Designing fitness programs to combat a sedentary lifestyle and foster older adults’ motivation and goal-setting is not yet well-understood beyond point-based systems. To improve older adults’ (over 50 years) health and wellness, we studied a gamified physical activity intervention over eight weeks in an experiment (N=30) with three conditions (gamified, non-gamified, control). Our qualitative analysis showed the gamified group exhibited more engagement and interest in performing physical activity facilitated by technology. Results from our quantitative analysis indicated significance in the perceived competence dimension compared to the non-gamified and the control group. Perceived autonomy was significant for the non-gamified group against the control group. The findings from the quali-tative and quantitative analysis show motivation, enjoyment, and engagement were higher in the gamified group. This provides support for successfully facilitating older adults’ physical activity through gamified technology, which helped us create guidelines for older adults’ adaptive engagement.
PhD Thesis - Adaptive Engagement of older adults' fitness through gamificationDennis Kappen
Older adults are often not physically active because they lack motivation, time, and/or physical ability. Not only does this impact the life of older adults, but it also affects society as a whole, because the cost of healthcare attached to maintaining the health of older adults is continually rising. This thesis addresses the problem by investigating the disenchantment of older adults with physical activity (PA), reasons for their lack of participation in PA, and contributes motivational affordances for PA. This thesis makes three important contributions to human-computer interaction: a) the development of adaptive engagement guidelines for PA technology for older adults. b) the Exercise Motivation Technology Framework (EMFT) - a framework to aid in the design and development of PA technology for older adults, and c) the Kaleidoscope of Effective Gamification (KEG) - a design and analysis tool for helping designers design and develop gamified apps. These contributions were achieved through a phased investigative approach. The analysis of preliminary studies (Phase 1) resulted in the development of the EMTF for older adults PA technology. A survey study (Phase 2) on the preferences of motivational affordances for PA across different age groups suggested that ‘health pressures’ and ‘ill-health avoidance’ were significant exercise motives for PA in different age groups. Age-differentiated guidelines from Phase 2 were used to develop and evaluate Spirit50 (Phase 3), a gamified technology artifact, specifically developed under my supervision for adults over 50 years of age. Phase 4 was a synchronous, three-condition (gamified, non-gamified, and control groups) experimental study over an eight-week period with a total of 30 participants. Expert evaluation (Phase 5) to review technology facilitation of PA using the Spirit50 app also pointed to the usefulness and the applicability of gamification as a behaviour change technology for delivering PA solutions for older adults. The findings of this thesis contribute to understanding PA motivation among older adults on a granular level from a technology facilitation standpoint using gamification strategies. The EMTF model helped to design PA technology by combining desirability, customization, and motivational affordances for older adults. Finally, this thesis contributes to tailoring and personalizing of adaptive engagement strategies using specific gamification elements like goals supported by challenges, selection of quests based on ability, progressive feedback, and rewards validating performance and efforts as potential ways to deliver age-centric PA technology for older adults
Psychological depression prevention programs for 5-10 year olds: What’s the e...Health Evidence™
Health Evidence hosted a 90 minute webinar on Workplace Wellness. This work received support from KT Canada funding from the Canadian Institutes of Health Research (CIHR). Key messages and implications for practice were presented on Tuesday November 05, 2013 at 1:00 pm EST.
This webinar focused on interpreting the evidence in the following review:
Bergerman, L., Corabian, P., and Harstall, C. (2009). Effectiveness of organizational interventions for the prevention of workplace stress (Report). Alberta, Canada: Institute of Health Economics. Retrieved from: http://www.ihe.ca/documents/Interventions_for_prevention_of_workplace_stress.pdf
Lori Greco, Knowledge Broker with Health Evidence, lead the webinar.
There are many examples of evidence-informed decision making (EIDM) among public health professionals and organizations in Canada. However, there are limited mechanisms in place to facilitate the sharing of these stories within the public health community. The National Collaborating Centre for Methods and Tools (NCCMT) seeks to address this gap with an interactive, peer-led webinar series featuring a collection of EIDM success stories in public health.
These success stories will illustrate what EIDM in public health practice, programs and policy looks like across the country.
Join us to engage with public health practitioners across Canada as they share their success stories of using or implementing EIDM in the real world. Learn about the strategies and tools used by presenters to improve the use of evidence. Each webinar will feature two presentations. This series will feature authors from the NCCMT’s EIDM Casebook as well as other presenters.
Effective Psychological and Psychosocial Interventions to Prevent Perinatal Depression and Anxiety Disorders: A Rapid Review and Applicability Assessment
Becky Blair, Louise Azzara, John Barbaro, and Amy Faulkner, Simcoe-Muskoka District Health Unit
A higher-than-provincial-average rate of mental health concerns during pregnancy in the SMDHU catchment area prompted a review of the evidence for interventions to prevent perinatal mood disorders. Learn more about how this team synthesized available evidence and shared it with decision makers.
