10 research outputs found

    A Design Framework for Adaptive Gamification Applications

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    The application of gamification does not always achieve the expected results due to the shortcomings of the quite common one size fits all approach of standard gamification concepts. We therefore propose a design framework that can inform systematic development of adaptive gamification applications. The developed framework draws on the current body of gamification literature, focusing on the emerging research stream of adaptive gamification. It provides design paths and design principles that translate the individual elements into concrete guidelines to assist the design practice. The framework has been successfully applied to the design and implementation of a prototype application using gamification to incentivize knowledge exchange on an existing online platform for physicians in practical medical training. The evaluation in a case study indicated positive user acceptance and increased system usage after the introduction of the developed adaptive gamification solution

    Online Platform as a Tool to Support Postgraduate Training in General Practice – A Case Report

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    Objective: Physicians in postgraduate training (PPT) in General Practice (GP) typically have very little interaction with their peers, as there is usually only one resident physician working in their respective department or GP office at a given time. Therefore, the online platform KOLEGEA, presented here, aims to support postgraduate training in general practice (PT in GP) in Germany through virtual interaction.Methodology: In 2012, the interdisciplinary research project KOLEGEA set up an online platform that any physicians in PT in GP can use for free after registration with their unitary continuous education number (Einheitliche Fortbildungsnummer, EFN). It offers problem-based learning and allows to discuss self-published anonymized patient cases with the community that can be classified and discussed with experienced mentors (specialists in general practice - GPs) in small virtual groups.Results: An anonymous online survey carried out as part of the 2014 project evaluation showed a good acceptance of the platform, even though shortage of time was mentioned as a limiting factor for its use. Data analysis showed that KOLEGEA was used by PPT in GP in all federal states. Patterns of passive use were predominant (90%). This report also describes the further development of the platform (in 2015 and 2016) that integrates an activity monitor as part of a gamification concept.Conclusions: Due to a low response rate of the 2014 online survey and the preliminary evaluations of usage patterns we could identify only initial trends regarding the role of KOLEGEA in supporting PPT. The platform was perceived as a helpful supplement to better structure PT in GP

    The SmartH2O project and the role of social computing in promoting efficient residential water use: a first analysis

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    SmartH2O is an EU funded project which aims at creating a virtuous feedback cycle between water users and the utilities, providing users information on their consumption in quasi real time, and thus enabling water utilities to plan and implement strategies to reduce/reallocate water consumption. Traditional metering data, usually gathered twice a year, can be used to model consumers’ behaviour at an aggregate level, but the motivations and individual attitudes of consumers are hidden. The advent of smart water meters allows gathering high frequency consumption data that can be used to provide instantaneous information to water utilities on the state of the network. At the same time, the consumption information can be fed back to the user to stimulate increased awareness on water use. The SmartH2O project aims at developing methodologies to involve consumers and promote water savings by increasing their awareness, using a social computing approach, and also exploring their sensitivity to water prices, e.g., to penalise water waste during droughts. In this paper, first we review similar experiences that exploit consumer awareness to reduce consumption, then we review the role of persuasive games for sustainability, and finally we present the SmartH2O approach, sketching the architecture of its modelling and social computing components

    Building the Social Graph of the History of European Integration Social Informatics

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    The breadth and scale of multimedia archives provides a tremendous potential for historical research that hasn't been fully tapped up to know. In this paper we want to discuss the approach taken by the History of Europe application, a demonstrator for the integration of human and machine computation that combines the power of face recognition technology with two distinctively different crowd-sourcing approaches to compute co-occurrences of persons in historical image sets. These co-occurrences are turned into a social graph that connects persons with each other and positions them, through information about the date and location of recording, in time and space. The resulting visualization of the graph as well as analytical tools can help historians to find new impulses for research and to un-earth previously unknown relationships. As such the integration of human expertise and machine computation enables a new class of applications for the exploration of multimedia archives with significant potential for the digital humanities. © 2014 Springer-Verlag

    Building the social graph of the history of European integration:a pipeline for humanist-machine interaction in the digital humanities

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    \u3cp\u3eThe breadth and scale of multimedia archives provides a tremendous potential for historical research that hasn't been fully tapped up to know. In this paper we want to discuss the approach taken by the History of Europe application, a demonstrator for the integration of human and machine computation that combines the power of face recognition technology with two distinctively different crowd-sourcing approaches to compute co-occurrences of persons in historical image sets. These co-occurrences are turned into a social graph that connects persons with each other and positions them, through information about the date and location of recording, in time and space. The resulting visualization of the graph as well as analytical tools can help historians to find new impulses for research and to un-earth previously unknown relationships. As such the integration of human expertise and machine computation enables a new class of applications for the exploration of multimedia archives with significant potential for the digital humanities.\u3c/p\u3
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