9 research outputs found

    An Exploratory Review of Design Principles in Constructivist Gaming Learning Environments

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    Creating a design theory for Constructivist Gaming Learning Environment necessitates, among other things, the establishment of design principles. These principles have the potential to help designers produce games, where users achieve higher levels of learning. This paper focuses on twelve design principles: Probing, Distributed, Multiple Routes, Practice, Psychosocial Moratorium, Regime of Competence, Self-Knowledge, Collective Knowledge, Engaging, User Interface Ease of Use, On Demand and Just-in-Time Tutorial, and Achievement. We report on two pilot studies of a qualitative nature in which we test our design principles. Game play testing and observations were carried out on five Massively Multiplayer Online Games (MMOGs): RuneScape, GuildWars, Ragnarok, World of WarCraft, and Final Fantasy XI. Two educational games, Carabella Goes to College and Outbreak at WatersEdge were also observed. Our findings indicate that not all of the popular MMOGs and educational games support all of these principles

    Decision Support for Perceived Threat in the Context of Intrustion Detection Systems

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    The objective of this research is to propose a novel approach for using a behavioral biometric known as keystroke analysis, to facilitate decision making in the context of an intrusion detection system (IDS). Regardless of the situation, individuals have a specific baseline or disposition to decision making based on two psychological factors: (1) indecisiveness, and (2) intolerance of uncertainty. The IDS provides a probability of intrusion and a set of objective situational characteristics. We propose a decision support system that allows the decision maker to state a level of perceived threat and to vary the security thresholds that determines the false acceptance rates of the IDS. Our hypothesis is that perceived threat depends not only on the keystroke technology but also on the social context and disposition toward decision making of the user. This research tests this hypothesis and provides guidance in the design of better security systems

    Exploring Students’ Reactions to Virtual Worlds

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    Our research explores multi-user virtual environments for teaching university-level courses. This paper focuses on undergraduate students’ reactions to five virtual worlds explored as part of a Computers and Ethics course. Written reports from twenty-five students were qualitatively analyzed with respect to perceived ease of use, user satisfaction, and user concerns. Our preliminary findings indicate that students’ perceptions and attitudes were mixed. Some students perceived virtual worlds as relatively easy to use regarding object interactions, communication and user interaction. However, there were some instances of difficulty in navigation and in completing some tutorials. Furthermore, students expressed concerns beyond usability issues, such as user misbehavior and cheating. These issues could become significant barriers to using virtual worlds for college courses. We present suggestions for reducing such barriers

    The Trichotomy of Processes: A Philosophical Basis for Information Systems

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    The principle of trichotomy from the American philosopher Charles S. Peirce can be used to categorize processes into the triad of transactional, relational, and informational. The usefulness of these categories is explicated by a comparison with structuration theory and control theory, and elaborated with a consideration of democracy in a knowledge economy. These three example applications of the process triad show the generality of the conceptual categories and provide a natural way of bringing ideas from social and ethical theories into information systems design. Modeling the world and understanding business applications through the use of the Trichotomy of Processes should facilitate the development of more valuable information systems

    A preference elicitation strategy for multicriteria decision aiding

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    Decision Support for Perceived Threat in the Context of Intrusion Detection Systems

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    The objective of this research is to propose a novel approach for using a behavioral biometric known as keystroke analysis, to facilitate decision making in the context of an intrusion detection system (IDS). Regardless of the situation, individuals have a specific baseline or disposition to decision making based on two psychological factors: (1) indecisiveness, and (2) intolerance of uncertainty. The IDS provides a probability of intrusion and a set of objective situational characteristics. We propose a decision support system that allows the decision maker to state a level of perceived threat and to vary the security thresholds that determines the false acceptance rates of the IDS. Our hypothesis is that perceived threat depends not only on the keystroke technology but also on the social context and disposition toward decision making of the user. This research tests this hypothesis and provides guidance in the design of better security systems

    An Investigation Into the Efficacy of Keystroke Analysis for Perimeter Defense and Facility Access

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    The purpose of this study is to evaluate the performance ofstatic keystroke analysis as a complimentary and transparent security solution in the context of perimeter defense and facility access. A biometric keypad prototype was developed to evaluate the classification accuracy using temporal keystroke characteristics and feature points extracted from pressure sensors embedded within the keypad A novel method is proposed to improve keystroke classification accuracy by analyzing 3 pressure related characteristics. amplitude or peak, peak area, and peak sharpness

    Toward an Engaging Learning Experience for Students

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    Our research program explores the opportunities and challenges for engaging learning raised by emerging multiuser virtual environments such as Second Life and There. Students need an engaging learning environment that stimulates their self-efficacy and their outcome expectations. This paper focuses on exploratory research regarding students\u27 preference to learn in a virtual world environment vs. classic text-based learning management systems. Three in-depth interviews were conducted with undergraduate students after using the virtual world called There. Our preliminary findings indicate that there is some preference for using virtual worlds over the learning management systems. However, there were some issues encountered that could hamper the use of virtual worlds for teaching college courses. This research contributes to the design and use of computer-support learning environments
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