Building a Best Practice Tool to Address the Needs of Clients with Hepatitis C
Mary Guyton and Heidi Parker, Sherbourne Health Centre Site
Following Hepatitis C care integration within primary care settings, there was a lack of resources tailored to primary care nurses caring for Hep C patients. Learn more about how a best practice resource tool was developed to fill a resource gap.
PhD Thesis - Adaptive Engagement of older adults' fitness through gamificationDennis Kappen
Older adults are often not physically active because they lack motivation, time, and/or physical ability. Not only does this impact the life of older adults, but it also affects society as a whole, because the cost of healthcare attached to maintaining the health of older adults is continually rising. This thesis addresses the problem by investigating the disenchantment of older adults with physical activity (PA), reasons for their lack of participation in PA, and contributes motivational affordances for PA. This thesis makes three important contributions to human-computer interaction: a) the development of adaptive engagement guidelines for PA technology for older adults. b) the Exercise Motivation Technology Framework (EMFT) - a framework to aid in the design and development of PA technology for older adults, and c) the Kaleidoscope of Effective Gamification (KEG) - a design and analysis tool for helping designers design and develop gamified apps. These contributions were achieved through a phased investigative approach. The analysis of preliminary studies (Phase 1) resulted in the development of the EMTF for older adults PA technology. A survey study (Phase 2) on the preferences of motivational affordances for PA across different age groups suggested that ‘health pressures’ and ‘ill-health avoidance’ were significant exercise motives for PA in different age groups. Age-differentiated guidelines from Phase 2 were used to develop and evaluate Spirit50 (Phase 3), a gamified technology artifact, specifically developed under my supervision for adults over 50 years of age. Phase 4 was a synchronous, three-condition (gamified, non-gamified, and control groups) experimental study over an eight-week period with a total of 30 participants. Expert evaluation (Phase 5) to review technology facilitation of PA using the Spirit50 app also pointed to the usefulness and the applicability of gamification as a behaviour change technology for delivering PA solutions for older adults. The findings of this thesis contribute to understanding PA motivation among older adults on a granular level from a technology facilitation standpoint using gamification strategies. The EMTF model helped to design PA technology by combining desirability, customization, and motivational affordances for older adults. Finally, this thesis contributes to tailoring and personalizing of adaptive engagement strategies using specific gamification elements like goals supported by challenges, selection of quests based on ability, progressive feedback, and rewards validating performance and efforts as potential ways to deliver age-centric PA technology for older adults
Psychological depression prevention programs for 5-10 year olds: What’s the e...Health Evidence™
Health Evidence hosted a 90 minute webinar on Workplace Wellness. This work received support from KT Canada funding from the Canadian Institutes of Health Research (CIHR). Key messages and implications for practice were presented on Tuesday November 05, 2013 at 1:00 pm EST.
This webinar focused on interpreting the evidence in the following review:
Bergerman, L., Corabian, P., and Harstall, C. (2009). Effectiveness of organizational interventions for the prevention of workplace stress (Report). Alberta, Canada: Institute of Health Economics. Retrieved from: http://www.ihe.ca/documents/Interventions_for_prevention_of_workplace_stress.pdf
Lori Greco, Knowledge Broker with Health Evidence, lead the webinar.
There are many examples of evidence-informed decision making (EIDM) among public health professionals and organizations in Canada. However, there are limited mechanisms in place to facilitate the sharing of these stories within the public health community. The National Collaborating Centre for Methods and Tools (NCCMT) seeks to address this gap with an interactive, peer-led webinar series featuring a collection of EIDM success stories in public health.
These success stories will illustrate what EIDM in public health practice, programs and policy looks like across the country.
Join us to engage with public health practitioners across Canada as they share their success stories of using or implementing EIDM in the real world. Learn about the strategies and tools used by presenters to improve the use of evidence. Each webinar will feature two presentations. This series will feature authors from the NCCMT’s EIDM Casebook as well as other presenters.
Effective Psychological and Psychosocial Interventions to Prevent Perinatal Depression and Anxiety Disorders: A Rapid Review and Applicability Assessment
Becky Blair, Louise Azzara, John Barbaro, and Amy Faulkner, Simcoe-Muskoka District Health Unit
A higher-than-provincial-average rate of mental health concerns during pregnancy in the SMDHU catchment area prompted a review of the evidence for interventions to prevent perinatal mood disorders. Learn more about how this team synthesized available evidence and shared it with decision makers.
Building a Best Practice Tool to Address the Needs of Clients with Hepatitis C
Mary Guyton and Heidi Parker, Sherbourne Health Centre Site
Following Hepatitis C care integration within primary care settings, there was a lack of resources tailored to primary care nurses caring for Hep C patients. Learn more about how a best practice resource tool was developed to fill a resource gap.
