76 research outputs found
Getting residents closer to public institutions through gamification
With the huge growth of mobile device users, in recent years, the need and the opportunity to create new digital services and platforms has arisen. These platforms and services not only make peopleâs daily life easier, but also facilitate and improve communication between institutions and people. Also, new ways of achieving the intended goals are being developed and tested. Gamification is an example, where institutions and peopleâs communication is encouraged through the offering of incentives/rewards that potentiate involvement with that particular institution. In practice, institutions offer rewards to participants who perform predetermined tasks, for recommendation, dissemination, evaluation or greater involvement of people with that particular institution. The concept of smart cities is also getting huge attention nowadays. Making a city âsmartâ is emerging as a strategy to mitigate the problems generated by the urban population growth and rapid urbanization. In this work, we propose a digital solution, in the form of a mobile application, which has as its main goal to improve city hall public services and peopleâs communication, bringing them closer. This is achieved using gamification techniques that aim to engage residents with city hall services. It is provided a report system that enables residents to communicate to the city hall services, some issues regarding their town that they wish to be solved, such as broken structures, clogged sewers, among others. The proposed system also has a lore that leads to extra motivation to complete missions, be part of player gatherings and events, and meet new people and to better explore the citiesâ wonders. An admin platform for the maintenance and administration of the system is also proposed, to better help keeping the applicationâs content fresh and updated, allowing for a better user experience for the population. The proposed system is being prepared for testing in real environments, the simulation results, as showed in tThis work has been supported by COMPETE: POCI-01-0145-FEDER-007043 and FCT âFundação para a CiĂȘncia e Tecnologia within the Project Scope: UID/CEC/00319/201
What is behind a summary-evaluation decision?
Research in psychology has reported that, among the variety of possibilities for assessment methodologies, summary evaluation offers a particularly adequate context for inferring text comprehension and topic understanding. However, grades obtained in this methodology are hard to quantify objectively. Therefore, we carried out an empirical study to analyze the decisions underlying human summary-grading behavior. The task consisted of expert evaluation of summaries produced in critically relevant contexts of summarization development, and the resulting data were modeled by means of Bayesian networks using an application called Elvira, which allows for graphically observing the predictive power (if any) of the resultant variables. Thus, in this article, we analyzed summary-evaluation decision making in a computational framewor
The digital memory game: an assistive technology resource evaluated by children with cerebral palsy
Mobile Education: Towards Affective Bi-modal Interaction for Adaptivity
One important field where mobile technology can make significant contributions is education. However one criticism in mobile education is that students receive impersonal teaching. Affective computing may give a solution to this problem. In this paper we describe an affective bi-modal educational system for mobile devices. In our research we describe a novel approach of combining information from two modalities namely the keyboard and the microphone through a multi-criteria decision making theory
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