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Träfflista för sökning "WFRF:(Berglund Aseel 1973 ) "

Sökning: WFRF:(Berglund Aseel 1973 )

  • Resultat 1-10 av 19
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1.
  • Berglund, Aseel, 1973-, et al. (författare)
  • Effects of Reactive and Strategic Game Mechanics in Motion-based Games
  • 2017
  • Ingår i: 2017 IEEE 5TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH (SEGAH). - : IEEE. - 9781509054824
  • Konferensbidrag (refereegranskat)abstract
    • Motion-based games offer positive effects on physical, social, and mental health for the players and have been common during the past decade, enabled by commercial motion tracking devices. However, little is known about the impact of game mechanics on the player experience, movement, and performance in motion-based games. In this paper we present results from a study with 35 participants comparing two different game mechanics, one reactive and one strategic, for a casual motion-based game. The assumption was that a more strategic mechanic would lead to less movement but more enjoyment. However, there was no significant difference in player experience, performance, or movement between the two game mechanics. In addition, a key aspect for the players preferred game mechanics was the perceived amount of thinking the game mechanic required.
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2.
  • Berglund, Aseel, 1973-, et al. (författare)
  • Liopep: A Gamified Casual Exergame Application to help Office Workers not be Active Couch Potatoes
  • 2023
  • Ingår i: Proceeding of the <em>2023 IEEE 11th International Conference on Serious Games and Applications for Health</em>. - : Institute of Electrical and Electronics Engineers (IEEE). - 9798350346077 - 9798350346084
  • Konferensbidrag (refereegranskat)abstract
    • Prolonged sedentary life is associated with several health risks. Office work is characterized by prolonged sedentary time and contributes significantly to the total sedentary exposure for office employees. This work aims to investigate the combination of casual exergames with gamification, two concepts that can impact behavior change, to decrease the prolonged sitting time for office workers, by interrupting long periods of sitting. A gamified web-based break application for micro-training using casual exergames and movement exercises was designed. A user study with office workers was conducted where workers had access to the application for 45 weeks, during which reward-based gamification was introduced in the application during an 11-week period and usage was compared before, during, and after the introduction of the reward-based game elements. The results showed that participants reported a positive experience of the application and that the breaks during the reward-based gamification period was higher compared to the period before and after the inclusion of the reward-based gamification.
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3.
  • Berglund, Aseel, 1973-, et al. (författare)
  • The Attractiveness and Effectiveness of Upper Body and Full Body Casual Exergame Controllers
  • 2023
  • Ingår i: <em>2023 IEEE 11th International Conference on Serious Games and Applications for Health</em>, SeGAH, IEEE, 2023. - : IEEE. - 9798350346077 - 9798350346084
  • Konferensbidrag (refereegranskat)abstract
    • Exergames, active videogames in which players use their bodies to control the game, have been successful under certain conditions to produce enjoyable experiences and physical benefits. Casual exergames have been developed with simple game mechanics and short game play durations with the intent to promote exertion. Previous research has suggested that using full body game controllers in exergames compared to upper body movements has greater potential in producing high levels of exertion. In the present work we explore the impact of using upper compared to full body exergame controllers on players’ level of perceived immersion, perceived control, and perceived exertion in the context of casual exergames. A between subject, quasi-experiment was conducted with 80 participants, playing the same casual exergame with either upper body movement controllers or full body movement controllers. The results showed a significant difference between groups in terms of perceived control but not in terms of perceived immersion or perceived exertion. Based on the findings we recommend that casual exergame designers do not overlook the use of upper body game controllers in casual exergames but consider them as an alternative to using full body game controllers. 
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4.
  • Berglund, Aseel, 1973-, et al. (författare)
  • Understanding and assessing gamification in digital healthcare interventions for patients with cardiovascular disease
  • 2022
  • Ingår i: European Journal of Cardiovascular Nursing. - : Oxford University Press. - 1474-5151 .- 1873-1953. ; 21:6, s. 630-638
  • Tidskriftsartikel (refereegranskat)abstract
    • Gamification is defined as the use of game design elements in contexts other than gaming to increase user engagement and experience. Gamification in cardiovascular care can contribute to positively change health behaviour with possible effects and benefits on physical health and mental well-being. Based on previous literature, in this article we describe: the conceptualization of gamification, the five gamification principles for gamified digital health programmes or applications, the six most common game elements used to impact health behaviour applied in gamified digital health interventions and finally scientifically validated instruments to use for assessment of gamification in terms of self-reported psychological outcomes.
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5.
  • Berglund, Erik, 1971-, et al. (författare)
  • Considerations for Player Enjoyment and Exertion in Casual Exergames
  • 2024
  • Ingår i: Proceedings of the 57th Hawaii International Conference on System Sciences. - : University of Hawai'i at Manoa. - 9780998133171 ; , s. 1328-1337
  • Konferensbidrag (refereegranskat)abstract
    • One approach to reduce sedentary behavior isthrough casual exergames, exergames with simplegame mechanics played during short time increments.Casual exergames have shown success in producingenjoyable experiences and sufficient levels of exertion.Yet, previous research has neglected what to considerin order to design enjoyable and exerting experiencesin casual exergames. The present work explores thisaspect through an exploratory mixed methodsresearch design, comparing the perceived exertionand enjoyment of four different casual exergames. Inrelation to traditional exergame guidelines werecommend that casual exergames focus on allowingfor high ambiguity of movements, balance thecognitive complexity of the game, and direct players’attention from the body by utilizing fast game pace. 
