this study examines digital game-based learning (DGBL), emphasizing its potential to engage learners with sustained motivation for educational advancement. Despite existing guidelines, there's a lack of large-scal...
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ISBN:
(纸本)9783031804748;9783031804755
this study examines digital game-based learning (DGBL), emphasizing its potential to engage learners with sustained motivation for educational advancement. Despite existing guidelines, there's a lack of large-scale studies using player feedback for game design improvement. Our research, involving over 900 players and the game Mission HydroSci, employs mixed methods to (1) identify gameplay challenges, and (2) extract design principles from negative feedback. the results reveal key factors hindering engagement and suggest design changes for better educational outcomes in DGBL. this work contributes actionable guidelines for evidence-based educational game design, underscoring the importance of holistic design and player feedback in the iterative development process.
the proceedings contain 74 papers. the topics discussed include: an SAD architecture Verilog based for pattern matching;performance comparison of Vedic and Karatsuba algorithm for 64-bit Barrett modular multiplication...
ISBN:
(纸本)9798350377057
the proceedings contain 74 papers. the topics discussed include: an SAD architecture Verilog based for pattern matching;performance comparison of Vedic and Karatsuba algorithm for 64-bit Barrett modular multiplication;implementation of ultrasonic sensor using LoRaWAN protocol for monitoring water level in aquaponic pond;low-cost stereo vision system using ESP32-CAM and YOLO;performance analysis of forwarding strategy in NDN-based vehicle networks;multiple faces recognition model for automatic attendance using multi-task convolutional neural network and support vector machine;antis: automatic and anthropometric measurement and weight IoT-monitoring for enhanced infant nutrition assessment using dual sensor and fuzzy logic;selection of a simple 5g handover algorithm: preparation for named data networking;and systematic review on interpretability in computeraided alcohol use disorder diagnosis.
this study aimed to explore the resolution strategies of multiple value conflicts in gerontological technology design, with a special focus on the integration process of self-service health screening equipment in elde...
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ISBN:
(纸本)9783031615429;9783031615436
this study aimed to explore the resolution strategies of multiple value conflicts in gerontological technology design, with a special focus on the integration process of self-service health screening equipment in elderly health ecosystems. By adopting the methodological framework of value-sensitive design and dilemma design, this study aims to address the conflict between autonomy, privacy, and personalization needs that older adults face when using technology products. In the literature review section, we review relevant research in the field of gerontology, with a particular focus on different ways of integrating technology into elder care. We discuss the theoretical background and practical applications of value-sensitive design, as well as methods previously used to explore and address value conflicts in technology design. For our methodology, we adopted qualitative research methods, including literature analysis and case studies. We conducted semistructured interviews and focus groups to gather the views and experiences of older people, healthcare professionals, and stakeholders. Additionally, we conducted a triangular analysis of conceptual studies, empirical studies, and technical studies to gain a comprehensive understanding of the complexities and challenges of gerontechnology design. In the findings section, we propose a value-based description model that identifies key value conflicts in gerontechnology design and provides strategies for resolving these conflicts. We carried out design practice based on the theoretical section, producing product prototypes and interfaces. Our findings indicate that integrating the perspectives and needs of different stakeholders during the design process and fully considering the values and lifestyles of older adults can effectively reconcile value conflicts, thereby increasing user acceptance and satisfaction with gerontechnology products.
Withthe rapid development of culture and technology, especially computergraphics, it has promoted the rapid development of design field. the combination of computer and art creates computer art. Cloud computing is a...
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this paper presents the design and implementation of a 4 degrees of freedom (DoF) robotic arm to assist in the calibration process for underwater cameras in aquaculture conditions. New imaging technologies with remark...
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the generation of dimensional tolerances holds a pivotal role in the design process, ensuring adherence to rigorous quality standards. this paper introduces an algorithm designed to create dimensional tolerance based ...