How can practitioners integrate emerging neuroplasticity-based interven...SharpBrains
A promising frontier of applied neuroscience lies in technologies that stimulate our brains in order to harness neuroplasticity and achieve positive outcomes. What are the practical Pros and Cons of different methodologies such as cognitive training, EEG/ QEEG biofeedback, virtual reality, and what are appropriate ways to integrate them with traditional interventions?
- Chair: Olivier Oullier, Professor of Behavioral and Brain Sciences at Aix-Marseille University
- Bruce Wexler, NIH Director’s Award Winner and Professor of Psychiatry at Yale University
- Kate Sullivan, Director of the Brain Fitness Center at Walter Reed National Military Medical Center
This session took place at the 2013 SharpBrains Virtual Summit: http://sharpbrains.com/summit-2013/agenda/
How can Big Data help upgrade brain care?SharpBrains
Current standards of brain and mental care often rely on trials of insufficient scale, which not only limits our ability to diagnose, prevent, treat and personalize care but often leads to incorrect conclusions and undesirable results. What tools and data are becoming available via large-scale web-based and mobile applications, and how can researchers, innovators and practitioners connect with these initiatives?
- Chair: Alvaro Fernandez, CEO of SharpBrains, YGL Class of 2012
- Daniel Sternberg, Data Scientist at Lumosity
- Joan Severson, President of Digital Artefacts
- Robert Bilder, Chief of Medical Psychology-Neuropsychology at UCLA Semel Institute for Neuroscience
This is John Grace's slidedeck from the Proformance High Performance Athletic Development Clinic at Athletic Lab. This slidedeck presents ideas on athlete monitoring for coaches and teams that have a low budget or no budget for technology.
Reflections from a realist evaluation in progress: Scaling ladders and stitch...Debbie_at_IDS
In this session, Isabel Vogel, Melanie Punton and Rob Lloyd will reflect on the first year of a three-year realist impact evaluation, examining the Building Capacity to Use Research Evidence (BCURE) programme funded by the UK Department for International Development.
Neurodevelopmental Treatment and Cerebral Palseyda5884
Description of my Critically Appraised Topic on the effectiveness of Neurodevelopmental treatment with children who have cerebral palsy when compared to alternative therapies.
Assistive Cognitive Technology for EldersVivek Misra
Assistive technology (AT) is any item, piece of equipment, software program, or product system that is used to increase, maintain, or improve the functional capabilities of persons with disabilities.
Enhancing New Employee Orientation with a Digital Scavenger HuntSeriousGamesAssoc
Karen Burns, Asst. Coordinator of Faculty Development | The University of Alabama
Enhancing New Employee Orientation with a Digital Scavenger Hunt
Pervasive games are a burgeoning genre in which the affordances of mobile devices are used to extend the boundaries of digital games into the real world. This game genre leverages the GPS, photo, video, and texting capabilities of smart phone devices in order to create games that require location-dependent and context-sensitive interactions between the physical and virtual environments. One particular form of pervasive games is a digital scavenger hunt.
This presentation will focus on the findings of a study in which a digital scavenger hunt was integrated into new employee orientation. The goal of the study is to determine if a digital scavenger hunt can be an effective means of enhancing the typical employee orientation by reinforcing information provided during the face-to-face sessions, introducing new information, reducing the stress new employees typically feel, and fostering employee competence. While this study is ongoing, data collection and analysis will be completed by May 2019.
This session will report on the findings of this study and include a discussion of the successes and challenges of the study. Additionally, discussion will center on potential applications of a digital scavenger hunt being used as a means of learning through discovery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Gamification Research: What the Numbers RevealKarl Kapp
Gamification is a hot topic, but where is the research to back up the use of gamification? Anyone interested in gamification for learning will be interested in seeing empirical results to be better informed about whether or not gamification is appropriate for their learning environment.
In this Slideshow, we look at material prepared for submission to a peer-reviewed journal, highlighting correlational results, retention, and memorization data, as well as usage data related to the gamification platform of Axonify.
These slides show correlation research related to gamification and highlights empirical results, linking gamification actions to retention and learning results. Data extracted from a database of over 250,000 users of a gamified platform is examined.
-How gamification impacts learner engagement
-How gamification provides learning retention results
-Correlations between learner engagement in a gamification platform and on-the-job performance
-How gamification statistics confirm the use of gamification for learning
How can practitioners integrate emerging neuroplasticity-based interven...SharpBrains
A promising frontier of applied neuroscience lies in technologies that stimulate our brains in order to harness neuroplasticity and achieve positive outcomes. What are the practical Pros and Cons of different methodologies such as cognitive training, EEG/ QEEG biofeedback, virtual reality, and what are appropriate ways to integrate them with traditional interventions?
