Abstract. We present a design framework for a sensor-based stroke rehabilitation system for use at home developed through the analysis of data collected from a series of workshops. Participants had a variety of backgrounds and included people living with stroke and health professionals who work with them. Our focus in these workshops was to learn more about the social context around stroke care, to share early project ideas and develop a design framework for developing systems. In this paper we present a detailed analysis of participant responses and use this analysis to draw specific conclusions about the components and configuration that we believe should be in future systems.
Application of design in HCI is a common approach to engendering behavioural change to address important challenges such as sustainability. Encouraging such change requires an understanding of current motivations and behaviours in the domain in question. In this paper we describe use of wearable cameras to study motivations and behaviours around food consumption by focusing on two contrasting cultures, Malaysia and the United Kingdom. Our findings highlight the potential of wearable cameras to enhance knowledge of food consumption practices and identify where and how some digital interventions might be appropriate to change food behaviour. This includes appealing to people's motivations behind food consumption; and capitalising on existing practices such as gifting of food and social meals. We propose a food consumption lifecycle as a framework in which to understand and design human-food interaction. The use of wearable cameras enabled us to capture a high-level overview of spatially distributed food-related practices, and understand food behaviours in greater depth.
PurposeThis paper presents an educational virtual reality (VR) game and experiments with different methods of including it into the teaching process. The purpose of this research study is to discover if immersive VR games can be used as an effective pedagogical tool if blended with traditional lectures by assisting learning gain, memory and knowledge retention while increasing edutainment value.Design/methodology/approachThis research design comprises three different methods of learning: lecture-based involving lecture slides, infographics, and a video, game-based involving an immersive VR game of oil rig exploration, and the combination of lecture and game-based. Participants of each method filled up a questionnaire before and after participation to measure the learning gain, memory, and knowledge retention.FindingsFrom the predominant findings of the study, the combined method demonstrated a significant increase in learning gain, memory, and knowledge retention and maybe a potentially suitable pedagogical tool.Research limitations/implicationsLimitations of the study include findings based on one VR game with a specific educational topic, additionally, it is suspected that having different participants for each of the three methods may have slightly affected the results, albeit to a limited extent.Practical implicationsFindings of this study will provide evidence that VR games can be used alongside traditional lectures to aid in the learning process. Educators can choose to include VR games into their curriculums to improve the educational delivery process.Originality/valueThis research contributes to ways of incorporating VR games into educational curriculums through findings of this study highlighting the combination of VR games with lectures.
We present a system that uses wireless telemetry to enhance the experience of fairground and theme park amusement rides. Our system employs wearable technologies to capture video, audio, heart-rate and acceleration data from riders, which are then streamed live to large public displays and are also recorded. This system has been embedded into a theatrical event called Fairground: Thrill Laboratory in which riders are first selected from a watching audience and their captured data is subsequently presented back to this audience and discussed by experts in medical monitoring, psychology and ride design. Drawing on our experience of deploying the system on three contrasting rides, during which time it was experienced by 25 riders and over 500 audience members, we reflect on how such telemetry data can enhance amusement rides for riders and spectators alike, both during and after the ride.
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