Auflistung nach Schlagwort "gamification"
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- KonferenzbeitragA Learning Companion for Ben: Concept for a Digital Learning Environment(Mensch und Computer 2019 - Usability Professionals, 2019) Kosztelnik, ZoricaPrimary school education is one of the most important investments of a nation. Could advanced technologies increase its success? Ben is a 6-year-old child who has just finished kindergarten. He is really excited about starting school, choosing his first school bag and meeting his digital learning companion. On what adventures will they embark together? How many new friends will Ben make at school? The project aims to investigate how the potential of digital environments could be used in primary school education. Digital companions encourage children to collaborate and to support each other whilst motivating them by making daily exercises and learning more fun. The author raises the question if we could look at digitality with excitement and curiosity instead of concern. Can we make clear decisions about when digital technologies may actually broaden our horizon and when they have to fade into the background to give space to human-human interactions?
- KonferenzbeitragAchiever or explorer? gamifying the creation process of training data for machine learning(Mensch und Computer 2020 - Tagungsband, 2020) Alaghbari, Sarah; Mitschick, Annett; Blichmann, Gregor; Voigt, Martin; Dachselt, RaimundThe development of artificial intelligence, e. g., for Computer Vision, through supervised learning requires the input of large amounts of annotated or labeled data objects as training data. The creation of high-quality training data is usually done manually which can be repetitive and tiring. Gamification, the use of game elements in a non-game context, is one method to make tedious tasks more interesting. This paper proposes a multi-step process for gamifying the manual creation of training data for machine learning purposes. We choose a user-adapted approach based on the results of a preceding user study with the target group (employees of an AI software development company) which helped us to identify annotation use cases and the users' player characteristics. The resulting concept includes levels of increasing difficulty, tutorials, progress indicators and a narrative built around a robot character which at the same time is a user assistant. The implemented prototype is an extension of the company’s existing annotation tool and serves as a basis for further observations.
- KonferenzbeitragBest of both worlds: Game Design meets User Interface Design(UP14 - Vorträge, 2014) Niesenhaus, JörgDie Integration spielerischer Elemente in Benutzerschnittstellen spielfremder Anwendungsgebiete erfreut sich immer größerer Beliebtheit. Ziele der im Rahmen von User Interfaces zur Anwendung kommenden spielerischen Elemente sind meist eine Erhöhung der Prozesseffizienz oder die Steigerung der Motivation und Zufriedenheit der Nutzer. Während es in den Bereichen der User Interface Entwicklung und des Usability Engineerings viele beschriebene Herangehensweisen für Designprozesse gibt, ist der Prozess der Konzeption und Integration von Spielmechanismen in spielfremde Bereiche bisher unzureichend dokumentiert. Der Vortrag wird anhand konkreter Beispiele die Adaption von bestehenden Game Design Methoden und Werkzeugen für die User Interface Entwicklung veranschaulichen, um aus dieser Erkenntnissen Handlungsempfehlungen für die Erweiterung bestehender Designprozesse abzuleiten.
- TextdokumentCan smartphone generated cycling data contribute to the improvement of the bicycle infrastructure?(INFORMATIK 2021, 2021) Höper, Tobias Höper; Schering, Johannes; Marx Gómez, JorgeSmartphone generated data could make an important contribution to learn more about cycling behaviors to support the decision making process. As part of the Oldenburg Bicycle Challenge a huge amount of app based data was gathered in the German Oldenburg region. In combination with weather and counting data new knowledge on bicycle use can be generated. Parameters as distances and durations of the trips, hourly values, the distribution of the trips to recreational and utilitarian purposes, brakings and waiting times are analyzed and discussed as part of this work. GPS data of cyclists is not only gathered by smartphone apps but also by bike sensors that are attached to the bicycle as many projects has shown (e.g. ECOSense). As part of the conclusion, the advantages and disadvantages of both approaches regarding acquisition of participants, effort for data collection, data quality, potentials for cycling data analysis etc. will be discussed.
- KonferenzbeitragCode Defenders(Software Engineering und Software Management 2018, 2018) Rojas, José Miguel; White, Thomas D.; Clegg, Benjamin S.; Fraser, GordonThis paper was presented at the 39th International Conference on Software Engineering (ICSE 2017), where it received an ACM SIGSOFT Distinguished Paper Award: Writing good software tests is difficult and not every developer's favorite occupation. Mutation testing aims to help by seeding artificial faults (mutants) that good tests should identify, and test generation tools help by providing automatically generated tests. However, mutation tools tend to produce huge numbers of mutants, many of which are trivial, redundant, or semantically equivalent to the original program; automated test generation tools tend to produce tests that achieve good code coverage, but are otherwise weak and have no clear purpose. In this paper, we present an approach based on gamification and crowdsourcing to produce better software tests and mutants: The Code Defenders web-based game lets teams of players compete over a program, where attackers try to create subtle mutants, which the defenders try to counter by writing strong tests. Experiments in controlled and crowdsourced scenarios reveal that writing tests as part of the game is more enjoyable, and that playing Code Defenders results in stronger test suites and mutants than those produced by automated tools.