- Chair: Olivier Oullier, Professor of Behavioral and Brain Sciences at Aix-Marseille University
- Bruce Wexler, NIH Director’s Award Winner and Professor of Psychiatry at Yale University
- Kate Sullivan, Director of the Brain Fitness Center at Walter Reed National Military Medical Center
This session took place at the 2013 SharpBrains Virtual Summit: http://sharpbrains.com/summit-2013/agenda/
How can Big Data help upgrade brain care?SharpBrains
Current standards of brain and mental care often rely on trials of insufficient scale, which not only limits our ability to diagnose, prevent, treat and personalize care but often leads to incorrect conclusions and undesirable results. What tools and data are becoming available via large-scale web-based and mobile applications, and how can researchers, innovators and practitioners connect with these initiatives?
- Chair: Alvaro Fernandez, CEO of SharpBrains, YGL Class of 2012
- Daniel Sternberg, Data Scientist at Lumosity
- Joan Severson, President of Digital Artefacts
- Robert Bilder, Chief of Medical Psychology-Neuropsychology at UCLA Semel Institute for Neuroscience
This is John Grace's slidedeck from the Proformance High Performance Athletic Development Clinic at Athletic Lab. This slidedeck presents ideas on athlete monitoring for coaches and teams that have a low budget or no budget for technology.
Reflections from a realist evaluation in progress: Scaling ladders and stitch...Debbie_at_IDS
In this session, Isabel Vogel, Melanie Punton and Rob Lloyd will reflect on the first year of a three-year realist impact evaluation, examining the Building Capacity to Use Research Evidence (BCURE) programme funded by the UK Department for International Development.
Neurodevelopmental Treatment and Cerebral Palseyda5884
Description of my Critically Appraised Topic on the effectiveness of Neurodevelopmental treatment with children who have cerebral palsy when compared to alternative therapies.
Assistive Cognitive Technology for EldersVivek Misra
Assistive technology (AT) is any item, piece of equipment, software program, or product system that is used to increase, maintain, or improve the functional capabilities of persons with disabilities.
Enhancing New Employee Orientation with a Digital Scavenger HuntSeriousGamesAssoc
Karen Burns, Asst. Coordinator of Faculty Development | The University of Alabama
Enhancing New Employee Orientation with a Digital Scavenger Hunt
Pervasive games are a burgeoning genre in which the affordances of mobile devices are used to extend the boundaries of digital games into the real world. This game genre leverages the GPS, photo, video, and texting capabilities of smart phone devices in order to create games that require location-dependent and context-sensitive interactions between the physical and virtual environments. One particular form of pervasive games is a digital scavenger hunt.
This presentation will focus on the findings of a study in which a digital scavenger hunt was integrated into new employee orientation. The goal of the study is to determine if a digital scavenger hunt can be an effective means of enhancing the typical employee orientation by reinforcing information provided during the face-to-face sessions, introducing new information, reducing the stress new employees typically feel, and fostering employee competence. While this study is ongoing, data collection and analysis will be completed by May 2019.
This session will report on the findings of this study and include a discussion of the successes and challenges of the study. Additionally, discussion will center on potential applications of a digital scavenger hunt being used as a means of learning through discovery.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
Gamification Research: What the Numbers RevealKarl Kapp
Gamification is a hot topic, but where is the research to back up the use of gamification? Anyone interested in gamification for learning will be interested in seeing empirical results to be better informed about whether or not gamification is appropriate for their learning environment.
In this Slideshow, we look at material prepared for submission to a peer-reviewed journal, highlighting correlational results, retention, and memorization data, as well as usage data related to the gamification platform of Axonify.
These slides show correlation research related to gamification and highlights empirical results, linking gamification actions to retention and learning results. Data extracted from a database of over 250,000 users of a gamified platform is examined.
-How gamification impacts learner engagement
-How gamification provides learning retention results
-Correlations between learner engagement in a gamification platform and on-the-job performance
-How gamification statistics confirm the use of gamification for learning
PR:EPARe: Developing Practitioner and Student Motivation in Relationship and Sex Education (RSE), through a Game Based Learning Approach by Sylvester Arnab, Samantha Clarke & Alex Woolner
A Persuasive mHealth Behavioral Change Intervention for Promoting Physical Ac...Sanaul Haque
Background: Employees in an office setting are more likely to remain physically inactive. Physical inactivity has become one of the major barriers to overcoming the risk factors for anxiety, depression, coronary heart disease, certain cancers, and type 2
diabetes. Currently, there is a gap in mobile health (mHealth) apps to promote physical activity (PA) for workers in the workplace. Studies on behavior change theories have concluded that health apps generally lack the use of theoretical constructs.
Objective: The objective of this study was to study the feasibility of a persuasive app aimed at encouraging PA among employees and to understand the motivational aspects behind the implementation of mHealth apps among office workers.
