Virtual Rehabilitation Environment Using Principles of Intrinsic Motivation and Game Design

2012 ◽  
Vol 21 (1) ◽  
pp. 1-15 ◽  
Author(s):  
Matjaž Mihelj ◽  
Domen Novak ◽  
Maja Milavec ◽  
Jaka Ziherl ◽  
Andrej Olenšek ◽  
...  

This paper presents a novel multimodal virtual rehabilitation environment. Its design and implementation are based on principles related to intrinsic motivation and game design. The system consists of visual, acoustic, and haptic modalities. Elements contributing to intrinsic motivation are carefully joined in the three modalities to increase patients' motivation during the long process of rehabilitation. The message in a bottle (MIB) virtual scenario is designed to allow interplay between motor and cognitive challenges in the exercising patient. The user first needs to perform a motor action to receive a cognitive challenge that is finally solved by a second motor action. Visual feedback provides the most relevant information related to the task. Acoustic feedback consists of environmental sounds, music, and spoken instructions or encouraging statements for the patient. The haptic modality generates tactile information related to the environment and provides various modes of assistance for the patient's arm movements. The MIB scenario was evaluated with 16 stroke patients, who rated it positively using the Intrinsic Motivation Inventory questionnaire. Additionally, the MIB scenario seems to elicit higher motivation than a simpler pick-and-place training task.

2021 ◽  
Vol 11 (9) ◽  
pp. 3754
Author(s):  
René Reiss ◽  
Frank Hauser ◽  
Sven Ehlert ◽  
Michael Pütz ◽  
Ralf Zimmermann

While fast and reliable analytical results are crucial for first responders to make adequate decisions, these can be difficult to establish, especially at large-scale clandestine laboratories. To overcome this issue, multiple techniques at different levels of complexity are available. In addition to the level of complexity their information value differs as well. Within this publication, a comparison between three techniques that can be applied for on-site analysis is performed. These techniques range from ones with a simple yes or no response to sophisticated ones that allows to receive complex information about a sample. The three evaluated techniques are immunoassay drug tests representing easy to handle and fast to explain systems, ion mobility spectrometry as state-of-the-art equipment that needs training and experience prior to use and ambient pressure laser desorption with the need for a highly skilled operator as possible future technique that is currently under development. In addition to the measurement of validation parameters, real case samples are investigated to obtain practically relevant information about the capabilities and limitations of these techniques for on-site operations. Results demonstrate that in general all techniques deliver valid results, but the bandwidth of information widely varies between the investigated techniques.


2014 ◽  
Vol 40 (2) ◽  
pp. 469-510 ◽  
Author(s):  
Khaled Shaalan

As more and more Arabic textual information becomes available through the Web in homes and businesses, via Internet and Intranet services, there is an urgent need for technologies and tools to process the relevant information. Named Entity Recognition (NER) is an Information Extraction task that has become an integral part of many other Natural Language Processing (NLP) tasks, such as Machine Translation and Information Retrieval. Arabic NER has begun to receive attention in recent years. The characteristics and peculiarities of Arabic, a member of the Semitic languages family, make dealing with NER a challenge. The performance of an Arabic NER component affects the overall performance of the NLP system in a positive manner. This article attempts to describe and detail the recent increase in interest and progress made in Arabic NER research. The importance of the NER task is demonstrated, the main characteristics of the Arabic language are highlighted, and the aspects of standardization in annotating named entities are illustrated. Moreover, the different Arabic linguistic resources are presented and the approaches used in Arabic NER field are explained. The features of common tools used in Arabic NER are described, and standard evaluation metrics are illustrated. In addition, a review of the state of the art of Arabic NER research is discussed. Finally, we present our conclusions. Throughout the presentation, illustrative examples are used for clarification.


Author(s):  
Taiki Nishihara ◽  
Yagana Parwak ◽  
Eghosa Edogun ◽  
Gia Park ◽  
Scott Lee

This chapter explores gamification and its potential to address leading health and healthcare issues, to promote healthy behaviors and empower patients to take charge of their own health. It discusses some of the key advantages of gamification over past iterations of technology-based behavioral health interventions, including personal informatics and serious games. The advantages discussed in this chapter include: 1) a greater emphasis on the promotion of intrinsic motivation through quality, intentional game design; 2) broader accessibility to patients through mobile technology and advancing sensor systems; and 3) broader applicability to tackle a variety of health challenges. This chapter is useful for those hoping to gain a deeper understanding of the promise that drives the excitement in gamification as a method for addressing the health challenges of the modern world, as well as the work that is still required to fulfill that promise.


