scholarly journals Exploring Non-conventional Sensorimotor Devices in a Virtual Bicycle Simulator

2020 ◽  
Vol 11 (1) ◽  
pp. 45-56
Author(s):  
Raphael De Souza e Almeida ◽  
Renato Cherullo de Oliveira ◽  
Daniel Radetic ◽  
Greis Francy M. Silva-Calpa ◽  
Alberto Barbosa Raposo

This work presents SimBike, a virtual bicycle simulator that uses non-conventional motor, sensory and sensorimotor devices to provide greater user involvement and comfort. SimBike aims to recreate the activity of riding a bicycle by exploring possibilities of electronic devices, such as making curves with the handlebar or body-weight, pedaling, braking, among others. It also offers feedback commonly expected by the rider, such as wind sensation varying according to speed and the sensation of trepidation on uneven terrain. The simulator was evaluated with 16 users, obtaining positive results regarding user experience, comfort, and immersion. As future work, we propose to improve some features to adapt the simulator for all users, regardless of their weight and height.

2020 ◽  
Author(s):  
Isabelle Counson ◽  
Alexandra Bartholomew ◽  
Joanna Crawford ◽  
Katherine Petrie ◽  
Geetanjali Basarkod ◽  
...  

BACKGROUND Junior doctors report higher levels of psychological distress than more senior doctors and report several barriers to seeking professional mental health support, including concerns about confidentiality and career progression. Mobile health applications (mHealth apps) may be utilised to help overcome these barriers to assist the emotional wellbeing of this population and encourage help-seeking. OBJECTIVE We describe the development and pilot trial of the Shift mHealth app to provide an unobtrusive avenue for junior doctors to seek information about, and help for, wellbeing and mental health concerns that is sensitive to workplace settings. METHODS A 4-phase iterative development process was undertaken to create the content and features of Shift involving junior doctors, using principles of user-centered design. These four phases were: I) Needs assessment, based on interviews with 12 junior doctors; II) Prototype development with user experience feedback from two junior doctors; III) Evaluation, consisting of a pilot trial with 22 junior doctors to assess usability and acceptability of the initial prototype; and IV) Redesign, including user experience workshops with 51 junior doctors. RESULTS Qualitative results informed the content and design of Shift to ensure the app was tailored to junior doctors’ needs. The Shift app prototype contained cognitive-behavioural, mindfulness, value-based actions, and psychoeducational modules, as well as a tracking function visualising patterns of daily variations in mood and health behaviours. Pilot testing revealed possible issues with the organisation of the app content, which were addressed in a thorough restructuring and redesign of Shift with the help of junior doctors across three user experience workshops. CONCLUSIONS The current research demonstrates the importance of ongoing end-user involvement in the creation of a specialised mHealth app for a unique working population experiencing profession-specific stressors and barriers to help-seeking. The development and pilot trial of this novel Shift mHealth app are first steps in addressing the mental health and support-seeking needs of junior doctors, although further research is required to validate its effectiveness and appropriateness on a larger scale.


Leonardo ◽  
2014 ◽  
Vol 47 (5) ◽  
pp. 500-501 ◽  
Author(s):  
Mónica Mendes ◽  
Pedro Ângelo ◽  
Nuno Correia

Hug@ree is an interactive installation that provides a bond between urban beings and the forest. It is an ARTiVIS (Arts, Real-Time Video and Interactivity for Sustainability) experience that provides interaction with trees and videos of trees in real-time, raising awareness of the natural environment and how individual action can collectively become so relevant. In this paper, the authors present an overview of the Hug@ree concept, related work, implementation, user experience evaluation and future work.


2021 ◽  
Vol 6 (1) ◽  
Author(s):  
Asbjørn Følstad ◽  
Cameron Taylor

AbstractThe uptake of chatbots for customer service depends on the user experience. For such chatbots, user experience in particular concerns whether the user is provided relevant answers to their queries and the chatbot interaction brings them closer to resolving their problem. Dialogue data from interactions between users and chatbots represents a potentially valuable source of insight into user experience. However, there is a need for knowledge of how to make use of these data. Motivated by this, we present a framework for qualitative analysis of chatbot dialogues in the customer service domain. The framework has been developed across several studies involving two chatbots for customer service, in collaboration with the chatbot hosts. We present the framework and illustrate its application with insights from three case examples. Through the case findings, we show how the framework may provide insight into key drivers of user experience, including response relevance and dialogue helpfulness (Case 1), insight to drive chatbot improvement in practice (Case 2), and insight of theoretical and practical relevance for understanding chatbot user types and interaction patterns (Case 3). On the basis of the findings, we discuss the strengths and limitations of the framework, its theoretical and practical implications, and directions for future work.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Woon Kian Chong ◽  
Zhuang Ma

