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Live Learning Games: Insights from the application of a collaborative hybrid game environment for staff training 实时学习游戏:从员工培训的协作混合游戏环境的应用中获得见解
IF 1.3 Q1 Engineering Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-001
R. Hebecker, Kolja Bopp
The Live Learning Game was designed as a ludic learning environment in the GamesLab at Hamburg University of Applied Sciences and prototyped for use in safety training. The system combines physical and digital game elements to create a collaborative learning experience. This paper evaluates and presents the findings from several application runs. The results suggest that the hybrid game application has at least a stimulating effect on the participants’ motivation to learn and that content in particular can be well remembered due to the fun of playing and the positive team experience. In this context, it is important to link in a meaningful way the design of the game space, the narrative framework and, above all, the gameplay with the teaching content.
现场学习游戏是汉堡应用科学大学GamesLab设计的一个有趣的学习环境,并为安全培训提供了原型。该系统结合了物理和数字游戏元素,创造了一种协作学习体验。本文评估并介绍了几个应用程序运行的结果。结果表明,混合游戏应用程序至少对参与者的学习动机有刺激作用,尤其是由于游戏的乐趣和积极的团队体验,内容可以被很好地记住。在这种情况下,重要的是以一种有意义的方式将游戏空间的设计、叙事框架,尤其是游戏性与教学内容联系起来。
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引用次数: 0
Hybrid Games and Interaction Design 混合游戏和交互设计
IF 1.3 Q1 Engineering Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-001psi
A. Oliveira, Nelson Zagalo, Micael Sousa, F. Liarokapis
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引用次数: 0
Building an augmented reality system for consumption and production of hybrid gaming and storytelling 为混合游戏和故事的消费和生产构建增强现实系统
IF 1.3 Q1 Engineering Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-003
R. Ferdig, Enrico Gandolfi, Chris Lenart, Robert Clements
This article provides an overview of how augmented reality (AR) can support gaming and ludic experiences. More importantly, it describes the development and open access availability of an augmented and virtual reality platform called GLARE that can be used to create hybrid storytelling and gaming experiences. In doing so, it provides insights of how we can move from a consumption-based (educators and students exposed to AR content) to a production-driven (educators and students creating AR content) approach to improve the pedagogical and psychological outcomes of such a technology. Concrete examples are provided to contextualize such a potential.
本文概述了增强现实(AR)如何支持游戏和娱乐体验。更重要的是,它描述了一个名为眩光的增强和虚拟现实平台的开发和开放访问的可用性,该平台可用于创建混合故事和游戏体验。在此过程中,它提供了我们如何从以消费为基础(教育者和学生接触AR内容)转向以生产为驱动(教育者和学生创造AR内容)的方法,以改善这种技术的教学和心理结果的见解。提供了具体的例子来说明这种潜力。
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引用次数: 0
Environmental Visualization and Exploration in Mobile Augmented Reality Games: Redefining the Spatial Affordances 移动增强现实游戏中的环境可视化与探索:重新定义空间绿化
IF 1.3 Q1 Engineering Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-004
Marta Fernández-Ruiz, David Ruiz-Torres, Héctor Puente Bienvenido
While spatiality in desktop and console interface video games has been widely studied, not many approaches have been made in the context of mobile augmented reality (MAR), an environment from which popular games such as Pokemon Go have emerged. On the one hand, this paper retakes the notion of spatial affordance that Janet Murray introduced for digital environments and proposes a reinterpretation of the concept throughout the integration of the MAR features. On the other, it seeks to approach the impact that these characteristics have on the gameplay experience. For this purpose, 46 mobile augmented reality video games of different genres were analyzed. The study reveals that augmented reality is still a superfluous element rather than a central aspect of the gameplay in most MAR video games, although trends involving new hybrid game experiences have been observed. Finally, we propose a tool for classifying MAR video games according to two axes that assess up to what extent physical space is integrated into the gameplay: gameworld spaces (representational layer) and gameplay spaces (interactive layer, interaction with the game rules and mechanics).