- KonferenzbeitragDon't Catch It! - An Interactive Virtual-Reality Environment to Learn About COVID-19 Measures Using Gamification Elements.(Mensch und Computer 2021 - Tagungsband, 2021) Krauter, Christian; Vogelsang, Jonas; Calepso, Aimée Sousa; Angerbauer, Katrin; Sedlmair, MichaelThe world is still under the influence of the COVID-19 pandemic. Even though vaccines are deployed as rapidly as possible, it is still necessary to use other measures to reduce the spread of the virus. Measures such as social distancing or wearing a mask receive a lot of criticism. Therefore, we want to demonstrate a serious game to help the players understand these measures better and show them why they are still necessary. The player of the game has to avoid other agents to keep their risk of a COVID-19 infection low. The game uses Virtual Reality through a Head-Mounted-Display to deliver an immersive and enjoyable experience. Gamification elements are used to engage the user with the game while they explore various environments. We also implemented visualizations that help the user with social distancing.
- WorkshopbeitragGame Jam: Serious Games und Gamification(Mensch und Computer 2019 - Workshopband, 2019) Herrlich, Marc; Mazarakis, Athanasios; Alexandrovsky, Dmitry; Göbel, Stefan; Malaka, RainerComputer- und Videospiele sind ein äußerst vielfältiges Themengebiet, welches insbesondere für den Bereich der Mensch-Computer-Interaktion in den letzten Jahren als Forschungsgebiet zunehmend an Relevanz gewonnen hat. Neben der wissenschaftlichen Theorie ist insbesondere die praktische Erfahrung mit der Konzeption und der technischen Realisierung von Serious Games und Gamification essentiell, um diese Ansätze in der Umsetzung eigener Forschungsideen sinnvoll anzuwenden. Daher plant die Fachgruppe Entertainment Computing im Rahmen eines Workshops auf der Mensch und Computer einen Serious Game Jam zu organisieren. Den Teilnehmenden soll dadurch ermöglicht werden, innerhalb eines Tages beispielhaft eigene Ideen für Serious Games oder Gamification zu konzipieren und in schnelle Mock-Ups und Prototypen umzusetzen.
- KonferenzbeitragGame of TUK: deploying a large-scale activity-boosting gamification project in a university context(Mensch und Computer 2020 - Tagungsband, 2020) Müller, Julia; Sprenger, Max; Franke, Tobias; Lukowicz, Paul; Reidick, Claudia; Herrlich, MarcWe present Game of TUK, a gamified mobile app to increase physical activity among students at TU Kaiserslautern. The scale of our project with almost 2,000 players over the course of four weeks is unique for a project in a university context. We present feedback we received and share our insights. Our results show that location-based activities in particular were very popular. In contrast, mini-games included in the app did not contribute as much to user activity as expected.
- KonferenzbeitragGamification in the inDAgo HelpMe application(Mensch & Computer 2014 - Tagungsband, 2014) Baumann, Kristian; Klein, Peter; Mrsic Carl, Antonija; Bender, DeniseThe changing demographic structures in western societies have led to a higher need for assistance for elderly people in their everyday lives. Staying mobile is very important for the quality of life, but is anything but simple when getting older. The research project inDAgo, a project initiated by research facilities in and around the city of Darmstadt, Germany, targets this problem. A first result of this project is the HelpMe application (app). By means of this app, elderly people can easily transmit in difficult situations a call for help to a network of trustworthy people willing to assist. They then receive quick and uncomplicated support by helpers in their vicinity.
- KonferenzbeitragA gamified and adaptive learning system for neurodivergent workers in electronic assembling tasks(Mensch und Computer 2020 - Tagungsband, 2020) Grund, Jonas; Umfahrer, Moritz; Buchweitz, Lea; Gay, James; Theil, Arthur; Korn, OliverLearning and work-oriented assistive systems are often designed to fit the workflow of neurotypical workers. Neurodivergent workers and individuals with learning disabilities often present cognitive and sensorimotor characteristics that are better accommodated with personalized learning and working processes. Therefore, we designed an adaptive learning system that combines an augmented interaction space with user-sensitive virtual assistance to support step-by-step guidance for neurodivergent workers in electronic assembling tasks. Gamified learning elements were also included in the interface to provide self-motivation and praise whenever users progress in their learning and work achievements.