Methods: A 4-week study using a mixed methods (quantitative and qualitative) design was conducted with office-based employees in cities in 4 countries: Oulu, Finland; Carlow, Ireland; London, United Kingdom; and Dhaka, Bangladesh. Of the 220 invited participants (experimental group, n=115; control group, n=105), 84 participated (experimental group, n=56; control group, n=28), consisting of working-age volunteers working in an office setting. Participants used 2 different interventions: The experimental group used an mHealth app for PA motivation, and the control group used a paper diary. The purpose was to motivate employees to engage in healthier behavior regarding the promotion of PA in the workplace. A user-centered design process was followed to design, develop, and evaluate the mHealth app, incorporating self-determination theory (SDT) and using game elements. The paper diary had no specific theory-driven approach, design technique, nor game elements.
Results: Compliance with app usage remained relatively low, with 27 participants (experimental group, n=20; control group,
n=7) completing the study. The results support the original hypothesis that the mHealth app would help increase PA (ie, promoting daily walking in the workplace) in comparison to a paper diary (P=.033). The mHealth app supported 2 of the basic SDT psychological needs, namely autonomy (P=.004) and competence (P=.014), but not the needs of relatedness (P=.535).
Conclusions: The SDT-based mHealth application motivated employees to increase their PA in the workplace. However,
compliance with app usage remained low. Future research should further develop the app based on user feedback and test it in a larger sample.
#Gamification through the Application of Motivational Affordances for Physica...Dennis Kappen
Age-differentiated motivational affordances conducive to designing physical activity technology apps for different age groups. this research was presented at CHIPLAY 2017 and can be downloaded from the folowing websites:
1) http://hcigames.com/download/gamification-motivational-affordances-physical-activity-technology/
2)http://delivery.acm.org/10.1145/3120000/3116604/p5-kappen.pdf?ip=70.26.105.55&id=3116604&acc=OPENTOC&key=4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E9F04A3A78F7D3B8D&CFID=825184743&CFTOKEN=91167002&__acm__=1509655228_9170d7d6ebe8866b05ed935c28df0545
#Gamification of Physical Activity: Perspectives for 2017Dennis Kappen
#Gamification is the strategy of transforming mundane daily activities into a fun, engaging and a motivating activity.
The process of incorporating gaming constructs such as
rules, actions and challenges create a gamification platform
to transform a mundane task as engaging in Physical Activity for health wellness and fitness goals.
Engaging in a fitness or physical activity is a mundane activity, which can be transformed into a fun activity through Gamification
Twitter Analytics for hashtag #supplychain. Considering Twitter and Twitter data for supply chain practice and research
Review of a research paper:
"Insights from hashtag #supplychain and Twitter Analytics: Considering Twitter and Twitter data for supply chain practice and research
Bongsug (Kevin) Chae
Department of Management, College of Business Administration, Kansas State University, United States
Received 1 March 2014, Accepted 28 December 2014, Available online 5 January 2015
Design Strategies for Gamified Physical Activity Applications for Older AdultsDennis Kappen
#Gamification can serve as a behaviour change strategy in fostering motivation to participate in mundane activities as physical activities and routine exercises
More information can be seen in the research paper at https://hcigames.com/download/design-strategies-for-gamified-physical-activity-applications-for-older-adults/
This paper was presented at the HICSS-49 conference.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
SAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdfPeter Spielvogel
Building better applications for business users with SAP Fiori.
• What is SAP Fiori and why it matters to you
• How a better user experience drives measurable business benefits
• How to get started with SAP Fiori today
• How SAP Fiori elements accelerates application development
• How SAP Build Code includes SAP Fiori tools and other generative artificial intelligence capabilities
• How SAP Fiori paves the way for using AI in SAP apps
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...
#Gamification of Older Adults’ Physical Activity: An Experimental Study (HICSS-51-2018)
1. Gamification of Older Adults’ Physical
Activity: An Experimental Study
Dennis L. Kappen, Dr. Pejman Mirza-Babaei, Dr. Lennart E. Nacke
Twitter: @3D_ideation 1
2. When I feel like exercising, I lie down until the
feeling passes
- Robert M. Hutchins
Image credit – ArchieComics.com
3. 1. Engagement and interest in performing
physical activity (PA) was facilitated by
technology over an eight-week period
2. Gamified technology fostered perceived
competence and perceived autonomy
3. Guidelines for adaptive engagement of
older adults PA using gamification
3
Takeaways
4. Motivations for the Research
4
“Everything for everybody is nothing for nobody”
- Philip Kotler
5. 5
Research
Questions
• What are the intrinsic and extrinsic affordances
that foster PA among older adults’?
Image credit – Terrell Woods–unsplash.com
• Can PA technology be tailored to adapt to older
adults’ motivation?
