Playing with Traffic

Author(s):  
Martin Kracheel ◽  
Rod McCall ◽  
Vincent Koenig

This chapter explores a novel methodology used to develop gamified mobility applications for a heavily congested European city. The methodology consists of three elements: a metaphorical traffic game, a complex and comprehensive mobility logging approach and two focus groups. The daily commute is explained as part of a real life traffic game that changes user behaviour. The methodology allows for the identification of travel activity patterns and attitudes that in turn can be used to develop gamified mobility applications. The chapter provides concrete game elements and design considerations that can be used to improve the traffic experience in Luxembourg.

2021 ◽  
Vol 12 (1) ◽  
Author(s):  
Meir Meshulam ◽  
Liat Hasenfratz ◽  
Hanna Hillman ◽  
Yun-Fei Liu ◽  
Mai Nguyen ◽  
...  

AbstractDespite major advances in measuring human brain activity during and after educational experiences, it is unclear how learners internalize new content, especially in real-life and online settings. In this work, we introduce a neural approach to predicting and assessing learning outcomes in a real-life setting. Our approach hinges on the idea that successful learning involves forming the right set of neural representations, which are captured in canonical activity patterns shared across individuals. Specifically, we hypothesized that learning is mirrored in neural alignment: the degree to which an individual learner’s neural representations match those of experts, as well as those of other learners. We tested this hypothesis in a longitudinal functional MRI study that regularly scanned college students enrolled in an introduction to computer science course. We additionally scanned graduate student experts in computer science. We show that alignment among students successfully predicts overall performance in a final exam. Furthermore, within individual students, we find better learning outcomes for concepts that evoke better alignment with experts and with other students, revealing neural patterns associated with specific learned concepts in individuals.


2021 ◽  
Vol 5 (2) ◽  
pp. 5
Author(s):  
Aatish Neupane ◽  
Derek Hansen ◽  
Jerry Alan Fails ◽  
Anud Sharma

This article reviews 103 gamified fitness tracker apps (Android and iOS) that incorporate step count data into gameplay. Games are labeled with a set of 13 game elements as well as meta-data from the app stores (e.g., avg rating, number of reviews). Network clustering and visualizations are used to identify the relationship between game elements that occur in the same games. A taxonomy of how steps are used as rewards is provided, along with example games. An existing taxonomy of how games use currency is also mapped to step-based games. We show that many games use the triad of Social Influence, Competition, and Challenges, with Social Influence being the most common game element. We also identify holes in the design space, such as games that include a Plot element (e.g., Collaboration and Plot only co-occur in one game). Games that use Real-Life Incentives (e.g., allow you to translate steps into dollars or discounts) were surprisingly common, but relatively simple in their gameplay. We differentiate between task-contingent rewards (including completion-contingent and engagement-contingent) and performance-contingent rewards, illustrating the differences with fitness apps. We also demonstrate the value of treating steps as currency by mapping an existing currency-based taxonomy onto step-based games and providing illustrations of nine different categories.


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Aisling Kerr ◽  
Judith Strawbridge ◽  
Caroline Kelleher ◽  
James Barlow ◽  
Clare Sullivan ◽  
...  

Abstract Background Effective communication between pharmacists and patients is essential and improves health outcomes. Simulated patients (SPs) are trained to reproduce real-life situations and can help pharmacy students to develop and adapt their communication skills in a safe, learner-centred environment. The aim of this research was to explore how SP and pharmacy student role-play supports communication training. Methods A mixed methods realist evaluation approach was adopted to test an initial theory relating to SP role-play for pharmacy students. The intervention tested involved complex communication cases in a men’s and women’s health module in year three of a new MPharm programme. This SP session was the first such session, of the programme which exclusively focused on complex communication skills for the students. Data collected comprised video-recordings of both training and mock OSCE sessions, and from student focus groups. Communication videos were scored using the Explanation and Planning Scale (EPSCALE) tool. Scores from SP and mock OSCE sessions were compared using the Wilcoxon-signed rank test. Focus groups were conducted with students about their experience of the training and analysed thematically, through a realist lens. Data was analysed for Context-Mechanism-Outcome configurations to produce modified programme theories. Results Forty-six students (n = 46/59, 78 %) consented to their video-recorded interactions to be used. Students identified contextual factors relating to the timing within the course and the setting of the intervention, the debrief and student individual contexts. Mechanisms included authenticity, feedback, reflection, self-awareness and confidence. Negative responses included embarrassment and nervousness. They distinguished outcomes including increased awareness of communication style, more structured communication and increased comfort. However quantitative data showed a decrease (p < 0.001) in communication scores in the mock OSCE compared with scores from training sessions. Modified programme theories relating to SP training for pharmacy students were generated. Conclusions SP role-play is a valuable communication skills training approach. Emphasis should be placed on multiple stakeholder feedback and promotion of reflection. Time limits need to be considered in this context and adjusted to meet student needs, especially for students with lower levels of communication comfort and those communicating in languages different to their first language.


