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Graphics and Human Computer Interfaces

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Design

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Full-Text Articles in Physical Sciences and Mathematics

Towards A Context Agnostic Platform For Design And Assessment Of Educational Games, Tyler Baron, Corey Heath, Ashish Amresh Apr 2018

Towards A Context Agnostic Platform For Design And Assessment Of Educational Games, Tyler Baron, Corey Heath, Ashish Amresh

Ashish Amresh

The majority of the games designed for improving, acquiring or transferring knowledge rely heavily on building game mechanics that are grounded deeply in the content or subject matter being taught. There is a growing need for educational practitioners and pedagogical experts to have the ability to easily map learning outcomes by choosing from a pallet of functioning game mechanics without having the need to redesign them from scratch. In this paper, we present the current state of the art in context agnostic design and assessment of educational games, and propose three strategies that educators can take advantage of during the …


Mhealth Games As Rewards: Incentive Or Distraction?, Kevin Gary, Ryan Stoll, Pooja Rallabhandi, Mandar Patwardhan, Derek Hamel, Ashish Amresh, Armando Pina, Kevin Cleary, Zenaide Quezado Jun 2017

Mhealth Games As Rewards: Incentive Or Distraction?, Kevin Gary, Ryan Stoll, Pooja Rallabhandi, Mandar Patwardhan, Derek Hamel, Ashish Amresh, Armando Pina, Kevin Cleary, Zenaide Quezado

Ashish Amresh

Games may be employed for delivery of a clinical protocol, or as an incentive for protocol tasks. We focus on serious games in mHealth apps for pediatric patients with a chronic disease as an incentive for behavior modification. A patient is rewarded with enhanced gameplay in proportion to her/his compliance with a clinical protocol. The game-as-reward prevents fatigue and sustains patient engagement as the mHealth apps are used on a frequent basis when the affliction is a chronic disease. However, our experience shows a fine line between games that encourage engagement and ones that distract patients from protocol tasks.


Designing For Positive Health Affect: Decoupling Negative Emotion And Health Monitoring Technologies, Tammy R. Toscos, Kay Connelly, Yvonne Rogers Dec 2015

Designing For Positive Health Affect: Decoupling Negative Emotion And Health Monitoring Technologies, Tammy R. Toscos, Kay Connelly, Yvonne Rogers

Tammy R Toscos

Through various health-focused technology projects, we discovered that the emotional response to technology was related to uptake and sustained use of health monitoring technologies. In this paper we present a case study of how we synthesized constructs of social cognitive theory, technology as experience, and diabetes management guidelines as a framework for making design recommendations for blood glucose monitoring technology that address the emotional response of users. We suggest applying this theoretical lens for design may help attend to emotional responses of users in an effort to decouple strong negative emotions that are paired to health monitoring technologies that provide …


3d Virtual Worlds And The Metaverse: Current Status And Future Possibilities, John David N. Dionisio, William G. Burns Iii, Richard Gilbert Aug 2015

3d Virtual Worlds And The Metaverse: Current Status And Future Possibilities, John David N. Dionisio, William G. Burns Iii, Richard Gilbert

John David N. Dionisio

Moving from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse rests on progress in four areas: immersive realism, ubiquity of access and identity, interoperability, and scalability. For each area, the current status and needed developments in order to achieve a functional Metaverse are described. Factors that support the formation of a viable Metaverse, such as institutional and popular interest and ongoing improvements in hardware performance, and factors that constrain the achievement of this goal, including limits in computational methods and unrealized collaboration among virtual world stakeholders and developers, are also considered.