虽然桌面和控制台界面视频游戏的空间性已经得到了广泛的研究,但在移动增强现实(MAR)的背景下,并没有做出太多的方法,口袋妖怪Go等流行游戏就是从这种环境中出现的。一方面,本文重新引入了Janet Murray为数字环境引入的空间可供性概念,并在MAR特征的整合过程中对该概念进行了重新解释。另一方面,它试图接近这些特征对游戏体验的影响。为此,对46款不同类型的移动增强现实视频游戏进行了分析。研究表明,在大多数MAR视频游戏中,增强现实仍然是一个多余的元素,而不是游戏的核心方面,尽管已经观察到了涉及新的混合游戏体验的趋势。最后,我们提出了一种根据两个轴对MAR视频游戏进行分类的工具,这两个轴评估了物理空间在多大程度上被整合到游戏中:游戏世界空间(代表层)和游戏空间(交互层,与游戏规则和机制的交互)。
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引用次数: 0
Gamification of design studio in the context of a user-centered design workshop 以用户为中心的设计研讨会背景下的设计工作室游戏化
IF 1.3 Q1 Engineering Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-006
Derya Karadağ
In project studios and workshops, students from many design disciplines, such as architectural, interior, and industrial design, apply theory and practice. Design research, conceptualization, development, communication, and interactive teamwork are the fundamental factors that unify different disciplines in project studios. The project studio is a rich environment where design thinking methods are implemented and original, creative ideas and designs are generated. In this setting, the design studio instructors’ approaches, frameworks, and applied design thinking exercises gain significance. This paper examines the contributions of gamification components to design thinking methodology and the design studio, using the User-Centered Design Workshop as a case study.
在项目工作室和工作坊中,来自建筑、室内和工业设计等多个设计学科的学生应用理论和实践。设计研究、概念化、开发、沟通和互动团队合作是项目工作室中统一不同学科的基本因素。项目工作室是一个丰富的环境,在这里可以实施设计思维方法,产生原创、创造性的想法和设计。在这种背景下,设计工作室讲师的方法、框架和应用设计思维练习具有重要意义。本文以用户为中心的设计研讨会为例,考察了游戏化组件对设计思维方法和设计工作室的贡献。
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引用次数: 0
Participatory Design and Critical Media Studies: a Convivial Conversation 参与式设计与批判媒体研究:愉快的对话
IF 1.3 Q1 Engineering Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-008
R. Cibin, Tiziano Bonini, Maurizio Teli
In the age of platform society, Critical Media Studies are faced with the challenge of developing not only theoretical proposals capable of critically addressing the power exerted on society by GAFAM-owned digital platforms, but also of envisioning a praxis capable of changing the political economy of this corporate-driven digital media ecosystem. To do this, we believe that Participatory Design and Critical Media Studies should dialogue when it comes to theoretical frameworks and intervention practices. In this paper we propose to start this dialogue building upon the work of Ivan Illich, especially his book Tools for Conviviality. We find that in order to imagine a possible digital media design process able to avoid the creation of radical monopolies, it is necessary to adopt a Convivial Participatory Design approach where issues related to scale, people needs and power inequalities are considered by designers in collaboration with the users.
在平台社会时代,批判性媒体研究面临的挑战不仅是制定能够批判性地解决GAFAM旗下数字平台对社会施加的权力的理论建议,而且是设想一种能够改变这种企业驱动的数字媒体生态系统的政治经济的实践。为此,我们认为,参与式设计和批判性媒体研究在涉及理论框架和干预实践时应该进行对话。在本文中,我们建议在伊凡·伊里奇的作品,特别是他的《欢乐工具》一书的基础上开始这场对话。我们发现,为了想象一个可能的数字媒体设计过程能够避免激进垄断的产生,有必要采用一种积极参与的设计方法,设计师与用户合作考虑与规模、人员需求和权力不平等有关的问题。
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引用次数: 0
Similarity in action with an Embodied Conversational Agent; can synchronous speech yield higher levels of rapport? An exploratory eHealth study 与化身会话代理在动作上的相似性;同步语音能产生更高层次的融洽关系吗?一项探索性的电子健康研究
IF 1.3 Q1 Engineering Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-007
M. Scholten, S. Kelders, J. V. van Gemert-Pijnen
Self-guided eHealth has the benefit of providing autonomy to patients. However, the autonomy comes with a cost; elevated attrition rates. Embodied Conversational Agents (‘robots on screen’), have technological capabilities to build rapport with eHealth users and to support them, but are costly to realize and their evidence is inconclusive. We investigated a novel and low-technological method to build rapport. eHealth users synchronized their speech with a monologue-style ECA, a method for which there exists evidence within the human-to-human communication domain. User experiences were investigated using predominantly qualitative methods. As our study results show, users are fairly positive about speaking synchronously with the ECA. However, the experimental task needs refinements. Users need to priorly hear, at least once, the pace of their artificial interlocutor in order to synchronize. Future studies can further examine the refined synchronous speech task and its potential for more widely accessible rapport-building ECA’s aiming for eHealth adherence.
