53 research outputs found

    A pilot study of performance among hospitalised elderly patients on a novel test of visuospatial cognition: the letter and shape drawing (LSD) test.

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    peer-reviewedObjectives. Conventional bedside tests of visuospatial function such as the clock drawing (CDT) and intersecting pentagons tests (IPT) are subject to considerable inconsistency in their delivery and interpretation. We compared performance on a novel test – the letter and shape drawing (LSD) test –with these conventional tests in hospitalised elderly patients. Methods. The LSD, IPT, CDT and the Montreal Cognitive Assessment (MoCA) were performed in 40 acute elderly medical inpatients at University Hospital Limerick The correlation between these tests was examined as well as the accuracy of the visuospatial tests to identify significant cognitive impairment on the MoCA. Results. The patients (mean age 81.0±7.71; 21 female) had a median MoCA score of 15.5 (range = 1–29). There was a strong, positive correlation between the LSD and both the CDT (r = 0.56) and IPT (r = 0.71). The correlation between the LSD and MoCA (r = 0.91) was greater than for the CDT and IPT (both 0.67). The LSD correlated highly with all MoCA domains (ranging from 0.54 to 0.86) and especially for the domains of orientation (r = 0.86), attention (0.81) and visuospatial function (r = 0.73). Two or more errors on the LSD identified 90% (26/29) of those patients with MoCA scores of ⩽20, which was substantially higher than for the CDT (59%) and IPT (55%). Conclusion. The LSD is a novel test of visuospatial function that is brief, readily administered and easily interpreted. Performance correlates strongly with other tests of visuospatial ability, with favourable ability to identify patients with significant impairment of general cognition.PUBLISHEDpeer-reviewe

    Elements of Gameful Design Emerging from User Preferences

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    © Owners/Authors, 2017. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in CHI PLAY '17 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play.Several studies have developed models to explain player preferences. These models have been developed for digital games; however, they have been frequently applied in gameful design (i.e., designing non-game applications with game elements) without empirical validation of their fit to this different context. It is not clear if users experience game elements embedded in applications similarly to how players experience them in games. Consequently, we still lack a conceptual framework of design elements built specifically for a gamification context. To fill this gap, we propose a classification of eight groups of gameful design elements produced from an exploratory factor analysis based on participants’ self-reported preferences. We describe the characteristics of the users who are more likely to enjoy each group of design elements in terms of their gender, age, gamification user type, and personality traits. Our main contribution is providing an overview of which design elements work best for what demographic clusters and how we can apply this knowledge to design effective gameful systems.SSHRC || 895-2011-1014, IMMERSe NSERC || RGPIN-418622-2012 CFI || 35819 Mitacs || IT07255 CNPq, Brazil Agència de Gestió d’Ajuts Universitaris i de Recerca (Generalitat de Catalunya) || Industrial Doctorate programme 2014-DI-00

    An empirically-based characterization and quantification of information seeking through mailing lists during Open Source developers' software evolution

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    Context Several authors have proposed information seeking as an appropriate perspective for studying software evolution. Empirical evidence in this area suggests that substantial time delays can accrue, due to the unavailability of required information, particularly when this information must travel across geographically distributed sites. Objective As a first step in addressing the time delays that can occur in information seeking for distributed Open Source (OS) programmers during software evolution, this research characterizes the information seeking of OS developers through their mailing lists. Method A longitudinal study that analyses 17 years of developer mailing list activity in total, over 6 different OS projects is performed, identifying the prevalent information types sought by developers, from a qualitative, grounded analysis of this data. Quantitative analysis of the number-of-responses and response time-lag is also performed. Results The analysis shows that Open Source developers are particularly implementation centric and team focused in their use of mailing lists, mirroring similar findings that have been reported in the literature. However novel findings include the suggestion that OS developers often require support regarding the technology they use during development, that they refer to documentation fairly frequently and that they seek implementation-oriented specifics based on system design principles that they anticipate in advance. In addition, response analysis suggests a large variability in the response rates for different types of questions, and particularly that participants have difficulty ascertaining information on other developer's activities. Conclusion The findings provide insights for those interested in supporting the information needs of OS developer communities: They suggest that the tools and techniques developed in support of co-located developers should be largely mirrored for these communities: that they should be implementation centric, and directed at illustrating "how" the system achieves its functional goals and states. Likewise they should be directed at determining the reason for system bugs: a type of question frequently posed by OS developers but less frequently responded to

    Visualising the execution of concurrent objectoriented programs dynamically using UML

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    Understanding the intricacies behind concurrency within object-oriented programming languages has always been a challenge for undergraduate students. This is particularly true since both are complex issues in their own rights. Visualisation, when used adequately, can be of tremendous assistance in expediting comprehension of such complex issues. The aim of this paper is to discuss the potential of UML, as a medium within visualisation, to assist the comprehension of the execution of a concurrent object-oriented program. We thus investigate the qualities of UML as a language; discuss some of the issues associated with concurrency and Java and finally discuss the design of our visualisation tool
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