6. 6
Experimental
Study
• Synchronous, three condition
1. gamified (Spirit50.com)
2. non-gamified
3. control
• Eight-week study
• Participants
• Active older adults (50+)
• Physical Activity Readiness Questionnaire (PAR-Q)
• International Physical Activity Questionnaire (IPAQ)
• 10 participants/group
Image credit – Julie Macey–unsplash.com
7. 7
Experimental
Study
• Quantitative Data
• 80 data points/group
• Intrinsic Motivation Inventory (IMI) (45 Item, 7
dimensions)
• Psychological Need Satisfaction in Exercise
(PNSE) (24 item, 3 dimensions)
• Qualitative Data
• 100 Interviews and email responses
• Grounded theory method (Charmaz, 2006)
Image credit – Julie Macey–unsplash.com
8. 8
Image credit – David Marcu –unsplash.com
Results
(Qualitative)
Categories Axial codes
Motivation for PA Aging well, challenged by activity, easy access to
resources, enjoying outdoors, experience…
Setting up goals Combining exercise types, committing time for
activity, enjoying combination of activities…
Feeling of accomplishment Adding new challenges, influencing activity
through app, completing difficult challenges…
Fears and barriers Challenging health conditions, fearing inability,
fearing appearance issues…
Rewards and PA Completing an activity, freedom of usage, having
intangible rewards, having tangible rewards…
Tracking of PA Challenging tracking issues, indicating completion
status, improving body form
9. 9
Results
(Quantitative - PNSE)
• PNSE scale showed significance (p <0.5) for
• perceived competence (H(2) = 28.77)
• perceived autonomy (H(2) = 8.76)
• perceived relatedness (H(2) = 17.60)
• Jonckheere-Terpstra test, revealed rising medians
towards the gamified group (1) for
• perceived competence (J = 6491, z = -5.33, r = -.34)
• perceived relatedness (J = 8064, z = -2.63, r = -.17)
Image credit - https://media.defense.gov/2016/Oct/12/2001646678/670/394/0/161008-F-MD915-084.JPG
10. 10
Image credit - https://c1.staticflickr.com/4/3873/14589702095_6097ab9d46_b.jpg
• IMI scale showed significance (p <0.5) for
• interest/enjoyment (H(2) = 12.45)
• perceived competence (H(2) = 39.65)
• effort/importance (H(2) = 6.21)
• perceived choice (H(2) = 12.5)
• value/usefulness(H(2) = 6.43)
• Jonckheere-Terpstra test, revealed rising medians
towards the gamified group (1) for
• interest/enjoyment (J = 7602, z = -3.42, r = -.22)
• perceived competence (J = 5824, z = -6.46, r = -.41)
• effort/importance (J = 8272, z = -2.28, r = -.14)
• perceived choice (J = 11616, z = 3.45, r = .22)
• value/usefulness (J = 8116, z = -2.60, r = -.16)
Results
(Quantitative - IMI)
11. 11
Image credit – David Marcu –unsplash.com
A Theory of Motivational Affordances for
Older Adults’
• Older adults are interested in various aspects of
gamified technology because specific elements
within the system provided advantages such as:
• keeping on track with regular PA
• ability to recognize their limitations with
exercise intensities
• challenge themselves to do more
• feel validated for their efforts
• be rewarded for their task completion stages.
12. Contribution:
Adaptive Engagement using Gamification: 1
• Attainable goals
• Challenges mirroring
ability
• Choice of exercise types
• Choice of intensity
adjustments
• Increased agency
• Inspiring curiosity
• Interjecting
unpredictability
• Facilitating spontaneity
and instantaneous
gratification
• Freedom of usage and
habit formation
• Facilitating competency
• Social facilitation
Intrinsic Motivation Elements
12
14. Contribution:
Adaptive Engagement using Gamification: 3
• Correctness of form
• Encouragement through
praise
• Performance
characteristics
• Onboarding and
education
• Visual representation of
progression
Feedback Cycle Elements
14
15. • Tailoring gamified technology for PA can be
achieved by
• Addressing the needs and wants of the older
adult demographic (Kappen et al., 2016)
• Enabling customization and personalization of
motivational affordances by using the
adaptive engagement guidelines
15
Conclusion
16. 1/14/2018 Dennis L. Kappen 16
.com
Thank You
dennis.kappen@humber.ca
Don’t Sit Still – Be Active
www.gamefulplay.ca
@3D_ideation
Imagecredit-Scott-Webb–unsplash.com
Editor's Notes
Good Morning everyone!!