PurposeThis paper attempts to identify key factors (i.e., personalization, privacy awareness and social norms) that affect user experiences (UXs) of mobile recommendation systems according to the user involvement theory (push-based and pull-based) and their relationships.Design/methodology/approachThe study is based on an online survey with students from an international business school located in southwestern China. The sample population for the study included randomly selected 600 university students who are active mobile phone users. A total of 470 questionnaires were returned; 456 were valid (14 were invalid due to the incompleteness of their responses), providing a response rate of 65%.FindingsSocial norms have the largest impact on user experience quality, followed by personalization and privacy awareness. User involvement in mobile recommendation systems has mediating effects on the above relationships, with larger effects on pull-based systems than on push-based systems.Originality/valueThis study provides an integrated framework for researchers to measure the effects of social, personal and risk factors on the quality of user experience. The results enrich the literature on user involvement, mobile recommendation systems and UX. The findings provide significant implications for both retailers and developers of mobile recommendation systems.


2018 ◽  
Vol 38 (8) ◽  
pp. 1549-1553
Author(s):  
João G. Simões ◽  
Rosane Maria T. Medeiros ◽  
Márcia A. Medeiros ◽  
Robério G. Olinda ◽  
Antônio Flávio M. Dantas ◽  
...  

ABSTRACT: Three outbreaks of poisoning by Portulaca oleracea were reported in sheep and goats in Northeast Brazil. In the first outbreak, 8 out of 20 sheep were affected and later died. In the second outbreak, three goats and one sheep died out of a flock of 30 animals that included both species. In the third outbreak, two out of 19 sheep were affected, and they recovered after a treatment of 2% methylene blue at a dose of 4 mg/kg body weight. In the first and second outbreaks, the animals ingested P. oleracea after it was cut and offered in feeders. In the third outbreak, the flock was grazing in an area that had been invaded by the plant. To determine the toxicity, P. oleracea was administered experimentally at a dose of 80g/kg of body weight to seven sheep, weighing 19-30 kg. One control sheep received green grass. One to four hours after P. oleracea ingestion, the animals showed clinical signs of poisoning characterized by cyanotic mucous membranes, bloat, ruminal pH of 8-9, pollakiuria, aerophagia, involuntary movements of the upper lip, apathy, tachypnea and tachycardia. Five animals recovered, including one that was treated with 1% methylene blue, and two animals died. During necropsy, the mucous membranes were brownish, and the blood was dark brown. Diphenylamine tests of the plant and of rumen contents were positive for nitrates. Positive results for nitrates were also found in 24 samples of P. oleracea that were collected in different places in the states of Pernambuco and Paraíba. We conclude that P. oleracea accumulates nitrates at toxic levels and may cause poisoning in sheep and goats.


2021 ◽  
Vol 8 (3) ◽  
pp. 3-24
Author(s):  
Menelaos Katsantonis ◽  
Ioannis Mavridis

HackLearn is a scenario-based hacking simulation game for teaching cybersecurity concepts while providing hands-on hacking experiences to the learners. HackLearn design is based on the COFELET framework, which assimilates modern learning theories, well-known cybersecurity standards, and built-in scaffolding and assessment features. Aiming at evaluating the user experience perceived by HackLearn’s users, we describe the process of adopting it in a real educational environment based on the didactic framework for simulation games. Additionally, we present the evaluation methodology elaborated, based on the serious games’ quality characteristics framework. We discuss the evaluation results which indicate that HackLearn is engaging, motivating, usable and effective in teaching cybersecurity concepts and hacking strategies and techniques. The evaluation results revealed the HackLearn’s aspects that can be improved such as the scaffolding feature and the communication mechanism with the game’s back-end facility. The presented work validates and finalizes prior work elaborated on the COFELET framework (e.g., COFELET ontology and the COFELET games life-cycle), whereas it provides directions for future work in the development and evaluation of cybersecurity serious games.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Maral Babapour Chafi ◽  
Antonio Cobaleda-Cordero

Purpose Drawing on a user-centred design perspective, the purpose of this paper is to (i) provide an overview of three contextual user research methods, namely, spatial walkthroughs, experience curve mapping and card sorting, (ii) exemplify their applications in different case studies and (iii) compare the methods according to their contributions for the study of users’ workplace experiences. Previous workplace studies with qualitative approaches mainly rely on methods such as interviews and observations. Although these methods provide rich data, the understanding of office users, their use situations and finding more fitting workplace designs can benefit from deeper user experience insights. Design/methodology/approach Three methods and their variants were tested in studies of user experience in flexible offices: spatial walkthroughs, experience curve mapping and card sorting. The methods were tested during workshops and interviews in four case studies with a total of 114 participants. Findings Spatial walkthroughs were more immersive and provided the most insights on the actual context with respect to spatial design qualities, while experience curve mapping enabled understanding the temporal aspects of the user experience and card sorting enabled exploring user experiences with respect to predetermined spatial qualities and contextual aspects. Originality/value Spatial walkthroughs, experience curve mapping and card sorting methods have not previously been applied in workplace studies. They facilitate dialogue, participation and user involvement and provide insights for making evidence-based recommendations for designing or redesigning office environments that fit users’ needs and preferences.