2011 ◽  
Vol 3 (1) ◽  
pp. 42-52 ◽  
Author(s):  
Mari Feli Gonzalez ◽  
David Facal ◽  
Ana Belen Navarro ◽  
Arjan Geven ◽  
Manfred Tscheligi ◽  
...  

The HERMES Cognitive Care and Guidance for Active Aging project proposes an integrated approach to cognitive assistance, promoting the autonomy of elderly users through pervasive technology. This work aims to describe elderly people’s opinions when they are presented scenarios developed in this project. Two focus groups were organized in Austria and Spain with a view to collecting their impressions about the way in which the technological device can cover their needs; complementarily, a second session was conducted including a quantitative questionnaire. Although some participants were reluctant to use the technology, they welcomed some functionalities of the HERMES system and they considered that using them can help them to become familiar with them. Usefulness, usability, and use of real-life information for functionalities such as cognitive games are considered to be key areas of the project. This evaluation has provided the developers of the system with meaningful information to improve it and it guarantees that the system addresses elderly people’s needs.


Author(s):  
Mari Feli Gonzalez ◽  
David Facal ◽  
Ana Belen Navarro ◽  
Arjan Geven ◽  
Manfred Tscheligi ◽  
...  

The HERMES Cognitive Care and Guidance for Active Aging project proposes an integrated approach to cognitive assistance, promoting the autonomy of elderly users through pervasive technology. This work aims to describe elderly people’s opinions when they are presented scenarios developed in this project. Two focus groups were organized in Austria and Spain with a view to collecting their impressions about the way in which the technological device can cover their needs; complementarily, a second session was conducted including a quantitative questionnaire. Although some participants were reluctant to use the technology, they welcomed some functionalities of the HERMES system and they considered that using them can help them to become familiar with them. Usefulness, usability, and use of real-life information for functionalities such as cognitive games are considered to be key areas of the project. This evaluation has provided the developers of the system with meaningful information to improve it and it guarantees that the system addresses elderly people’s needs.


2016 ◽  
Vol 9 (2) ◽  
Author(s):  
Barbara Maria Mitra ◽  
Paul Golz

Virtual worlds (VWs) provide an environment to understand and explore notions of gender and identity, particularly given the ability for users to experiment with gender in online worlds. Our study analyses gender identity using the virtual space of Second Life (SL) to explore experiences and responses to gender in an avatar. We introduced 46 novice users to the VW of SL in order to see if real life gender influenced their choices of avatar. Participants selected the gender of their original avatar and once they were used to SL, they were then asked to change the gender of that avatar. We used mixed methods research consisting of paper based questionnaires (n=34) and focus groups (n=46) conducted in SL. Nearly all participants chose an initial avatar that reflected their real-life gender with females (n=22) reporting higher levels of identification with this initial avatar. Females were significantly more concerned with the gender-specific appearance of their initial avatar. On swapping gender, females reported higher levels of discomfort and many changed back before 7 minutes. Males (n=24) did not report significant discomfort with their changed-gender avatar and did not revert back to their original avatar as quickly. Our findings suggest that female participants in this study tended to reinforce gender binaries through such things as clothing, hairstyles and behaviors of their avatars. Male participants were less likely to experience discomfort through changing the gender of their avatar (with the males noting they still perceived an avatar with a female appearance as male).


Author(s):  
Ziqi Zhang ◽  
Zhi Qiu

Severe aging in rural China is prompting communities to promote support for older people to age in place. The study of the daily life of older adults in rural areas is conducive to understanding their real life and demands, as well as the way they interact with their environment, to develop feasible strategies. In this study, 171 older adults over 60 years old in two different types of villages in Northern Zhejiang Province were investigated and analyzed in terms of the temporal and spatial features of daily activities, as well as their relationship with population attributes, personal competence, and subjective demands. The results show that: (1) significant association can be seen between working hours and the demand for health services, housework hours and gender and age, as well as leisure hours and ADL and the demand for recreational services. (2) The older adults appear to have inter-group homogeneity in some aspects: basic living activities, leisure hours, the gender difference in housework hours, and recreational preference, while they have higher average paid work hours and fewer leisure alternatives than their urban counterparts. Their definitions of paid work, housework, and leisure activities are vague. (3) The definition of home by the older adults in rural places sometimes seems to go beyond the scope of their own house, and the extensive definition of home may change their recognitions of some activities. They also inclined to assign meaning to a place through frequent use rather than through external definitions. (4) The weak consciousness on buying services and deteriorated financial situation hinders the older adults in rural communities from expressing their real demands. Unspoken demands include economic security, recreational choices, and assistance in housework. The results will help to provide references for the improvement of eldercare services and the community environment.


