Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 8 de 8
Filtrar
Más filtros










Base de datos
Intervalo de año de publicación
1.
Artículo en Inglés | MEDLINE | ID: mdl-37494152

RESUMEN

Language models are widely used for different Natural Language Processing tasks while suffering from a lack of personalization. Personalization can be achieved by, e.g., fine-tuning the model on training data that is created by the user (e.g., social media posts). Previous work shows that the acquisition of such data can be challenging. Instead of adapting the model's parameters, we thus suggest selecting a model that matches the user's mental model of different thematic concepts in language. In this paper, we attempt to capture such individual language understanding of users. In this process, two challenges have to be considered. First, we need to counteract disengagement since the task of communicating one's language understanding typically encompasses repetitive and time-consuming actions. Second, we need to enable users to externalize their mental models in different contexts, considering that language use changes depending on the environment. In this paper, we integrate methods of gamification into a visual analytics (VA) workflow to engage users in sharing their knowledge within various contexts. In particular, we contribute the design of a gameful VA playground called Concept Universe. During the four-phased game, the users build personalized concept descriptions by explaining given concept names through representative keywords. Based on their performance, the system reacts with constant visual, verbal, and auditory feedback. We evaluate the system in a user study with six participants, showing that users are engaged and provide more specific input when facing a virtual opponent. We use the generated concepts to make personalized language model suggestions.

2.
PLoS One ; 18(5): e0285367, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-37146022

RESUMEN

Citizen science games are an increasingly popular form of citizen science, in which volunteer participants engage in scientific research while playing a game. Their success depends on a diverse set of stakeholders working together-scientists, volunteers, and game developers. Yet the potential needs of these stakeholder groups and their possible tensions are poorly understood. To identify these needs and possible tensions, we conducted a qualitative data analysis of two years of ethnographic research and 57 interviews with stakeholders from 10 citizen science games, following a combination of grounded theory and reflexive thematic analysis. We identify individual stakeholder needs as well as important barriers to citizen science game success. These include the ambiguous allocation of developer roles, limited resources and funding dependencies, the need for a citizen science game community, and science-game tensions. We derive recommendations for addressing these barriers.


Asunto(s)
Ciencia Ciudadana , Humanos , Proyectos de Investigación , Voluntarios
3.
JMIR Serious Games ; 11: e42680, 2023 Mar 16.
Artículo en Inglés | MEDLINE | ID: mdl-36928258

RESUMEN

BACKGROUND: User involvement is widely accepted as key for designing effective applied games for health. This especially holds true for children and young people as target audiences, whose abilities, needs, and preferences can diverge substantially from those of adult designers and players. Nevertheless, there is little shared knowledge about how concretely children and young people have been involved in the design of applied games, let alone consensus guidance on how to do so effectively. OBJECTIVE: The aim of this scoping review was to describe which user involvement methods have been used in the design of applied games with children and young people, how these methods were implemented, and in what roles children and young people were involved as well as what factors affected their involvement. METHODS: We conducted a systematic literature search and selection across the ACM Digital Library, IEEE Xplore, Scopus, and Web of Science databases using State of the Art through Systematic Review software for screening, selection, and data extraction. We then conducted a qualitative content analysis on the extracted data using NVivo. RESULTS: We retrieved 1085 records, of which 47 (4.33%) met the eligibility criteria. The chief involvement methods were participatory design (20/47, 43%) and co-design (16/47, 37%), spanning a wide range of 45 concrete activities with paper prototyping, group discussions, and playtesting being the most frequent. In only half of the studies (24/47, 51%), children and young people participated as true design partners. Our qualitative content analysis suggested 5 factors that affect their successful involvement: comprehension, cohesion, confidence, accessibility, and time constraints. CONCLUSIONS: Co-design, participatory design, and similar high-level labels that are currently used in the field gloss over very uneven degrees of participation in design and a wide variety of implementations that greatly affect actual user involvement. This field would benefit from more careful consideration and documentation of the reason of user involvement. Future research should explore concrete activities and configurations that can address the common challenges of involving children and young people, such as comprehension, cohesion, confidence, and accessibility.