自助电子健康的好处是为患者提供自主性。然而,自主性是有代价的;流失率上升。化身对话代理(“屏幕上的机器人”)具有与eHealth用户建立融洽关系并为他们提供支持的技术能力,但实现成本高昂,其证据也没有定论。我们研究了一种新的、低技术含量的建立融洽关系的方法。eHealth用户将他们的演讲与独白式ECA同步,这种方法在人与人之间的交流领域中存在证据。用户体验主要采用定性方法进行调查。正如我们的研究结果所示,用户对与ECA同步发言持相当积极的态度。然而,实验任务需要改进。为了同步,用户需要至少先听到一次人工对话者的节奏。未来的研究可以进一步检验精炼的同步语音任务及其在建立更广泛的融洽关系方面的潜力,ECA的目标是遵守电子健康。
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引用次数: 0
Usability Heuristics for Applications in the Context of Resilient Cities 弹性城市应用的可用性启发式
IF 1.3 Q1 Engineering Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-009
Andrés Solano, Juan Sebastian Sinisterra, Juan Sebastián Parra, David Castro, C. Peláez
This research establishes a set of usability heuristics for designers and developers of interactive software systems that are used in the context of resilient cities, and thus contributes to the specification of a tool for the evaluation and design of solutions for this context. The article describes the research process carried out to identify a set of 15 usability heuristics, which are grouped into five families: (1) design and aesthetics, (2) flexibility and navigation, (3) errors and help, (4) information use and display, and (5) community. The heuristics were validated through various mechanisms, such as the application of the heuristics, expert judgment, and evaluation, to ensure their clarity and effectiveness. The implementation of these heuristics is expected to contribute to the ease of use of interactive software systems in resilient city contexts, so that citizens can enjoy a user experience that is satisfactory to stakeholders.
本研究为在弹性城市背景下使用的交互软件系统的设计者和开发者建立了一套可用性启发式方法,从而有助于为这一背景下的解决方案的评估和设计提供工具规范。本文描述了为确定一组15个可用性启发式而进行的研究过程,这些启发式分为五个家族:(1)设计和美学,(2)灵活性和导航,(3)错误和帮助,(4)信息使用和显示,以及(5)社区。通过启发式的应用、专家判断、评价等多种机制对启发式进行验证,确保启发式的明确性和有效性。这些启发式的实施有望有助于在弹性城市环境中轻松使用交互式软件系统,以便市民可以享受令利益相关者满意的用户体验。
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引用次数: 0
Inducing Flow In Board Games Through Augmented Audio 通过增强音频诱导桌面游戏的心流
IF 1.3 Q1 Engineering Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-005
André Sousa, Eduardo Magalhães, João Jacob
Games provide high levels of enjoyment and fun through closed systems with concrete objectives. These characteristics enhance a state of concentration known as flow. Many modern board games provide good gaming experiences. However, it is possible to use various resources to further enhance the experience. This study proposes that augmented audio technology can be used to induce flow during a board game playthrough. For this purpose, a prototype was developed to be tested with the board game Rising Sun. The main concept behind this approach was to deliver to the players real time sonic feedback through an augmented sound environment mapped to in game actions, by triggering spatialized contextual sound events related to the user’s in-game actions and game phases. A study was conducted using the aforementioned prototype to validate the proposal, and the results have shown that augmented audio may induce the state of flow.