Author(s):  
O.Yu. Milushkina ◽  
N.A. Skoblina ◽  
S.V. Markelova ◽  
A.A. Tatarinchik ◽  
E.P. Melikhova ◽  
...  

The impact of excessive exposure to electronic devices (ED) on youth health remains understudied. There is a pressing need to develop recommendations for the safe use of stationary and mobile ED aimed at minimizing health risks. In this work, we assess the effect of ED on the physical growth and development of high-school and university students and provide recommendations for preventing the negative impact of prolonged screen time on health. The study recruited 460 high-school and 598 university students. Standard anthropometric measurements were taken. The psychological and emotional state of the participants was evaluated using the Test Anxiety Inventory by Spielberg (modified by Khanin). To estimate daily and weekly exposure to ED the participants were asked to fill out standardized questionnaires. In high school students, the average screen time was 7 h a day; in university students, 8.5 to 10 h a day. Only 60% of the participants, regardless of their place of residence or the type of educational institution they were attending, were physically healthy. We conclude that prolonged and frequent exposure to ED is one of the factors that can interfere with normal physical growth and development in youth. Regular daily use of stationary ED increases the risk of developing body weight deficit by 24% and gaining excess body weight by 10%. We recommend that students should eliminate computers, laptops and stationary ED from their daily activities for at least one day at the weekend and reduce total screen time to 3 hours a day.


2020 ◽  
Vol 10 (2) ◽  
pp. 163-174 ◽  
Author(s):  
Zi Siang See ◽  
Benjamin Matthews ◽  
Lizbeth Goodman ◽  
Donovan Jones ◽  
Craig Hight ◽  
...  

This article presents the development of an extended reality (XR) interactive wall design that employs augmented reality (AR) and virtual reality (AR) to display digital content in educational and exhibition settings. A wall design printed with a number of conventional graphical elements was enhanced with AR and VR, including AR-based video, a 360 virtual environment and 3D-scanned materials. The early design of the XR interactive wall was tested several times in a university setting during academic events designed to demonstrate science, technology, engineering and mathematics (STEM)-based content. This provided AR and VR experiences to participating visitors in an exhibition setting, where multimedia mobile devices were provided to aid these experiences. Inclusive design principles were employed, and elements integrated that allowed users (standing adults, children, wheelchair users) to view and interact with AR and VR content conveniently. After the initial introduction of the interactive wall design, the prototype was redesigned to fit both handheld and head-mount-device (HMD)-based mobile configurations. In this article we describe the prototype, a user experience study based on laboratory testing and directions for future work.


2013 ◽  
Vol 19 (S4) ◽  
pp. 47-48
Author(s):  
M. Ferreira ◽  
T.M. Santos ◽  
M.L. Pereira

Cr(III)-tris(picolinate), [Cr(pic)3], is a very common dietary supplement, recommended for humans, cattle and swine. Chromium is considered an essential trace element, when in oxidation state +3, with some of its compounds seeming to have a beneficial effect on blood sugar regulation mechanisms. However, the safety of the use of a particularly popular Cr(III) compound, ie [Cr(pic)3], remains debatable. Clastogenic, and mutagenic features have been reported by Stearns and co-workers, although surrounded by a controversial and contradictory multitude of publications on this subject. The present work aims to study the effects of [Cr(pic)3] on mice spermatogenesis.Cr(III)-tris(picolinate) was synthesized and characterized according to the literature. Its composition as a mononuclear complex was tested by ESI-MS and by X-ray powder diffraction followed by single-crystal simulation calculations.Male adult CDI mice from Harlan (Spain) were divided in groups and orally given 25 mg/kg and 50 mg/kg/body weigh/daily of [Cr(pic)3] for two weeks. Controls were also done. Behaviour and body weight were monitored throughout the experiments. After sacrifice, testis were collected, weighed, and fixed in Bouin´s solution. Organs were then prepared for histology using routine techniques. Animal experiments were conducted according to ethics procedures. Histological sections of control group evidenced normal regular features (Fig. 1a). However considerable damage was observed in both experimental groups in a dose dependent manner. In fact, seminiferous tubules showed degenerative changes within epithelium, namely vacuolation and sloughing of immature germ cells into the lumen in the group given the lowest dose (Fig.1 b,c). The high dosed group displayed more conspicuous injury within testis, namely strongly atrophic seminiferous tubules devoid of germs cells and strong vacuolation (Figs.1d-f).The results of this study have shown an increased risk of adverse events in mice receiving 50 mg/kg/body weight of [Cr(pic)3]. However, little potential for adverse reproductive and developmental effects namely on progeny was recently described for male mice fed a diet containing 200 mg/kg/day [Cr(pic)3]. In conclusion, concerns about using dietary supplements based on [Cr(pic)3] remain to be elucidated in future work.This work was financed by CICECO, Aveiro University, Portugal.


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