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6.
  • Berglund, Erik, 1971-, et al. (författare)
  • The Effect of Assigned Goals in Casual Exergames on Performance, Exertion and Enjoyment
  • 2023
  • Ingår i: In <em>2023 IEEE 11th International Conference on Serious Games and Applications for Health</em>, SeGAH, IEEE, 2023. - : Institute of Electrical and Electronics Engineers (IEEE). - 9798350346077 - 9798350346084
  • Konferensbidrag (refereegranskat)abstract
    • Casual exergames offer potential in decreasing sedentary behavior. Yet, little is known about how casual exergames can be designed to provide higher levels of physical effectiveness and psychological attractiveness. From the lens of goal setting theory, we explore if assigned goals affect players performance, exertion, and enjoyment in a casual exergame. A quasi-experimental design was applied, comparing the performance, exertion, and enjoyment during two game rounds for a group exposed to a specific goal setting prompt in the second game round, compared to a control group. Further analysis was conducted on how the participants changes in performance, exertion and enjoyment between game rounds was affected by either receiving or not receiving the goal setting prompt. The results support the notion that assigned goals in casual exergames result in higher performance, exertion, and enjoyment on a group level. Furthermore, the results showed that on an individual level the assigned goal resulted in a higher increase in exertion between game rounds, but not in performance nor enjoyment. 
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7.
  • Berglund, Erik, 1971-, et al. (författare)
  • Using MediaPipe Machine Learning to Design Casual Exertion Games to Interrupt Prolonged Sedentary Lifestyle
  • 2023
  • Ingår i: HCI in Games. - 9783031359309 - 9783031359293 ; , s. 237-251
  • Konferensbidrag (refereegranskat)abstract
    • Casual exergames have shown potential in providing sufficient levels of exertion to decrease sedentary behavior. However, previous casual exergame implementations do not follow the guidelines of allowing for shorter (2-3 minute) active breaks during more regular increments. To evaluate if casual exergames could be applied following the guidelines of shorter more regular increments we designed and developed a casual exergame using MediaPipe. The resulting game, Balloon Pump, was evaluated at a game and cosplay festival with 60 participants playing the game. After game play, perceived exertion, control and immersion, and overall experience of the game, was measured and the performance and number of movements were noted. The results from the evaluation study showed that the game was perceived as controllable, had produced sufficient levels of exertion, and was perceived as fun. The immersive experience of the game was low and the participants commented on several ways in which this aspect could be improved, such as adding more incentives and variation in the game. 
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9.
  • Strömbäck, Filip, et al. (författare)
  • The Progression of Students’ Ability to Work With Scope, Parameter Passing and Aliasing
  • 2023
  • Ingår i: ACE '23. - New York, NY, USA : Association for Computing Machinery. - 9781450399418 ; , s. 39-48
  • Konferensbidrag (refereegranskat)abstract
    • Students need the ability to reason about the behavior of programs when working with advanced concepts like concurrency and abstraction. To achieve this, students require core programming skills that allow them to trace and predict the outcome of a program. While previous research indicates that teachers cannot expect students to acquire all core programming skills after their introductory CS course, less is known of students’ progression in later years. In this study, we investigate 397 students’ ability to predict the outcome of short computer programs. The participants are from different programs and progressions in their studies. We find that students, regardless of program and year, struggle with predicting the outcome of short programs that require an accurate mental model of some less readily apparent concepts, such as references. Further, we discover that there is no significant improvement in the first three years. Finally, we propose further avenues of research to improve these learning outcomes.
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10.
  • Ahmad, Azeem, 1984-, et al. (författare)
  • The Perceived Effects of Introducing Coaching on the Development of Student's Soft Skills Managing Software Quality
  • 2021
  • Ingår i: Proceedings of 4th Software Engineering Education Workshop (SEED 2021) co-located with APSEC 2021, 06-Dec, 2021, Taipei, Taiwan. - : CEUR-WS. ; , s. 22-29
  • Konferensbidrag (refereegranskat)abstract
    • Technical abilities (also known as hard skills) are just as crucial as soft skills (such as communication, cooperation, teamwork, etc.) in attaining professional success. Therefore it is important to pay much attention to soft skills when developing the curriculum of engineering educations. Many elements can have a direct or indirect impact on students’ soft skills, including course topic, course module (i.e., laboratories, seminars, etc.), the medium of instruction, and learning activities. Many academics have investigated the development of soft skills in a variety of disciplines, including engineering, science, and business. The purpose of this study is to assess the perceived impact of coaching on the development of soft skills in MS and BS engineering students. During four planned sessions over a six-month period, MS students acted as coachers, while BS students received coaching from MS students. After each coaching session, all students were asked to complete a survey to evaluate their perception for how their soft skills had developed. The results of the perceived effects of introducing coaching activities are presented in this article. This article is a first step, in the series of our investigation, in identifying the students’ perceptions about the development of soft skills. According to the survey, the MS engineering students who were the coachers had perceived to improve most of their soft skills. However, in the perception of BS students, their soft skills did not improve as compared to MS students, prompting us to conduct additional research in the future to discover what hampered the growth of BS students’ soft skills as well as how MS students’ soft skills were enhanced.
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