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Dive into the research topics where Deborah I. Fels is active.

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International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2015

Gamification in theory and action

Katie Seaborn; Deborah I. Fels

Gamification has drawn the attention of academics, practitioners and business professionals in domains as diverse as education, information studies, human-computer interaction, and health. As yet, the term remains mired in diverse meanings and contradictory uses, while the concept faces division on its academic worth, underdeveloped theoretical foundations, and a dearth of standardized guidelines for application. Despite widespread commentary on its merits and shortcomings, little empirical work has sought to validate gamification as a meaningful concept and provide evidence of its effectiveness as a tool for motivating and engaging users in non-entertainment contexts. Moreover, no work to date has surveyed gamification as a field of study from a human-computer studies perspective. In this paper, we present a systematic survey on the use of gamification in published theoretical reviews and research papers involving interactive systems and human participants. We outline current theoretical understandings of gamification and draw comparisons to related approaches, including alternate reality games (ARGs), games with a purpose (GWAPs), and gameful design. We present a multidisciplinary review of gamification in action, focusing on empirical findings related to purpose and context, design of systems, approaches and techniques, and user impact. Findings from the survey show that a standard conceptualization of gamification is emerging against a growing backdrop of empirical participants-based research. However, definitional subjectivity, diverse or unstated theoretical foundations, incongruities among empirical findings, and inadequate experimental design remain matters of concern. We discuss how gamification may to be more usefully presented as a subset of a larger effort to improve the user experience of interactive systems through gameful design. We end by suggesting points of departure for continued empirical investigations of gamified practice and its effects. We present findings from a survey of the gamification literature.Theoretical findings suggest that gamification is a distinct concept.Conceptual foundations tend to converge on psychological theories of motivation.Early applied work suggests positive-leaning but mixed results.Empirical work on specific elements with direct ties to theory and stronger experimental designs is needed.


ubiquitous computing | 2001

PEBBLES: A Personal Technology for Meeting Educational, Social and Emotional Needs of Hospitalised Children

Patrice L. Weiss; Carolynn P. Whiteley; Jutta Treviranus; Deborah I. Fels

Abstract: Wayne Gretzky’s PEBBLESTM (Providing Education By Bringing Learning Environments to Students) is a unique example of a personal technology, one in which PC-based video-conferencing is used to make a real-time link between a hospitalised child and his or her regular classroom. The system provides an opportunity for children who are in isolated situations, such as hospitals, to maintain a meaningful link with their regular educational and social environments, thereby minimising many of the secondary problems that may develop as a result of long-term illness and hospitalisation. The objective of this paper is to illustrate the impact that PEBBLES had on one child who directly benefited from the system and on the people with whom she interacted (classmates, parents, teachers and hospital staff). These results were used to explore how exposure to this personal technology influenced the behaviours and attitudes of those involved in this study. The results indicate that, overall, PEBBLES has a very positive effect on both the young and adult participants; the most dramatic effect of all was on the ill child who used PEBBLES to attend school.


Telemedicine Journal | 1999

Developing a Video-Mediated Communication System for Hospitalized Children

Deborah I. Fels; Laurel A. Williams; Graham Smith; Jutta Treviranus; Roy Eagleson

When a student is away from school for an extended time due to illness, he/she is provided with a tutor or access to in-hospital classrooms to keep up with his/her studies. This isolates the child from normal classroom experiences. A remote-control videoconferencing system (VCS), P.E.B.B.L.E.S.trade mark (Providing Education by Bringing Learning Environments to Students), was developed to allow a student access to his/her regular classroom from the hospital. Remote control is provided by a game pad, which allows the student to direct the system. The first iteration, P.E.B. B.L.E.S. I, tested feasibility. The design of P.E.B.B.L.E.S. II provides an integrated version of the system with user interface aimed at children. Four studies examined its efficacy in allowing a student to participate in typical classroom activities and in providing him/her a sense of presence in the classroom. Results indicate that the system can be used with relatively few errors when set to perform the majority of required activities. The study-participants reported positive experiences using the system, and remote users appeared to have a sense of presence in the classroom.


IEEE Transactions on Haptics | 2009

Designing the Model Human Cochlea: An Ambient Crossmodal Audio-Tactile Display

Maria Karam; Frank A. Russo; Deborah I. Fels

We present a model human cochlea (MHC), a sensory substitution technique and system that translates auditory information into vibrotactile stimuli using an ambient, tactile display. The model is used in the current study to translate music into discrete vibration signals displayed along the back of the body using a chair form factor. Voice coils facilitate the direct translation of auditory information onto the multiple discrete vibrotactile channels, which increases the potential to identify sections of the music that would otherwise be masked by the combined signal. One of the central goals of this work has been to improve accessibility to the emotional information expressed in music for users who are deaf or hard of hearing. To this end, we present our prototype of the MHC, two models of sensory substitution to support the translation of existing and new music, and some of the design challenges encountered throughout the development process. Results of a series of experiments conducted to assess the effectiveness of the MHC are discussed, followed by an overview of future directions for this research.