Welcome to my presentation on Gamification through the Application of Motivational Affordances for Physical Activity Technology,
My co-authors are my supervisors Dr Pejman Mirza Babaei and Dr. Lennart Nacke
We can definitely associate ourselves with the iconic character of Jughead from the land of eternal youth…..with everlasting youthfulness
Participating in a physical activity is often at times challenging …..registering for an exercise routine is tough, and, following through on the exercise routines is even tougher…let alone completing it
It takes a lot of effort and commitment to initiate, maintain and sustain a physically active lifestyle
Can Gamification strategy …..which is using game elements in mundane and boring contexts as Physical Activity be used to help make this journey enjoyable and rewarding
I want to present to you three important takeaways from this study which formed an important phase in my PhD research
Engagement and interest in performing PA was facilitated by technology over an eight-week period
Gamified technology fostered perceived competence and perceived autonomy
Guidelines for adaptive engagement of older adults PA using gamification
It has been shown that gamified and persuasive systems can be used to motivate people to adopt desirable behavior.
Most gamified systems and frameworks have been focused on younger adults with a one-size fits all approach.
However, whether gamified systems for PA work and how it can be designed for adults over 50 years of age is relatively new.
Specifically, there is a need to build technology that can be tailored to needs and wants of older adults’
Image: http://www.hindustantimes.com/health-and-fitness/addicted-to-playing-video-games-you-may-be-avoiding-depression/story-57cJchF6Co4J4D5Y42wlkK.html
This led us to two important research questions
What are the intrinsic and extrinsic affordances that foster PA among older adults?
Can PA technology be tailored to adapt to older adults’ motivations?
Experimental Study
Synchronous, three condition
Gamified
non-gamified
control
Eight-week study
Inclusion Criteria
Based on the IPAQ, we chose active older adults, 50 years and above for this study,
****************************************************************************************
10 participants/group
Spirit50.com
Spirit50 was specifically designed for adults over 50 years of age and incorporated the following gamification elements: goal definition (quest), daily challenges (sub-goals), goal progression meter, points and badges (stars) as motivational affordances.
********************************************************
Based on the Inclusion Criteria
Participants were to have an active lifestyle
Satisfy the Physical Activity Readiness – Questionnaire (PAR-Q)
Fill in the International Physical Activity Questionnaire (IPAQ)
The IPAQ instrument helped to identify the current baseline intensity levels of participants based on metabolic equivalent tasks (MET) recorded by participants’ during the past seven days prior to the start of the eight-week study.
Essentially the MET score of an activity is multiplied by the minutes of the performed activity and is expressed in multiples of the resting metabolic rate [116].
The MET scores from long form questionnaire established PA levels of participants over the past seven days across four domains: work, active transportation, domestic and garden (yard work), and leisure time.
The IPAQ quantifies MET scores that relate to populations activity levels and is categorized as low, moderate (at least 600 MET-minutes/week) and high (physical activity of at least 3000 MET-minutes/week) [98,116]
Experimental Study
Intrinsic Motivation Inventory (IMI) (Ryan, 1994)
45 Items; 7 dimensions
Psychological Need Satisfaction in Exercise (PNSE) (Wilson, 2006)
24 item, 3 dimensions
Weekly Interviews
*************************************************************************
Intrinsic Motivation Inventory (IMI)
45 Items; 7 dimensions
Interest/enjoyment
Perceived competence
Effort Importance
Pressure Tension
Perceived Choice
Value Usefulness
Relatedness
Psychological need satisfaction in exercise, self report instrument; 24 items , 3 dimensions
Perceived competence
Perceived autonomy
Perceived relatedness
Grounded therory
In Grounded theory studies observation is recognised as a valuable source of data (Bowers, 1988, Dey 1999). Observer records, notes interaction of the participants but also the context in which the interaction takes place. (Russel, 1999).
Bifurcation of the Grounded theory method from Glasser and Strauss inductive pocess to Charmaz’s (2006) analytical process involving inductive and deductive theme (axial code) generation.
For Interviews:
Grounded theory method (GTM) was used to code the transcripts line by line and break up the data into its component parts or properties (Charmaz, 2006)
Open coding was done on each sentence of the transcripts to identify the interpreted meaning of the interview data into phrases that represented each sentence by the participant (Charmaz, 2006)
Characteristics of the meaning of these codes were also notated in the Excel file identifying the properties of the code.
These codes essentially explicated actions to meanings (Charmaz, 2006)] of participant responses. The above process was done for all participant responses for each of the six questions. These properties and open coding for the six questions are indicated in the appendix (section 12.11).
Code saturation is achieved by coding until no further code emerges (Charmaz, 2006)
Based on Chanmaz’s (2006) GTM analysis, analysis of interviews were coded using an inductive-deductive method.
More detailed axil codes relevant for older adults can be found in the paper.
Between Groups analysis
gamified (Spirit50.com)
non-gamified
control
Overall needs satisfaction for exercise (PNSE) indicated significance for perceived competence, perceived autonomy and perceived relatedness
The Jonckheere-Terpstra test, used to compare trends between the groups, also revealed rising medians towards the gamified group for dimensions relating to interest/enjoyment, perceived competence (for interventions), effort/importance, perceived choice and value/usefulness.
