167 research outputs found

    Gaming to master the game - Game usability and game mechanics

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    Health intervention aimed at children using serious games are starting to grow on popularity, however, Interactive Digital Storytelling (IDS) paradigm for serious games is in its infancy. In this article, we present a series of IDS educational games developed with the aim of promoting responsible antibiotic use and hygiene part of the edugames4all project. Despite commercial success and market popularity of IDS games one of the major challenges we encountered when the games were distributed to schools for evaluation was that many children never played a similar game before and found the concept challenging. As a result, some of the children enjoyed the game while others were frustrated and gave up at a certain point. Although the phenomenon is not new, and it present even in commercial games, we proposed a new approach to ensure that all children understand the message delivered and at the same time, they enjoy playing the game. This paper proposes the introduction of a training mission that teaches children in a game like environment the basic concepts necessary to progress through the game. The training mission was evaluated in experimental settings with two groups of children, one playing the training mission before playing the game and another one who did not. The results showed that there is no statistically significant difference in terms of usability between the two groups, however the group that did not play the training mission found the game more “awkward” to play, and the difference between the groups in this case was statistically significant

    MAGNET: A Virtual Shared Tuplespace Resource Manager

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    Traditional operating systems limit flexibility, performance and utilization of hardware resources by forcing applications to use inappropriate high-level abstractions, uniform protection schemes and high-level static resource management. This forced use of inappropriate services results in poor application and operating system performance. A radical new approach to operating systems design and construction is needed to meet the requirements of modern applications. Within our Centre, we are designing BITS: the Component Based Operating System, to address these issues.To realize its full potential, BITS requires a radically new resource management strategy. The operating system design gives an environment for implementing extensions, but a resource manager module is responsible for making them available. It allows system services to be specialized, replaced or extended to better serve application-specific needs.In this paper we propose the MAGNET Resource Manager enabling a free-market negotiation of application requests and server resources. It provides an additional level of flexibility for application participation in resource management. MAGNET also provides a platform for an additional runtime level of extensibility: dynamic modification and replacement of its parts during execution

    Application of User Profiling on Ontology Module Extraction for Medical portals

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    One fit all for approach for searching and ranking discovered knowledge on the Internet does not cater for the diverse variety of users and user groups with different preferences, information needs and priorities. This is of a particular case in the National electronic Library of Infection in the UK (NeLI, www.neli.org.uk) accessed by a number of medical professionals with different preferences and medical information needs. We define personal and group profiles, based on user-specified interests, and develop an ontology module extraction service defining the key area of the infection ontology of a particular relevance to each user group. In this paper we discuss how ontology modularisation can improve the NeLI portal by providing customised alert, recommender service and specialitycustomised browsing tree structure

    Vaccine hesitancy and behavior change theory-based social media interventions: a systematic review

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    It is widely acknowledged that vaccine hesitancy is a multifaceted problem that cannot be addressed by a single strategy. Behavior change theories and social media tools may together help to guide the design of interventions aimed at improving vaccination uptake. This systematic review aims to identify the breadth and effectiveness of such theories and tools. The systematic review search was performed in PubMed, Scopus, ACM, Cochrane Library, ProQuest, and Web of Science databases for studies between January 2011 and January 2021 that applied social media tools to increase vaccine confidence or improve vaccination uptake. The literature search yielded a total of 3,065 publications. Twenty articles met the eligibility criteria, 12 of which were theory-based interventions. The result shows that the Health Belief Model was the most frequently deployed theory, and the most common social media tool was educational posts, followed by dialogue-based groups, interactive websites, and personal reminders. Theory-based interventions were generally more measurable and comparable and had more evidence to trigger the positive behavior change. Fifteen studies reported the effectiveness in knowledge gain, intention increase, or behavior change. Educational messages were proved to be effective in increasing knowledge but less helpful in triggering behavior change. Dialogue-based social media intervention performed well in improving people’s intention to vaccinate. Interventions informed by behavior change theory and delivered via social media platforms offer an important opportunity for addressing vaccine hesitancy. This review highlights the need to use a multitheory framework and tailoring social media interventions to the specific circumstances and needs of the target audience in future interventions. The results and insights gained from this review will be of assistance to future studies