游戏通过带有具体目标的封闭系统提供高水平的乐趣。这些特征增强了一种被称为心流的专注状态。许多现代桌面游戏提供了良好的游戏体验。但是,可以使用各种资源来进一步增强体验。本研究提出,增强音频技术可用于在棋盘游戏过程中诱导心流。为此,开发了一个原型,用棋盘游戏《旭日东升》进行测试。这种方法背后的主要概念是,通过映射到游戏动作的增强声音环境,触发与用户的游戏动作和游戏阶段相关的空间化上下文声音事件,向玩家传递实时声音反馈。使用上述原型进行了一项研究来验证该建议,结果表明增强音频可能会诱导心流状态。
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引用次数: 0
The Italian School Ecosystems two years after the pandemic in the perceptions of schools’ principals and teachers – part 2 (a segmented analysis) 疫情两年后,学校校长和教师对意大利学校生态系统的看法——第2部分(分段分析)
IF 1.3 Q1 Engineering Pub Date : 2023-02-01 DOI: 10.55612/s-5002-055-004
C. Giovannella, L. Cianfriglia, A. Giannelli
This article presents a detailed analysis of the influence of age and gender of the respondents (231 teachers and 153 principals), and, as well, of the geographical localization and level of the schools in which they operate, on the effects generated, two years later, by the digital shock undergone by the Italian school ecosystem at the beginning of March 2020 due to the pandemics. An overall positive perception of the introduction and use of technologies is confirmed, although it remains clearly distinct from that of the particularly critical period experienced. Inhomogeneities emerged among geographical areas and school levels. Among them, greater suffering of ICs (primary and middle schools) and, in general, of the schools in the South of Italy regarding infrastructures and connectivity was highlighted. Due to that and to a greater sense of unpreparedness also a greater sense of increased workload has been perceived in such area. In spite of this, and perhaps because of this, a greater enthusiasm by teachers to experiment, together with a more positive perception about the usefulness of technology (particularly in the female gender), was also observed, along with a demand for highly qualified continuous training. A gender gap was observed in the variation of the individual factor related to the teachers’/principals’ wellbeing (lower for males) and in the judgment towards technologies. We detected also a greater difficulty with the teachers’ age to become accustomed to technology, particularly in high schools. The text analysis of the answers given to open-ended questions made it possible to bring out the peculiarities of the technologies that allowed teachers to develop the mentioned positive perception, as well as to highlight the reasons why many technologies are shelved. The activities for which technologies are considered most useful also emerged, as well as future intentions of use and expectations about continuous training. Differences in expectations about the future integration and use of technologies among the respondents teaching at different school levels clearly emerged. Finally, future smart organization of the schools seems deemed necessary by all categories of teachers and principals.
本文详细分析了受访者(231名教师和153名校长)的年龄和性别,以及他们所在学校的地理位置和水平,对两年后意大利学校生态系统在2020年3月初因疫情而遭受的数字冲击产生的影响。对引进和使用技术的总体积极看法得到了证实,尽管这与所经历的特别关键时期的看法仍然明显不同。地理区域和学校层次之间出现了不均匀性。其中,强调了IC(小学和中学)以及意大利南部学校在基础设施和连通性方面遭受的更大痛苦。由于这一点以及更大的不准备感,在这一领域也有更大的工作量增加的感觉。尽管如此,也许正因为如此,教师们对实验的热情越来越高,同时对技术的有用性(尤其是女性)也有更积极的看法,同时对高素质的持续培训也有需求。在与教师/校长幸福感相关的个人因素的变化中(男性较低)以及对技术的判断中,观察到了性别差距。我们还发现,随着教师年龄的增长,他们更难适应技术,尤其是在高中。通过对开放式问题答案的文本分析,可以揭示出允许教师发展上述积极感知的技术的特点,并强调许多技术被搁置的原因。技术被认为最有用的活动也出现了,以及未来的使用意图和对持续培训的期望。在不同学校级别教学的受访者对未来技术整合和使用的期望明显存在差异。最后,所有类别的教师和校长似乎都认为未来学校的智能组织是必要的。
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引用次数: 1
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Interaction Design and Architectures
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