17 research outputs found
Especificação semântica de QoS: a ontologia QoS-MO
Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro Tecnológico. Programa de Pós-Graduação em Ciência da ComputaçãoEste trabalho apresenta a ontologia QoS-MO que permite a especificação de caracterÃsticas e requisitos de QoS para Web Services Semânticos ou Componentes de Software e pode ser facilmente utilizada para estender a OWL-S ou outras ontologias de descrição funcional de Componentes. As especificações de QoS modeladas a partir da ontologia QoS-MO podem ser utilizadas no projeto, desenvolvimento, publicação e descoberta de Web Services ou Componentes de Software. Um mecanismo de busca semântica de Web Services ou Componentes de Software foi especificado, voltado para a descoberta de Componentes que atendam a um conjunto definido de restrições de QoS, utilizando a ontologia QoS-MO e a linguagem de consulta SPARQL. Um protótipo deste mecanismo foi desenvolvido, contando tanto com uma interface de programação como uma interface Web. Os testes realizados demonstraram que o mecanismo proposto é viável e apresenta um desempenho aceitável e que a ontologia definida é capaz de expressar caracterÃsticas de QoS complexas. A comparação com mecanismos de descoberta de Web Services de propostas similares demonstrou que a abordagem QoS-MO é mais simples e eficiente, pois não depende de nenhum algoritmo complexo para sua execução, apenas de um mecanismo de inferência simples e da linguagem SPARQL
Dynamic Personalization of Gameful Interactive Systems
Gameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications for behaviour change in areas such as health, wellness, education, customer loyalty, and employee management. However, existing research suggests that the qualities of users, such as their personality traits, preferences, or identification with a task, can influence gamification outcomes.
It is important to understand how to personalize gameful systems, given how user qualities shape the gameful experience. Current evidence suggests that personalized gameful systems can lead to increased user engagement and be more effective in helping users achieve their goals than generic ones. However, to create these kinds of systems, designers need a specific method to guide them in personalizing the gameful experience to their target audience. To address this need, this thesis proposes a novel method for personalized gameful design divided into three steps: (1) classification of user preferences, (2) classification and selection of gameful design elements, and (3) heuristic evaluation of the design.
Regarding the classification of user preferences, this thesis evaluates and validates the Hexad Gamification User Types Scale, which scores a person in six user types: philanthropist, socialiser, free spirit, achiever, player, and disruptor. Results show that the scale’s structural validity is acceptable for gamification studies through reliability analysis and factor analysis. For classification and selection of gameful design elements, this thesis presents a conceptual framework based on participants’ self-reported preferences, which classifies elements in eight groups organized into three categories: individual motivations (immersion and progression), external motivations (risk/reward, customization, and incentives), and social motivations (socialization, altruism, and assistance). And to evaluate the design of gameful applications, this thesis introduces a set of 28 gameful design heuristics, which are based on motivational theories and gameful design methods and enable user experience professionals to conduct a heuristic evaluation of a gameful application.
Furthermore, this thesis describes the design, implementation, and pilot evaluation of a software platform for the study of personalized gameful design. It integrates nine gameful design elements built around a main instrumental task, enabling researchers to observe and study the gameful experience of participants. The platform is flexible so the instrumental task can be changed, game elements can be added or removed, and the level and type of personalization or customization can be controlled. This allows researchers to generate different experimental conditions to study a broad range of research questions.
Our personalized gameful design method provides practical tools and clear guidelines to help designers effectively build personalized gameful systems
CHI PLAYGUE: A Mobile Conference Networking Game
© Lennart Nacke, 2016. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in ISS '16 Proceedings of the 2016 ACM on Interactive Surfaces and Spaces, https://doi.org/10.1145/2992154.2996870Modern professional networking relies on social media. To take advantage of this fact, we present CHI PLAYGUE, a conference game designed to facilitate interaction among strangers and encourage social networking to create a community. The game integrates digital technology (mobile devices and large displays) within the space of the conference venue, combined with a mixed-reality narrative and people's social interactions to facilitate the emergence of social dynamics. By providing a platform for large-scale, playful interaction, the game creates an experience that fosters the development of mutually beneficial, personal, and professional relationships among players.Peer-reviewe
Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types
© Owners/Authors, 2018. 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 '18 Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. DOI: https://doi.org/10.1145/3173574.3174009Persuasive gameful systems are effective tools for motivating behaviour change. Research has shown that tailoring these systems to individuals can increase their efficacy; however, there is little knowledge on how to personalize them. We conducted a large-scale study of 543 participants to investigate how different gamification user types responded to ten persuasive strategies depicted in storyboards representing persuasive gameful health systems. Our results reveal that people’s gamification user types play significant roles in the perceived persuasiveness of different strategies. People scoring high in the ‘player’ user type tend to be motivated by competition, comparison, cooperation, and reward while ‘disruptors’ are likely to be demotivated by punishment, goal-setting, simulation, and self-monitoring. ‘Socialisers’ could be motivated using any of the strategies; they are the most responsive to persuasion overall. Finally, we contribute to CHI research and practice by offering design guidelines for tailoring persuasive gameful systems to each gamification user type.NSERC Banting
CNPq, Brazil
SSHRC || 895-2011-1014, IMMERSe
NSERC || RGPIN-418622-2012
CFI || 35819
Mitacs || IT0725
ABOVE WATER: Extending the Play Space for Health