This result is also similar based on the axial codes that emerged from the qualitative analysis indicated in the evidential chain mapping that the gamified group participants showed interest and enjoyment by the following: improving on their deficiencies, increasing challenges progressively, indicated perceived competence through increasing challenges progressively, feeling of the ability to do more and increasing difficulty levels, feeling importance of effort/importance by feeling validated for their efforts, measuring progress and improvement in body conditioning. Perceived choice was afforded by the ability to select goals and challenges, self-regulation of routines and flexibility of usage. Furthermore, value/usefulness was afforded by feeling energetic, wanting to do more, improved confidence and improving ability.
The results of the follow-up tests in the quantitative analysis for needs satisfaction for exercise (PNSE) indicated significant results between the gamified group and non-gamified for perceived competence, and between the gamified and control group for the same dimension. This was also similar to the axial codes emerging from the qualitative analysis indicating that participants in the gamified group felt that a scheduled program with daily achievements and challenges with motivational affordances like points and stars (rewards) helped them feel that there was validation of their efforts, and provided constant monitoring of their progress.
The Spirit50 app had minimal social interaction options included for testing and therefore it was surprising to note that the gamified group indicated significant difference from non-gamified and control group for the relatedness dimension. In comparing the qualitative data from the gamified group, many participants indicated that they could see the potential of social interactions with other online participants of the app and in their own daily life.
gamified (Spirit50.com)
non-gamified
control
Intrinsic Motivation Elements
Guidelines
Attainable goals: Understanding the ability that is specific on an individual level should be the focus of PA goals (quests).
Challenges mirroring ability: Increasing challenges progressively to reflect the individual’s ability so that it inspires confidence and provides a sense of accomplishment.
Increased agency: Challenges and levels should provide older adults with the feeling of a sense of being in control of their bodies based on their own physical limitations.
Choice of types of exercises: Combining activities to provide exercise and PA that improve endurance, flexibility, strength training within an indoor and outdoor environment.
Choice of intensity increases or decreases: Gamification of PA activities should have provisions of trying out new challenges or change the intensity level so that the activity feels like a challenge or have the potential of downgrading the challenge.
Inspiring curiosity: Gamification elements should provide the opportunity to provide a mystery PA module for older adults to try out for a new reward.
Interjecting unpredictability: The opportunity to do random PA activities to increase levels and rewards fosters the element of engaged participation.
Facilitating spontaneity and instantaneous gratification: Include elements that allow for spontaneous PA and instantaneous gratification in the form of feeling the burn, completion, achievement as internalised rewards.
Freedom of usage and habit formation: Allowing the possibility of activities to be done anywhere and anytime with simplicity and memorability to help with habit formation.
Facilitating competency: Providing challenges that help promote health benefits and increased mental satisfaction.
Social facilitation: Providing the possibility for older adults to share and post achievements, challenges with specific routines.
Extrinsic Motivation Guidelines
Attainable rewards: Challenges should provide the opportunity of instantaneous rewards while scaffolding to inspire active participation. It gives older adults the feeling of satisfaction that certain tasks and milestones are achievable based on their ability, rewarded and measurable.
Validation of efforts: While receiving points and stars seemed frivolous, its attainment after doing PA activity provided a sense of validation of one’s efforts.
Progression reflecting ability: Progression should show the competence of older adults in being able to do a specific level to afford a sense of accomplishment.
Progression reflecting efforts: Combining activities to offer exercise activities that provide endurance, flexibility, and strength training within an indoor and outdoor environment.
Highlighting achievements : Providing badges and points that help to showcase their achievements and completion of difficult challenges.
Intangible rewards: Rewarding ability to perform the tasks and complete the tasks and providing the opportunity for bragging rights, recognition, as well as achievement levels will contribute to engagement and enjoyment of the PA activity.
Tangible rewards: Facilitate usage of experience points earned to be redeemed for ancillary contexts such as diet plans, fitness plans, fitness gear, books and competitions.
Feedback Cycle Elements Guidelines
Correctness of form: Real-time feedback on posture correction, gait and correctness of stance when doing the exercise routines is a difficult technology challenge, but was desired by many older adults for increased participation.
Performance characteristics: The possibility of providing feedback on reps and steps, speed of completion, and tracking metrics such as calorie burn, heart rate, weight loss provides increased engagement
Encouragement through praise: Real-time feedback in the form of praise and checkmarks for task completion through the gamification app will help to reassure older adults
Visual representation of progression: Progression representation of daily, weekly and monthly indicating competence in all or specific activities in a graph format is more easily understandable by older adults
Onboarding and education: Older adults should have the opportunity to overcome challenges with understanding game, gaming and gamification terminology through training and education modules of the gamification app
In conclusion,
tailoring motivational affordances to address the needs and wants of the demographic is important for customization of gamification experiences
this study takes us one step closer to enabling designers to tailor gamification elements for physical activity for older adults using technology.
Thank you for listening and I welcome questions from the audience