the Neotropics. Secondary forests recover remarkably fast in species richness but slowly in species composition. Secondary forests take a median time of five decades to recover the species richness of old-growth forest (80% recovery after 20 years) based on rarefaction analysis. Full recovery of species composition takes centuries (only 34% recovery after 20 years). A dual strategy that maintains both old-growth forests and species-rich secondary forests is therefore crucial for biodiversity conservation in human-modified tropical landscapes. Copyright © 2019 The Authors, some rights reserved

    One-dimensional blood flow modelling in the human arterial system with Finite Volume Methods

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    In this thesis, it is investigated how the blood flow changes in different physiological situations, using a one-dimensional model, that describes the blood flow in compliant vessels. The one-dimensional model, that describes the blood flow, is derived based on the physical laws of conservation of momentum and conservation of mass. A high resolution flux differencing scheme is applied to a stented artery, a tapered artery, an arterial bifurcation and a network of the 55 main arteries in the human arterial tree. It is found that inserting a stent led to an increase in the peak pressure and a dip below the equilibrium pressure, just before the stent. The nonlinearities in the model are shown using a long tapered artery, in the form of the steepening of the pulse. The current treatment of the bifurcations has led to reasonable physical reflections, in the bifurcation test cases. The network of 55 arteries showed that bifurcations play an important role in the blood flow patterns and, as such, they should not be ignored when considering a single blood vessel. Further research should focus on the implementation of a vascular prosthesis and more advanced treatments of the bifurcations

    An Idealised Morphodynamic Model of a Tidal Inlet and the Adjacent Sea

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    Tidal inlet systems are often highly valuable and sometimes even unique ecosystems. However, field measurements show that tidal inlet systems are sensitive to changing exogenous conditions, such as rising sea levels. This thesis aims to investigate to what extent the adjacent sea influences the stability and equilibrium state of the tidal inlet. A one-dimensional idealised model is used to model the interaction between the sea and the inlet. The water motion is forced by the tide and the inlet is assumed to be narrow and short. At equilibrium, an increasingly sloping bottom is found in the sea and a constantly sloping bottom in the inlet. This equilibrium bottom profile seems to be in reasonable agreement with observations. The sea-inlet bottom profile is less stable than the inlet bottom profile, nevertheless, the sea-inlet bottom profile is still asymptotically linear stable. Moreover, the results in this thesis suggest that for one-dimensional idealised models consisting solely of a tidal inlet, the correct seaward boundary condition is a properly chosen fixed entrance depth. For a two-dimensional semi-infinite sea, it is shown that a Perfectly Matched Layer is a convenient method to incorporate the Sommerfeld radiation condition and that the narrow tidal inlet cannot be modelled as a point source forcing in the two-dimensional sea domain.Applied Mathematic

    The right to contestation : Towards repairing our interactions with algorithmic decision systems

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    This paper looks at how contestation in the context of algorithmic decision systems is essentially the progeny of repair for our more decentralised and abstracted digital world. The act of repair has often been a way for users to contest with bad design, substandard products, and disappointing outcomes - not to mention often being a necessary aspect of ensuring effective use over time. As algorithmic systems continue to make more decisions about our lives and futures, we need to look for new ways to contest their outcomes and repair potentially broken systems. Through looking at examples of contemporary repair and contestation and tracing the history of electronics repair from discrete components into the decentralised systems of today, we look at how the shared values of repair and contestation helps surface ways to approach contestation using tactics of the Right to Repair movement and the instincts of the Fixer. Finally, we speculate on roles, communities and a move towards an agonistic interaction space where response-ability rests more equally across user, designer and system.DCOD
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