© Lennart Nacke, 2016. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in ISS '16 Proceedings of the 2016 ACM on Interactive Surfaces and Spaces, https://doi.org/10.1145/2992154.2996882ABOVE WATER is a game that disseminates information about Clinical Anxiety Disorders, particularly Generalized Anxiety Disorder and Panic Disorder. This game focuses on teaching players about treatments as well as providing a safe space for discussion of personal experiences. This game focuses on using the physical world (physical space, physical and tangible cards) and the digital world (accessible by any phone or tablet with a modern web browser) as part of its gameplay.Peer-reviewe
Recommender Systems for Personalized Gamification
© 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 UMAP '17 - Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization.DOI: 10.1145/3099023.3099114Gamification has been used in a variety of application domains to promote behaviour change. Nevertheless, the mechanisms behind it are still not fully understood. Recent empirical results have shown that personalized approaches can potentially achieve better results than generic approaches. However, we still lack a general framework for building personalized gameful applications. To address this gap, we present a novel general framework for personalized gameful applications using recommender systems (i.e., software tools and technologies to recommend suggestions to users that they might enjoy). This framework contributes to understanding and building effective persuasive and gameful applications by describing the different building blocks of a recommender system (users, items, and transactions) in a personalized gamification context.NSERC
SSHRC
Mitacs
CNPq, Brazi
CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning
© Lennart Nacke, 2016. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY Companion '16 Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, https://doi.org/10.1145/2968120.2971805Knowledge management (KM) includes the acquisition, sharing, and dissemination of knowledge within a company. The problem with many enterprise KM systems is that they are complex and hardly used, because workers lack motivation to engage in a collaborative process of knowledge sharing and learning. To address this, we developed a gameful learning component of an enterprise KM system (KMS). Our game features an innovative combination of trivia and strategy elements, put together to afford motivation within a KMS. It can be played by employees in the same organization to foster collaborative knowledge exchange and learning.NSERC
SSHRCPeer-reviewe
Empirical validation of the Gamification User Types Hexad scale in English and Spanish
The final publication is available at Elsevier via https://doi.org/10.1016/j.ijhcs.2018.10.002 � 2018. This manuscript version is made available under the CC-BY-NC-ND 4.0 license http://creativecommons.org/licenses/by-nc-nd/4.0/Gamification, the use of game elements in non-game systems, is now established as a relevant research field in human-computer interaction (HCI). Several empirical studies have shown that gameful interventions can increase engagement and generate desired behavioral outcomes in HCI applications. However, some inconclusive results indicate that we need a fuller understanding of the mechanisms and effects of gamification. The Gamification User Types Hexad scale allows us to parse different user motivations in participants� interactions with gameful applications, which are measured using a self-report questionnaire. Each user type represents a style of interaction with gameful applications, for example, if the interactions are more focused on achievements, socialization, or rewards. Thus, by scoring an individual in each one of the user types of the Hexad model, we can establish a profile of user preferences for gameful interactions. However, we still lack a substantial empirical validation of this scale. Therefore, we set out to validate the factor structure of the scale, in both English and Spanish, by conducting three studies, which also investigated the distribution of the Hexad's user types in the sample. Our findings support the structural validity of the scale, as well as suggesting opportunities for improvement. Furthermore, we demonstrate that some user types are more common than others and that gender and age correlate with a person's user types. Our work contributes to HCI research by further validating the utility of the Gamification User Types Hexad scale, potentially affording researchers a deeper understanding of the mechanisms and effects of gameful interventions.CNPqNatural Sciences and Engineering Research Council of Canada [grant RGPIN-418622-2012]Social Sciences and Humanities Research Council of Canada [grant 895-2011-1014]MITACS [grant IT07255]CFI [grant 35819]Ag�ncia de Gesti� d'Ajuts Universitaris i de Recerca, Generalitat de Catalunya [Industrial Doctorate programme 2014-DI-006]Government of Spain [project TIN2013-45303-P
ABOVE WATER: An Educational Game for Anxiety
© Lennart Nacke, 2016. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY Companion '16 Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, https://doi.org/10.1145/2968120.2971804We present Above Water - a digital/physical hybrid game to inform people about the available strategies to cope with two types of Anxiety Disorders - Generalized Anxiety Disorder and Panic Disorder. The game teaches players about existing treatments. This hybrid game is designed to inspire players to share their experiences and develop their own personal narrative. The document also outlines an assessment strategy to study the game and determine its effectiveness as a game for health. The game is designed to educate non-institutionalized individuals with clinical anxiety and panic disorder. Potential players may be diagnosed, seeking intervention information, or a supportive friend.Peer-reviewe
Towards a Trait Model of Video Game Preferences
This is an Accepted Manuscript of an article published by Taylor & Francis in International Journal of Human-Computer Interaction on 2018-04-19, available online: https://doi.org/10.1080/10447318.2018.1461765Typologies for understanding players’ preferences toward different gameplay styles have gained popularity in research. However, attempts to model players’ preferences are based on type models instead of trait models, contrary to the latest personality research. One such model, BrainHex, was designed as an interim model to enable investigations toward a definitive player trait model. However, it lacks empirical validation in support of its psychometric properties. The present work analyzed a dataset with over 50,000 respondents to devise a player traits model based off the BrainHex scale. Results indicate three player traits: action, esthetic, and goal orientation. Furthermore, we analyzed the games listed by participants as examples of what they enjoy, to understand which factors influence player preferences. Results illustrate that the emergent player traits and participants’ genders and attitudes toward story can partially explain player preferences toward certain games. Finally, we present the implications toward a definitive player traits model.NSERC || RGPIN-418622-2012, Discovery, SWaGUR CREATE
SSHRC || 895-2011-1014, IMMERSe
CFI || 35819
Mitacs || IT07255
CNPq, Brasil
NSERC Bantin