    Ethical Issues in AI-Enabled Disease Surveillance: Perspectives from Global Health

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    Infectious diseases, as COVID-19 is proving, pose a global health threat in an interconnected world. In the last 20 years, resistant infectious diseases such as severe acute respiratory syndrome (SARS), Middle East respiratory syndrome (MERS), H1N1 influenza (swine flu), Ebola virus, Zika virus, and now COVID-19 have been impacting global health defences, and aggressively flourishing with the rise of global travel, urbanization, climate change, and ecological degradation. In parallel, this extraordinary episode in global human health highlights the potential for artificial intelligence (AI)-enabled disease surveillance to collect and analyse vast amounts of unstructured and real-time data to inform epidemiological and public health emergency responses. The uses of AI in these dynamic environments are increasingly complex, challenging the potential for human autonomous decisions. In this context, our study of qualitative perspectives will consider a responsible AI framework to explore its potential application to disease surveillance in a global health context. Thus far, there is a gap in the literature in considering these multiple and interconnected levels of disease surveillance and emergency health management through the lens of a responsible AI framework

    Learning about Hygiene and Antibiotic Resistance through Mobile Games:Evaluation of Learning Effectiveness

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    Edugames4all MicrobeQuest! is a mobile game that aims to teach microbiology and create awareness about important healthcare issues among 9 to 12 years old. This article presents the game, discusses the game design and integration of the learning objectives into the game mechanics. An exploratory study has been performed to assess the game effectiveness in teaching the learning objectives integrated into the game. The study showed that the game can teach the learning objectives, however, the knowledge difference has not been statistically significant across all three learning objectives

    Edu-Interact:An Authoring Tool for Interactive Digital Storytelling based Games

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    In this research, we present an authoring environment, Edu-Interact, that supports the creation of adaptive interactive digital storytelling based games. Edu-Interact allows to design a story that seamlessly evaluates the student knowledge, performs the subsequent adaptation of the digital storytelling, and provides a summative assessment. The authoring environment allows also to assign weights to different concepts the student could accumulate through the interaction with the storytelling. This can provide a score that could be used as a means of gamifying the interactive digital storytelling or provide teachers or other stakeholders with feedback on the student performance

    Providing enhanced social interaction services for industry exhibitors at large medical conferences

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    Large medical conferences offer opportunities for participants to find industry exhibitors that offer products and services relevant to their professional interests. Companies often invest significant effort in promotions that encourage participants to spend time at their stand (e.g. providing free gifts, leaflets, running competitions) and register some contact details. Attendees will use the conference to find others who also share similar professional interests, as well as keep up to date with developments on products such has pharmaceuticals and medical equipment. From both perspectives, a number of improvements can be made to enhance the overall experience by using existing active RFID technology: Vendors would be able to more closely monitor the success of their promotions with statistics on the stand's visitors, as well as find more potential customers by using real-time visualizations; Participants would be able to log their social interactions, keeping an electronic history of the people they have met. The SocioPatterns project and Live Social Semantics experiments have recently demonstrated a scalable and robust infrastructure that would support these kinds of improvements. In this paper, we propose an infrastructure that provides enhanced social interaction services for vendors and participants by using small active RFID badges worn by attendees and attached to fixed location

    Comparison of implicit and explicit feedback from an online music recommendation service

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    Explicit and implicit feedback exhibits different characteristics of users ’ preferences with both pros and cons. However, a combination of these two types of feedback provides another paradigm for recommender systems (RS). Their combination in a user preference model presents a number of challenges but can also overcome the problems associated with each other. In order to build an effective RS on combination of both types of feedback, we need to have comparative data allowing an understanding of the computation of user preferences. In this paper, we provide an overview of the differentiating characteristics of explicit and implicit feedback using datasets mined from Last.fm, an online music station and recommender service. The datasets consisted of explicit positive feedback (by loving tracks) and implicit feedback which is inherently positive (the number of times a track is played). Rather than relying on just one type of feedback, we present techniques for extracting user preferences from both. In order to compare and contrast the performances of these techniques, we carried out experiments using the Taste recommender system engine and the Last.fm datasets. Our results show that implicit and explicit positive feedback complements each other, with similar performances despite their different characteristics
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