83 research outputs found
Automatic measurements of a leisure activity for people with profound disabilities
We report on challenges we encountered when using automatic measurements for a longer term exploratory study (8-10 sessions, 9 participants) with people with Profound Intellectual and Multiple Disabilities (PIMD). In the overall study, which we will publish elsewhere, one element that we investigated was if we were able to persuade users of this target group to move more by providing interaction with an interactive ball. This paper focuses on the challenges we had regarding the use of our method for automatic measurement of movement based on camera recordings during this study. With this paper we like to remind researchers to not rely blindly on the outcome of automatic measurements and instead to analyze measures in depth, which can become difficult when using extensive sets of data.1 </p
AIRPlay:Towards a 'breathgiving' approach
Children with exercise-induced asthma face several challenges in their daily life, which can improve by proper self-management practices. AIRplay combines biomedical sensing with gamified environments to improve physical conditioning and self-management of asthma among children aged 7 to 9 years old. The goal is to develop a proof-of-concept of coaching application that monitors physical activity of a young asthma patient, provide feedback based on this activity data, and integrates this application with an interactive playground to improve fitness. We discuss three areas where we can improve the current management of asthma among children based on literature and interviews with health care professionals. We present the coaching application and the interactive playground game, followed by a discussion where we discuss the current proof-of-concept using the Persuasive Design Model (PSD). We also foresee some challenges for future development and research.</p
Fifth international workshop on Behavior Change Support Systems (BCSS 2017):in conjunction with the 12th International Conference on Persuasive Technology, April 3-6, 2017, Amsterdam, the Netherlands
Design of Tangible Games for Children Undergoing Occupational and Physical Therapy
Part 6: Serious Games (Health and Social)International audienceGames can offer an entertaining alternative to repetitive tasks. In this paper, we propose the use of tangible interactive games for the repetitive training of upper limbs in the therapy of children with Cerebral Palsy (CP). We obtained promising results. The total of four created games succeeded in triggering all the to-be-trained movements properly and in a motivating and entertaining way. A physical quiz game was especially successful as children kept on playing the game making the proper movements without additional encouragement or instructions of the therapists or researchers. These results indicate that in this kind of occupational or physical therapy, there is additional value in using tangible interactive games. Furthermore, the research shows the importance of including the therapists in the design of games and we report on several ways to achieve that
Towards Data-Driven Persuasive Coaching in a Heart Failure Telemonitoring Technology
Heart failure is a common disorder associated with high morbidity and mortality. Early diagnosis and treatment of exacerbations can lower the amount of (re-)hospitalizations. Patients can be supported to self-manage their disease by integrating persuasive coaching in a telemonitoring technology. The Twente TEACH Consortium is a multidisciplinary partnership, under which the iMediSense telemonitoring technology was developed. A mixed-methods approach was used to evaluate and improve the behavioral support of this platform. Methods included log data analysis, stakeholder interviews, usability tests, and a scoping literature review. Results showed that iMediSense is easy to use, achieving high adherence in a sixty days pilot study. A conceptual behavior change module grounded in goal setting theory was developed to provide persuasive coaching. We discuss the potential of our method, the implications of our findings , and present our ideas for further research to advance knowledge of a data-driven persuasive coaching approach to support behavior change
Design of Tangible Games for Children Undergoing Occupational and Physical Therapy
Part 6: Serious Games (Health and Social)International audienceGames can offer an entertaining alternative to repetitive tasks. In this paper, we propose the use of tangible interactive games for the repetitive training of upper limbs in the therapy of children with Cerebral Palsy (CP). We obtained promising results. The total of four created games succeeded in triggering all the to-be-trained movements properly and in a motivating and entertaining way. A physical quiz game was especially successful as children kept on playing the game making the proper movements without additional encouragement or instructions of the therapists or researchers. These results indicate that in this kind of occupational or physical therapy, there is additional value in using tangible interactive games. Furthermore, the research shows the importance of including the therapists in the design of games and we report on several ways to achieve that
Exploring user profiles for healthy gamification
Gamification in healthcare is still not widespread. One way to facilitate application of gamification is to understand the user via user profiles. This study introduces an easier way to categorize the user profiles in three groups instead of six (Hexad). Most of the survey's to categorize user groups are done with adolescents or students. This study takes a much more realistic sample of 274 Dutch households. The results show that designing within gamified mechanics based on a user profiles main motivation is an effective strategy for personalization. Based on these findings we propose a new user profiles model with three user profiles for healthcare that are mainly autonomy driven (Blue), competence driven (Red) and purpose driven (Green). Furthermore, the results indicate a more generic path towards including essential elements to create a basic understanding, get users involved, and provide them with content fitting their motivations. Further study is needed to show if the model can be used in various environments. The first test at an energy provider shows positive results
Using extensive data in design and evaluation of BCSS
AbstractThe International Workshop on Behavior Change Support Systems provides a place to discuss recent advances in BCSS research. The aim of this year’s workshop was to discuss and share examples and experiences from research on BCSSs regarding both the evaluation and improvement of these systems, as the systems use more and more types of data over longer periods of time. Fitting the multidisciplinary character of the workshop, a wide variety of topics was presented in which the use of extensive data plays a role: occupational health, diet and healthy foods, persuasive dialogues related to food intake, entertainment for people with disabilities, and telemonitoring of heart failure patients. Group discussions focused on two key aspects related to the use of more extensive data: approaches to encourage transparency of the use of data to prevent ‘black-box thinking’, and pointing out a strategy for data driven coaching over longer periods of time. Abstract
The International Workshop on Behavior Change Support Systems provides a place to discuss recent advances in BCSS research. The aim of this year’s workshop was to discuss and share examples and experiences from research on BCSSs regarding both the evaluation and improvement of these systems, as the systems use more and more types of data over longer periods of time. Fitting the multidisciplinary character of the workshop, a wide variety of topics was presented in which the use of extensive data plays a role: occupational health, diet and healthy foods, persuasive dialogues related to food intake, entertainment for people with disabilities, and telemonitoring of heart failure patients. Group discussions focused on two key aspects related to the use of more extensive data: approaches to encourage transparency of the use of data to prevent ‘black-box thinking’, and pointing out a strategy for data driven coaching over longer periods of time
Meaning in Life as a Source of Entertainment
In this paper we mean to introduce into the field of entertainment computing an overview of insights concerning fundamental human needs. Researchers such as Hassenzahl and Desmet, discuss design approaches based on psychological insights from various and varied sources. We collect these and expand them with a focus on meaning in life as seen in humanistic philosophy. We summarise the various roles that these insights can play in our research on new technology, and illustrate the discussion with examples from the field of computer entertainment
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