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ISBN:
(纸本)9783031671517;9783031671524
the generation of dimensional tolerances holds a pivotal role in the design process, ensuring adherence to rigorous quality standards. this paper introduces an algorithm designed to create dimensional tolerance based on the inter-component relationships within assemblies. the algorithm is built on a feature-based assembly modeling approach, which associates each component with its mating features, dimensions, and tolerances. the relationships between components in an assembly are illustrated using a mating graph. Dimensional tolerances, including their associated dimensions, tolerances, and the requisite adjustments, are automatically generated by searching the mating graph for corresponding mating features. Towards the conclusion of this article, we present a validation example to highlight the reliability of our proposed approach.
In the swine industry, efficient record management is crucial. SwineTech, web-based system revolutionizing swine farms management, tracks crucial metrics like mating readiness and pregnancy status in real-time, simpli...
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this paper proposed a comprehensive mixed-methods framework with varied samples of older adults, including user experience, usability assessments, and in-depth interviews withthe integration of Explainable Artificial...
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ISBN:
(纸本)9783031615450;9783031615467
this paper proposed a comprehensive mixed-methods framework with varied samples of older adults, including user experience, usability assessments, and in-depth interviews withthe integration of Explainable Artificial Intelligence (XAI) methods. the experience of older adults' interactionwiththe E-health interface is collected through interviews and transformed into operatable databases whereas XAI methods are utilized to explain the collected interview results in this research work. the results show that XAI-infused e-health interfaces could play an important role in bridging the age-related digital divide by investigating elders' preferences when interacting with E-health interfaces. Furthermore, the study identifies important design factors, such as intuitive visualization and straightforward explanations, that are critical for creating efficient Human-computer Interaction (HCI) tools among older users. Furthermore, this study emphasizes the revolutionary potential of XAI in e-health interfaces for older users, emphasizing the importance of transparency and understandability in HCI-driven healthcare solutions. this study's findings have far-reaching implications for the design and development of user-centric e-health technologies, intending to increase the overall well-being of older adults.
One of the primary goals of Human-computer Interaction (HCI) in game design has been the close coupling of players withthe digital game system and an increasingly popular approach towards this is Brain-computer Inter...
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ISBN:
(纸本)9783031741371;9783031741388
One of the primary goals of Human-computer Interaction (HCI) in game design has been the close coupling of players withthe digital game system and an increasingly popular approach towards this is Brain-computer Interaction (BCI). Recent improvements made to electroencephalogram-based (EEG) BCI technology have made it more widely available to researchers, more accessible to target end-users, and more viable for gameplay. However, the research has been limited to one side of serious games-the experiential and simulated environments-there has been little research into gameplay mechanics driven serious games. In this paper, we explore potential avenues for BCI-driven game and serious games gameplay design and development, as well as examining potential issues, conflicts and shortcomings that might arise from utilising BCI. this work informs our ongoing research and development of serious games utilising BCI-driven gameplay and can generalise to the development of other BCI-based games and serious games.
Currently, silver economy is substantial, but there is a clear supply imbalance issue. the social responsibility of companies related to aging and accessibility has gradually become a topic of concern. To design aging...
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ISBN:
(纸本)9783031615429;9783031615436
Currently, silver economy is substantial, but there is a clear supply imbalance issue. the social responsibility of companies related to aging and accessibility has gradually become a topic of concern. To design aging-friendly applications, it is necessary to have better knowledge about older adults' perceptions and experiences of mobile applications. Given the above setting, a user-driven aging design system guide based on the perception system of the elderly has been offered as a solution to the digital divide issues created by the shortcomings in user interface design for aging adults in contemporary China. the Kano model (KANO), Analytic Hierarchy Process (AHP), and Quality Function Deployment (QFD) methods are integrated into the design of the aging design guideline. First, a quantitative study was conducted, collecting questionnaires from a total of 100 participants, including 52 individuals aged 41-50, 28 individuals aged 51-60, and 20 individuals aged 60 and above. Second, a qualitative study was carried out involving in-depth interviews with 16 participants aged 50-60. through the research, 15 user requirements were identified and classified using KANO. Next, AHP was introduced to determine the weights of different attributes of user requirements. Finally, in order to prioritize the design elements, QFD was used to identify the design elements that needed emphasis during the design process. this study provides a basis for the perceptual information interaction of Chinese older adults within smartphone systems, offering standardized guidance for subsequent researchers in user-centered interaction design for the elderly, ultimately enhancing the well-being of the elderly.
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