SwePub
Sök i SwePub databas

  Extended search

Träfflista för sökning "WFRF:(Wollmann Thomas) "

Search: WFRF:(Wollmann Thomas)

  • Result 1-3 of 3
Sort/group result
   
EnumerationReferenceCoverFind
1.
  •  
2.
  • Grüning, Björn, et al. (author)
  • Bioconda: A sustainable and comprehensive software distribution for the life sciences
  • 2017
  • Other publication (other academic/artistic)abstract
    • We present Bioconda (https://bioconda.github.io), a distribution of bioinformatics software for the lightweight, multi-platform and language-agnostic package manager Conda. Currently, Bioconda offers a collection of over 3000 software packages, which is continuously maintained, updated, and extended by a growing global community of more than 200 contributors. Bioconda improves analysis reproducibility by allowing users to define isolated environments with defined software versions, all of which are easily installed and managed without administrative privileges.
  •  
3.
  • Wollmann, Thomas, et al. (author)
  • User-Centred Design and Usability Evaluation of a Heart Rate Variability Biofeedback Game
  • 2016
  • In: IEEE Access. - : Institute of Electrical and Electronics Engineers (IEEE). - 2169-3536. ; PP:99, s. 1-1
  • Journal article (peer-reviewed)abstract
    • Background and objective: Reduced heart rate variability (HRV) is an indicatorof a malfunctioning autonomic nervous system. Resonant frequencybreathing is a potential non-invasive means of intervention for improvingthe balance of the autonomic nervous system and increasing HRV. However,such breathing exercises are regarded as boring and monotonous tasks.The use of gaming elements (gamification) or a full gaming experience is awell-recognised method for achieving higher motivation and engagement invarious tasks. However, there is limited documented knowledge on how todesign a game for breathing exercises. In particular, the influence of additionalinteractive elements on the main course of training has not yet beenexplored. In this study, we evaluated the satisfaction levels achieved usingdifferent game elements and how disruptive they were to the main task, i.e.,paced breathing training.Methods: An Android flight game was developed with three game modes thatdiffer in the degrees of multitasking they require. Design, development and evaluation were conducted using a user-centred approach, including contextanalysis, the design of game principle mock-ups, the selection of game principlesthrough a survey, the design of the game mechanics and GUI mock-up,icon testing and the performance of a summative study through user questionnairesand interviews. A summative evaluation of the developed gamewas performed with 11 healthy participants (ages 40-67) in a controlled setting.Results: The results confirm the potential of video games for motivatingplayers to engage in HRV biofeedback training. The highest training performanceon the first try was achieved through pure visualisation rather thanin a multitasking mode. Players had higher motivation to play the morechallenging game and were more interested in long-term engagement.Conclusion: A framework for gamified HRV biofeedback research is presented.It has been shown that multitasking has considerable influence onHRV biofeedback and should be used with an adaptive challenge level.
  •  
Skapa referenser, mejla, bekava och länka
  • Result 1-3 of 3

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Close

Copy and save the link in order to return to this view