2005 ◽  
Vol 8 (7a) ◽  
pp. 1123-1132 ◽  
Author(s):  
James A Levine

AbstractMeasurement of energy expenditure in humans is required to assess metabolic needs, fuel utilisation, and the relative thermic effect of different food, drink, drug and emotional components. Indirect and direct calorimetric and non-calorimetric methods for measuring energy expenditure are reviewed, and their relative value for measurement in the laboratory and field settings is assessed. Where high accuracy is required and sufficient resources are available, an open-circuit indirect calorimeter can be used. Open-circuit indirect calorimeters can employ a mask, hood, canopy or room/chamber for collection of expired air. For short-term measurements, mask, hood or canopy systems suffice. Chamber-based systems are more accurate for the long-term measurement of specified activity patterns but behaviour constraints mean they do not reflect real life. Where resources are limited and/or optimum precision can be sacrificed, flexible total collection systems and non-calorimetric methods are potentially useful if the limitations of these methods are appreciated. The use of the stable isotope technique, doubly labelled water, enables total daily energy expenditure to be measured accurately in free-living subjects. The factorial method for combining activity logs and data on the energy costs of activities can also provide detailed information on free-living subjects.


2016 ◽  
Author(s):  
Janice Chen ◽  
Yuan Chang Leong ◽  
Kenneth A Norman ◽  
Uri Hasson

Our daily lives revolve around sharing experiences and memories with others. When different people recount the same events, how similar are their underlying neural representations? In this study, participants viewed a fifty-minute audio-visual movie, then verbally described the events while undergoing functional MRI. These descriptions were completely unguided and highly detailed, lasting for up to forty minutes. As each person spoke, event-specific spatial patterns were reinstated (movie-vs.-recall correlation) in default network, medial temporal, and high-level visual areas; moreover, individual event patterns were highly discriminable and similar between people during recollection (recall-vs.-recall similarity), suggesting the existence of spatially organized memory representations. In posterior medial cortex, medial prefrontal cortex, and angular gyrus, activity patterns during recall were more similar between people than to patterns elicited by the movie, indicating systematic reshaping of percept into memory across individuals. These results reveal striking similarity in how neural activity underlying real-life memories is organized and transformed in the brains of different people as they speak spontaneously about past events.


SEEU Review ◽  
2019 ◽  
Vol 14 (1) ◽  
pp. 226-249
Author(s):  
Majlinda Fetaji

Abstract The research focus is set in the investigation of positive and negative aspects of use of social networks using a ‘bifocal approach’ to social networks analysis. Our bifocal approach uses qualitative approach reviewing published literature primarely blogs, forums, web sites, etc and interchangeably compares and conveys the results with focus groups. The objective of the research study is to show that social networks can runs both ways, it can be helpful while at the same time can be very dangerous and impact in asocialization and other harmfull ways. Social networks have become an inseparable part of not only students but also the lives of people in general. Students spend a lot of time utilizing social networks and are considered to be the largest social network users. Students communicating with social networks, especially virtual communities, enabled real-time access, communication synchronization, posting and sharing photos, videos, original and creative work are the main activities and interests of students. As a result of the fast acquisition of social networks, people today live in the world of technology and can quickly gain competences in their daily lives, these changes in technology also affect the lives of students. The Internet has also changed day-to-day and student activities both in University life and in social life. The research study tries to investigate and present a realistic picture of the current situation on the impact of social networks on students. The research methodology is qualitative and reviewed is the published research in the field as well as blogs, forums and other web sites where real life experiences and opinions are expressed from real users. Also 2 student focus groups have been used, novice and expert group. The research study tries to contribute with the recommendations how students can use these networking technologies positively in their daily lives and where educational opportunities are still unknown, we can help schools to be more important, connected, and fully understandable to students, and at the same time to alert to the dangers of social networks. Therefore, the main purpose of this research study is to investigate the effects of using social networks and their social or antisocial impact to society. Based on the study, the conclusion is that in order to protect the student we should increase the awareness for the risk that are coming from inappropriate use of social networks. Insights and recommendations are provided.


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