2019 ◽  
Vol 8 (4) ◽  
pp. 5653-5658

Vehicular ad-hoc network (VANET) is in the offing as the most promising technology to resolve all kinds of traffic problems such as those related to traffic congestion, road mishaps, and address upbringing issue such as those pertaining to noxious emissions. In VANET, relevant information should be disseminated with a minimum bandwidth usage thus requiring an efficient and dependable multi-hop data broadcast protocol. Broadcasting play an important role in VANET to distribution of information from vehicle to all neighboring vehicle for some specific purpose. It reduces collision, contention, redundant messages and hidden node problem. It also improves the message reliability. Due to limited range of radio communication in VANET, all the vehicles may not be able to receive the broadcast data in a single hop. So multi-hop communication is needed. This article investigates and compares the various multihop broadcasting protocols


2020 ◽  
Vol 85 ◽  
pp. 01002
Author(s):  
Ivan Titko ◽  
Inna Polkhovska

The unsatisfactory demographic situation in European countries, in particular the reduction of fertility, actualizes the issue of reproductive rights. Reproductive rights include the human ability to make free and independent decisions about their reproductive health, including the birth of children, the time and intervals between their birth, the right to decide on procreation without discrimination, threats and violence, as well as recognition of the right to receive relevant information. The article is devoted to the analysis of some problematic general theoretic, criminal law and criminal procedure aspects in the field of reproductive rights. In particular, issues of assisted reproductive technologies application, their regulation at the international and national levels, as well as in the practice of the European Court of Human Rights (hereinafter – ECHR) are considered in the article. Special attention is paid to the specificity of the legal and practical factors of surrogacy.


Author(s):  
Kristian Kiili ◽  
Harri Ketamo ◽  
Michael D. Kickmeier-Rust

The challenge of educational game design is to develop solutions that please as many players as possible, but are still educationally effective. How learning happens in games is methodologically very challenging to point out and thus it is usually avoided. In this paper we tackle this challenge with eye tracking method. The aim of this research is to study the meaning of cognitive feedback in educational games and evaluate the usefulness of eye tracking method in game based learning research and game design. Based on perceptual data we evaluated the playing behavior of 43 Finnish and Austrian children aged from 7 to 16. Four different games were used as test-beds. The results indicated that players’ perception patterns varied a lot and some players even missed relevant information during playing. The results showed that extraneous elements should be eliminated from the game world in order to avoid incidental processing in crucial moments. Animated content easily grasps player’s attention, which may disturb learning activities. Especially low performers and inattentive players have difficulties in distinguishing important and irrelevant content and tend to stick to salient elements no matter of their importance for a task. However, it is not reasonable to exclude all extraneous elements because it decreases engagement and immersion. Thus, balancing of extraneous and crucial elements is essential. Overall, the results showed that eye tracking can provide important information from game based learning process and game designs. However, we have to be careful when interpreting the perceptual data, because we cannot be sure if the player understands everything that he or she is paying attention to. Thus, eye tracking should be complemented with offline methods like retrospective interview that was successfully used in this research.


2016 ◽  
Vol 61 (8) ◽  
pp. 79-90
Author(s):  
Grzegorz Kończak

Computing power in recent decades was increasing steadily. Along with this, rise resources collected and transmitted data sets. Large collections of information need to enforce the selection by senders. At the same time it is not possible to receive all the generated information. The article presents the risks associated with uncritical acceptance of information on economic and social issues. Particularly helpful in the transmission of information to a mass audience may be the method of data presentation. Modern software enables to develop graphical presentation, which, through interaction with the user can contribute to effective dissemination of relevant information on socio-economic conditions.