4.
R Soc Open Sci ; 10(2): 220274, 2023 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-36756072

RESUMEN

How does the difficulty of a task affect people's enjoyment and engagement? Intrinsic motivation and flow theories posit a 'goldilocks' optimum where task difficulty matches performer skill, yet current work is confounded by questionable measurement practices and lacks scalable methods to manipulate objective difficulty-skill ratios. We developed a two-player tactical game test suite with an artificial intelligence (AI)-controlled opponent that uses a variant of the Monte Carlo Tree Search algorithm to precisely manipulate difficulty-skill ratios. A pre-registered study (n = 311) showed that our AI produced targeted difficulty-skill ratios without participants noticing the manipulation, yet different ratios had no significant impact on enjoyment or engagement. This indicates that difficulty-skill balance does not always affect engagement and enjoyment, but that games with AI-controlled difficulty provide a useful paradigm for rigorous future work on this issue.

5.
Front Psychol ; 13: 924953, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-35959012

RESUMEN

Why do we seek out and enjoy uncertain success in playing games? Game designers and researchers suggest that games whose challenges match player skills afford engaging experiences of achievement, competence, or effectance-of doing well. Yet, current models struggle to explain why such balanced challenges best afford these experiences and do not straightforwardly account for the appeal of high- and low-challenge game genres like Idle and Soulslike games. In this article, we show that Predictive Processing (PP) provides a coherent formal cognitive framework which can explain the fun in tackling game challenges with uncertain success as the dynamic process of reducing uncertainty surprisingly efficiently. In gameplay as elsewhere, people enjoy doing better than expected, which can track learning progress. In different forms, balanced, Idle, and Soulslike games alike afford regular accelerations of uncertainty reduction. We argue that this model also aligns with a popular practitioner model, Raph Koster's Theory of Fun for Game Design, and can unify currently differentially modelled gameplay motives around competence and curiosity.

7.
Games Cult ; 13(3): 260-279, 2018 May.
Artículo en Inglés | MEDLINE | ID: mdl-29706842

RESUMEN

The social meanings of play sit at odds with norms of responsible and productive adult conduct. To be "caught" playing as an adult therefore risks embarrassment. Still, many designers want to create enjoyable, nonembarrassing play experiences for adults. To address this need, this article reads instances of spontaneous adult play through the lens of Erving Goffman's theory of the interaction order to unpack conditions and strategies for nonembarrassing adult play. It identifies established frames, segregated audiences, scripts supporting smooth performance, managing audience awareness, role distancing, and, particularly, alibis for play: Adults routinely provide alternative, adult-appropriate motives to account for their play, such as child care, professional duties, creative expression, or health. Once legitimized, the norms and rules of play themselves then provide an alibi for behavior that would risk being embarrassing outside play.

8.
Internet Interv ; 6: 89-106, 2016 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-30135818

RESUMEN

BACKGROUND: Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being, and increasingly used. Yet little is known about its effectiveness. AIMS: We aimed to assess the amount and quality of empirical support for the advantages and effectiveness of gamification applied to health and well-being. METHODS: We identified seven potential advantages of gamification from existing research and conducted a systematic literature review of empirical studies on gamification for health and well-being, assessing quality of evidence, effect type, and application domain. RESULTS: We identified 19 papers that report empirical evidence on the effect of gamification on health and well-being. 59% reported positive, 41% mixed effects, with mostly moderate or lower quality of evidence provided. Results were clear for health-related behaviours, but mixed for cognitive outcomes. CONCLUSIONS: The current state of evidence supports that gamification can have a positive impact in health and wellbeing, particularly for health behaviours. However several studies report mixed or neutral effect. Findings need to be interpreted with caution due to the relatively small number of studies and methodological limitations of many studies (e.g., a lack of comparison of gamified interventions to non-gamified versions of the intervention).

SELECCIÓN DE REFERENCIAS
DETALLE DE LA BÚSQUEDA
...