International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2006

Methods for inclusion: Employing think aloud protocols in software usability studies with individuals who are deaf

Vera Roberts; Deborah I. Fels

Usability is an important step in the software and product design cycle. There are a number of methodologies such as talk aloud protocol, and cognitive walkthrough that can be employed in usability evaluations. However, many of these methods are not designed to include users with disabilities. Legislation and good design practice should provide incentives for researchers in this field to consider more inclusive methodologies. We carried out two studies to explore the viability of collecting gestural protocols from sign language users who are deaf using the think aloud protocol (TAP) method. Results of our studies support the viability of gestural TAP as a usability evaluation method and provide additional evidence that the cognitive systems used to produce successful verbal protocols in people who are hearing seem to work similarly in people who speak with gestures. The challenges for adapting the TAP method for gestural language relate to how the data was collected and not to the data or its analysis.


conference on computers and accessibility | 2006

Using think aloud protocol with blind users:: a case for inclusive usability evaluation methods

Sambhavi Chandrashekar; Tony Stockman; Deborah I. Fels; R Benedyk

There is a need to assess the applicability of conventional Usability Evaluation Methods to users with disabilities, given the growing importance of involving these users in the usability evaluation process. We found that conventional Think Aloud Protocol cannot be used as is, and will require modification to be useful, when evaluating websites with blind users.


International Journal of Industrial Ergonomics | 2001

Video-mediated communication in the classroom to support sick children: a case study

Deborah I. Fels; Patrice L. Weiss

Abstract Video mediated communication is a valuable educational resource because it provides access to otherwise unreachable learning materials, it motivates students, and helps them improve their communication skills. Over the last four years we have developed a unique application of video mediated communication known as Wayne Gretzkys Providing Education By Bringing Learning Environments to Students (PEBBLES). This is a video-mediated communication system that has been designed to link a child in the hospital with his/her regular classroom. Analysis of video tape data from a six-week case study documenting the frequency of interactions and usage behaviors indicates that the student was able to spend most of her in-class time focussing on the academic tasks assigned to the class despite some technical difficulties and distractions in her local environment. Audio difficulties persisted throughout the study and must be improved in future design iterations of the system. Relevance to industry Successful use of videoconferencing in the classroom has not been well documented. A communication system that combines videoconferencing technologies and a physical avatar has been designed for use by sick children to attend school. An evaluation methodology and a case study presenting the results are beneficial to learning technology industries and users as well as videoconferencing industries.


conference on computability in europe | 2007

Emotive captioning

Daniel G. Lee; Deborah I. Fels; John Patrick Udo

Television and film have become important equalization mechanisms for the dissemination and distribution of cultural materials. Closed captioning has allowed people who are deaf and hard of hearing to be included as audience members. However, some of the audio information such as music, sound effects, and speech prosody are not generally provided for in captioning. To include some of this information in closed captions, we generated graphical representations of the emotive information that is normally represented with nondialog sound. Eleven deaf and hard of hearing viewers watched two different video clips containing static and dynamic enhanced captions and compared them with conventional closed captions of the same clips. These viewers then provided verbal and written feedback regarding positive and negative aspects of the various captions. We found that hard of hearing viewers were significantly more positive about this style of captioning than deaf viewers and that some viewers believed that these augmentations were useful and enhanced their viewing experience.


Journal of Experimental Psychology: Human Perception and Performance | 2012

Vibrotactile discrimination of musical timbre.

Frank A. Russo; Paolo Ammirante; Deborah I. Fels

Five experiments investigated the ability to discriminate between musical timbres based on vibrotactile stimulation alone. Participants made same/different judgments on pairs of complex waveforms presented sequentially to the back through voice coils embedded in a conforming chair. Discrimination between cello, piano, and trombone tones matched for F0, duration, and magnitude was above chance with white noise masking the sound output of the voice coils (Experiment 1), with additional masking to control for bone-conducted sound (Experiment 2), and among a group of deaf individuals (Experiment 4a). Hearing (Experiment 3) and deaf individuals (Experiment 4b) also successfully discriminated between dull and bright timbres varying only with regard to spectral centroid. We propose that, as with auditory discrimination of musical timbre, vibrotactile discrimination may involve the cortical integration of filtered output from frequency-tuned mechanoreceptors functioning as critical bands.


human factors in computing systems | 2010

The emoti-chair: an interactive tactile music exhibit

Maria Karam; Carmen Branje; Gabe Nespoli; Norma Thompson; Frank A. Russo; Deborah I. Fels

In this abstract, we present the Emoti-Chair, a sensory substitution system that brings a high resolution audio-tactile version of music to the body. The system can be used to improve music accessibility for deaf or hard of hearing people, while offering everyone the chance to experience sounds as tactile sensations. The model human cochlea (MHC) is the sensory substitution system that drives the Emoti-Chair. Music can be experienced as a tactile modality, revealing vibrations that originate from different instruments and sounds spanning the audio frequency spectrum along multiple points of the body. The system uses eight separate audio-tactile channels to deliver sound to the body, and provides an opportunity to experience a broad range of musical elements as physical vibrations.

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