ILR Review ◽  
1997 ◽  
Vol 50 (2) ◽  
pp. 213-236 ◽  
Author(s):  
Barry T. Hirsch ◽  
David A. MacPherson ◽  
J. Michael Dumond

This study estimates union effects on workers' compensation indemnity claims in 1977–92, based on individual panel data constructed from the March Current Population Survey. Union members were substantially more likely to receive workers' compensation benefits than were similar nonunion workers, and they were more sensitive to variation in benefit levels and waiting periods. The authors suggest that differences in union, as compared to nonunion, workplaces arise because workers are provided with information from their union representatives, supervisors are more likely to inform injured workers about workers' compensation filing procedures and less likely to discourage workers from filing claims, workers are less likely to fear being penalized for filing claims, and management has less discretion and ability to monitor workers and penalize them for questionable claims. The findings suggest that communication of relevant information to workers is an important determinant of workers' compensation recipiency.


2018 ◽  
Vol 6 (2) ◽  
pp. 158
Author(s):  
Kasriana Kasriana ◽  
Rasid Ode

Abstrak Penelitian ini bertujuan untuk mendeskripsikan siswa SMA dalam memecahkan masalah berdasarkan tipe kepribadian dan tingkat kecemasan belajar. Subjek penelitian ini adalah siswa kelas X SMA Negeri 6 Makassar dengan cara stratified sampling. Hasil penelitian menunjukan bahwa:(1) dalam memahami masalah, siswa tipe idealist tingkat kecemasan tinggi tidak menuliskan syarat cukup dan syarat perlu; (2) dalam membuat rencana pemecahan masalah, siswa mampu dalam menentukan informasi yang relevan untuk menyelesaikan soal; (3) dalam melaksanakan rencana pemecahan masalah, siswa mengerjakan soal sesuai dengan langkah pemecahan masalah. (1) dalam memahami masalah, Subjek idealist dengan tingkat kecemasan rendah mampu menuliskan apa yang diketahui dan apa yang ditanyakan; (2) dalam membuat rencana pemecahan masalah, siswa mampu mengaitkan antara hal yang diketahui dan hal yang ditanyakan; (3) dalam melaksanakan rencana pemecahan masalah, siswa menggunakan langkah-langkah yang telah disusun. (1) dalam memahami masalah, siswa tipe rational dengan tingkat kecemasan tinggi tidak menuliskan syarat cukup dan syarat perlu; (2) dalam membuat rencana pemecahan masalah, siswa mampu menerima informasi yang digunakan untuk menentukan rumus. (3) dalam melaksanakan rencana pemecahan masalah, siswa mampu menyelesaikan soal sesuai strategi yang telah dirancang. (1) dalam memahami masalah, siswa tipe rational dengan tingkat kecemasan rendah tidak menuliskan syarat cukup dan syarat perlu; (2) dalam membuat rencana pemecahan masalah, siswa mampu mengaitkan informasi yang ada pada soal; (3) dalam melaksanakan rencana pemecahan masalah, siswa mampu menggunakan langkah-langkah secara benar. Kata kunci: Pemecahan masalah, tipe kepribadian, kecemasan belajar Abstract This study aimed to describe the high school students in solving problems based on personality types and levels of anxiety learn. The subjects were students of class X SMA 6 Makassar with stratified sampling.The results showed that: (1) in understanding the problem, studentstype of idealist high anxiety levels did not write sufficient conditions and a necessary condition; (2) in planning problem solving, students are able to determine the relevant information to solve problems; (3) in carrying out the plan of solving the problem, the students do the problems in accordance with the troubleshooting steps. (1) in understanding the problem, subject idealist with low anxiety level is able to write what is known and what is being asked; (2) in planning problem solving, students are able to find connections between things that are known and things that were asked; (3) in carrying out the plan of solving the problem, the students use the steps that have been prepared. (1) in understanding the problem, students rational types with high anxiety levels did not write sufficient conditions and a necessary condition; (2) in planning problem solving, students are able to receive the information used to determine the formula. (3) in carrying out the plan of solving the problem, students are able to solve problems that have been designed in accordance strategy. (1) in understanding the problem, students rational types with low anxiety levels did not write sufficient conditions and a necessary condition; (2) in planning problem solving, students are able to associate the information on the matter; (3) in carrying out the plan of solving the problem, students are able to use the steps correctly


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