9 research outputs found

    A Situation Awareness Question Generator to Determine a Crisis Situation

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    In this paper we present a system that generates questions from an ontology to determine a crisis situation by ordinary people using their mobile phone: the Situation Awareness Question Generator. To generate questions from an ontology we propose a formalization based on Situation Theory and several strategies to determine a situation as quickly as possible. A suitable ontology should comply with human categorization to enhance trustworthiness. We created three ontologies, i.e. a pragmatic-based ontology, an expert-based ontology and a basiclevel ontology. Several experiments, published elsewhere, showed that the basic-level ontology is most suitable

    Engineering ontologies for question answering

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    Using an ontology to automatically generate questions for ordinary people requires a structure and concepts com- pliant with human thought. Here we present methods to develop a pragmatic, expert-based and a basic-level ontology and a framework to evaluate these ontologies. Comparing these ontologies shows that expert-based ontologies are most easy to con- struct but lack required cognitive semantic characteristics. Basic-level ontologies have structure and concepts which are better in terms of cognitive semantics but are most expensive to construct

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    A practical guide to modelling cognitive processe

    A Situation Awareness Question Generator to determine a crisis situation

    No full text
    In this paper we present a system that generates questions from an ontology to determine a crisis situation by ordinary people using their mobile phone: the Situation Awareness Question Generator. To generate questions from an ontology we propose a formalization based on Situation Theory and several strategies to determine a situation as quickly as possible. A suitable ontology should comply with human categorization to enhance trustworthiness. We created three ontologies, i.e. a pragmatic-based ontology, an expert-based ontology and a basiclevel ontology. Several experiments, published elsewhere, showed that the basic-level ontology is most suitable

    The added value of a gaming context and intelligent adaptation for a mobile learning application for vocabulary learning

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    Two groups participated in a study on the added value of a gaming context and intelligent adaptation for a mobile learning application. The control group worked at home for a fortnight with the original Mobile English Learning application (MEL-original) developed in a previous project. The experimental group worked at home for a fortnight with MEL-enhanced, the original application embedded in an adventure game and augmented with intelligent adaptation. Two learning themes were used: Zoo animals and Neighbourhood. Both groups attended lessons at school on Zoo Animals and Neighbourhood during the same periods they were allowed to work with the application at home. A pre- and post-test were conducted to establish the initial vocabulary knowledge and the knowledge acquired during the learning phase. The main results indicated that the students in the experimental condition (MEL-enhanced) outperformed the children from the control group (MEL-original), although the former group did not spend more time with the learning material than the latter, and that the students in the experimental group valued MEL-enhanced more than the children from the control group valued MEL-original

    The Framework of Security-Enhancing Friction: How UX Can Help Users Behave More Securely

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    A growing body of research in the usable privacy and security community addresses the question of how to best influence user behavior to reduce risk-taking.We propose to address this challenge by integrating the concept of user experience (UX) into empirical usable privacy and security studies that attempt to change risktaking behavior. UX enables us to study the complex interplay between user-related, system-related and contextual factors and provides insights into the experiential aspects underlying behavior change, including negative experiences. We first compare and contrast existing security-enhancing interventions (e.g., nudges, warnings, fear appeals) through the lens of friction. We then build on these insights to argue that it can be desirable to design for moments of negative UX in security-critical situations. For this purpose, we introduce the novel concept of security-enhancing friction, friction that effectively reduces the occurrence of risk-taking behavior and ensures that the overall UX (after use) is not compromised. We illustrate how security-enhancing friction provides an actionable way to systematically integrate the concept of UX into empirical usable privacy and security studies for meeting both the objectives of secure behavior and of overall acceptable experience

    The Evolution of Educational Game Designs From Computers to Mobile Devices: A Comprehensive Review

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    With the rapid growth of mobile technologies, mobile devices have become very popular and have reached a very high spread. Consequently, mobile games have started gaining an increasing attention from researchers and practitioners. This paper investigates the impact of mobile technologies on designing and delivering educational mobile games. In particular, it investigates the evolution of educational games design from being used on computers to being used on mobile devices. To do so, forty studies regarding computer and mobile educational games are reviewed. The obtained results showed that: (1) computer and mobile educational games still share some game design elements. (2) the new embedded mobile devices’ technologies made educational mobile games more immersive and fun. (3) a set of game design recommendations regarding designing mobile educational games which researchers and practitioners can refer to in their context
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