48 research outputs found

    On designing a pervasive mobile learning platform

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    Dynamics between disturbances and motivations in educational mobile games

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    Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players

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    Location-based games (LBGs) augment urban environments with virtual content turning them into a playground. The importance of understanding how different modes of play impact LBG players’ psychological well-being is emphasized by the enormous and constantly rising popularity of the genre. In this work, we use the two-factor theory of psychological well-being to investigate the associations between five constructs related to game mechanics and personality traits, and psychological well-being and fatigue. We test our proposed structural model with Finnish Pokémon GO players (N = 855). The results show deficient self-regulation and fear of missing out to be positively associated with gaming fatigue. Engagement with cooperative and individual game mechanics had a positive relationship with well-being. Competitive game mechanics were found to have a positive relationship with both well-being and fatigue. Finally, the overall playing intensity had a strong relationship with well-being, but no association with fatigue.</p

    Location-based Games as Exergames - From Pokemon To The Wizarding World

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    Exergames, i.e. games which aim to increase player's physical activity, are a prominent sub-category of serious games (SGs). Recently, location-based games (LBGs) similar to Pokemon GO have gained the attention of exergame designers as they have been able to reach people who would otherwise not be motivated to exercise. Multiple studies have been conducted on Pokemon GO alone, identifying positive outcomes related to, for example, exercise and social well-being. However, with substantial findings derived from a single game, it is unclear whether the identified benefits of playing Pokemon GO are present in other similar games. In order to broaden the understanding of LBGs as exergames, this study investigates the gameplay features and initial reactions of early adopters to a game called Harry Potter: Wizards Unite (HPWU) which was launched in summer 2019. A questionnaire (N=346) was sent to HPWU players to measure the effects playing the game has on their physical activity. During the first week of play, an increase in mild physical activity was recorded among HPWU players, similar to what has been reported with Pokemon GO. Also almost half of respondents (46,82%) reported to play the game socially, showcasing how LBGs can generally have a positive impact also on players' social well-being

    Geographical and temporal distribution of SARS-CoV-2 clades in the WHO European Region, January to June 2020

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    We show the distribution of severe acute respiratory syndrome coronavirus-2 (SARS-CoV-2) genetic clades over time and between countries and outline potential genomic surveillance objectives. We applied three genomic nomenclature systems to all sequence data from the World Health Organization European Region available until 10 July 2020. We highlight the importance of real-time sequencing and data dissemination in a pandemic situation, compare the nomenclatures and lay a foundation for future European genomic surveillance of SARS-CoV-2

    Mobile Educational Augmented Reality Games: A Systematic Literature Review and Two Case Studies

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    Augmented reality (AR) has evolved from research projects into mainstream applications that cover diverse fields, such as entertainment, health, business, tourism and education. In particular, AR games, such as Pokémon Go, have contributed to introducing the AR technology to the general public. The proliferation of modern smartphones and tablets with large screens, cameras, and high processing power has ushered in mobile AR applications that can provide context-sensitive content to users whilst freeing them to explore the context. To avoid ambiguity, I define mobile AR as a type of AR where a mobile device (smartphone or tablet) is used to display and interact with virtual content that is overlaid on top of a real-time camera feed of the real world. Beyond being mere entertainment, AR and games have been shown to possess significant affordances for learning. Although previous research has done a decent job of reviewing research on educational AR applications, I identified a need for a comprehensive review on research related to educational mobile AR games (EMARGs). This paper explored the research landscape on EMARGs over the period 2012–2017 through a systematic literature review complemented by two case studies in which the author participated. After a comprehensive literature search and filtering, I analyzed 31 EMARGs from the perspectives of technology, pedagogy, and gaming. Moreover, I presented an analysis of 26 AR platforms that can be used to create mobile AR applications. I then discussed the results in depth and synthesized my interpretations into 13 guidelines for future EMARG developers

    ManySense: An Extensible and Accessible Middleware for Consumer-Oriented Heterogeneous Body Sensor Networks

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    Consumer-oriented wearable sensors such as smart watches are becoming popular, but each manufacturer uses its own data access mechanism. At the same time, the need for inferred context data is increasing in context-aware applications. A system is needed to provide a unified access to heterogeneous wearable devices for context-aware application developers. We propose ManySense—an Android-based middleware for heterogeneous consumer-oriented BSNs. Extensibility is achieved through adapter interfaces which allow sensors and context inferencing algorithms to be coupled with the middleware. Accessibility of the middleware allows third party applications to access raw sensor data and inferred context data uniformly. This paper provides two main contributions which are divided into several outcomes: (1) design and implementation of the ManySense BSN middleware that allows low-effort addition of new sensors and context inferencing algorithms through adapter interfaces, provides unified access to optionally filtered sensor data and inferred context data for third party applications, mediates control queries to sensor adapters and context inferencing adapters, and facilitates adapter development through an SDK and (2) evaluation of ManySense by comparing its performance with manual sensor data acquisition, analysis of ManySense's extensibility through adapter interfaces, and analysis of ManySense's accessibility from third party applications

    Influence of Avatar Facial Appearance on Users&rsquo; Perceived Embodiment and Presence in Immersive Virtual Reality

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    Immersive virtual reality (VR) based on head-mounted displays has been identified as one of the key interaction technologies of the future metaverse, which comprises diverse interconnected virtual worlds and users who traverse between those worlds and interact with each other. Interaction in immersive VR entails the use of avatars that represent users. Previous research has shown that avatar appearance (e.g., body type, body visibility, and realism) affects the senses of embodiment and presence, which are among the key indicators of successful immersive VR. However, research on how the similarity between an avatar&rsquo;s face and the user&rsquo;s face affects embodiment and presence is lacking. We conducted a mixed-method experiment with 23 young adults (10 males, 13 females, mean age: 25.22) involving a VR scene with rich embodiment, a virtual mirror, and interaction with a virtual character. The participants were assigned to two groups: Group 1 had avatars based on their own faces, and Group 2 had avatars based on a stranger&rsquo;s face. The results indicated that Group 1 experienced higher embodiment with no significant differences in presence scores. Additionally, we identified moderate and significant correlations between presence and embodiment, including their subscales. We conclude that the realism and similarity in an avatar&rsquo;s appearance is important for embodiment, and that both embodiment and presence are intertwined factors contributing to immersive VR user experience

    User Experience in Mobile Augmented Reality : Emotions, Challenges, Opportunities and Best Practices

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    Mobile Augmented Reality (MAR) is gaining a strong momentum to become a major interactive technology that can be applied across domains and purposes. The rapid proliferation of MAR applications in global mobile application markets has been fueled by a range of freely-available MAR software development kits and content development tools, some of which enable the creation of MAR applications even without programming skills. Despite the recent advances of MAR technology and tools, there are still many challenges associated with MAR from the User Experience (UX) design perspective. In this study, we first define UX as the emotions that the user encounters while using a service, a product or an application and then explore the recent research on the topic. We present two case studies, a commercial MAR experience and our own Virtual Campus Tour MAR application, and evaluate them from the UX perspective, with a focus on emotions. Next, we synthesize the findings from previous research and the results of the case study evaluations to form sets of challenges, opportunities and best practices related to UX design of MAR applications. Based on the identified best practices, we finally present an updated version of the Virtual Campus Tour. The results can be used for improving UX design of future MAR applications, thus making them emotionally engaging.Validerad;2018;Nivå 2;2018-05-22 (andbra)</p
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