Search results for "Technology"
showing 10 items of 30343 documents
Iterative Learning Applied to Hydraulic Pressure Control
2018
This paper addresses a performance limiting phenomenon that may occur in the pressure control of hydraulic actuators subjected to external velocity disturbances. It is demonstrated that under certain conditions a severe peaking of the control error may be observed that significantly degrades the performance of the system due to the presence of nonlinearities. The phenomenon is investigated numerically and experimentally using a system that requires pressure control of two hydraulic cylinders. It is demonstrated that the common solution of feed forwarding the velocity disturbance is not effective in reducing the peaking that occurs as a result of this phenomenon. To improve the system perfor…
Digipedagogiikka kehittyy koulujen kanssa kokeillen ja tutkien
2018
ICT and Curriculum Change
2005
The change towards the information society implies that many countries have to change their curricula, because students need to develop competencies that are not addressed in the traditional curricula. A case study approach was applied to examine curriculum changes in ICT-supported pedagogical practices from 28 countries. The analysis focused on curriculum content and goals of the ICT-supported pedagogical practices, how these aims were implemented in practice and which outcomes for students and teachers could be observed. The results showed that the curriculum content often was not new but rather was delivered in a different way. Many ICT-supported pedagogical practices strove to realize n…
Measuring Internet Gaming Disorder and Gaming Disorder : A Qualitative Content Validity Analysis of Validated Scales
2021
Numerous instruments have been developed to measure gaming-related health problems based on “internet gaming disorder” (IGD) in the third section of the Diagnostic and Statistical Manual of Mental Disorders (5th ed.) and “gaming disorder” (GD) in the International Classification of Diseases (11th rev.). However, the criteria in the manuals tend to be operationalized in numerous diverse ways, which can make screening outcomes incomparable. A content validity analysis is needed to reassess the relationships between the diagnostic criteria and the items that operationalize them. The IGD and GD criteria were divided into sematic components. A qualitative content validity analysis was carried ou…
Immersive gaming as journalism
2021
This chapter discusses immersion and how it may be applied to journalism. It begins by unraveling the concept of immersion itself as a reminder that it is not only connected to virtual reality or augmented reality technologies, but rather that it is a multifaceted concept that may be understood in many ways. The chapter turns specifically to the theorizing done in the context of digital games research, where immersion and some related concepts have been explored in detail over the last decades. This theorizing helps us see how immersion can be understood and in what way the concept may be problematic. The chapter maps out some of the historical precedents for immersion, discusses alternativ…
Eight Hypotheses on Technology Use and Psychosocial Wellbeing: A Bicultural Phenomenological Study of Gaming during the COVID-19 Pandemic
2022
AbstractIn this nonconfirmatory qualitative study, we pursued a range of hypotheses regarding how gaming operates in the lives and psychosocial wellbeing of those who actively play videogames during a crisis, such as the COVID-19 pandemic in 2020. Informed by an explorative survey (N = 793), interpretive phenomenological analysis was applied to interview data from actively gaming Chinese (n = 10) and Finnish (n = 10) participants. Our findings demonstrate how the general increase of pandemic-time gaming did not manifest in all player groups, but in some life contexts gaming activity rather decreased along with reformations in subjective meaning hierarchies and values. Ultimately, eight subo…
Ontological diversity in gaming disorder measurement: a nationally representative registered report
2022
Gaming-related health problems have been researched since the 1980s with numerous different ontologies as reference systems, from self-assessed ‘game addiction’ to ‘pathological gambling’ (in the Diagnostic and Statistical Manual of Mental Disorders [DSM]-IV), ‘internet gaming disorder’ (in the third section of the DSM-5) and most recently ‘gaming disorder’ (in the International Classification of Diseases [ICD]-11). Our goal was to investigate how screening instruments that derive from different ontologies differ in identifying associated problem groups. By using four central screening instruments, each representing a different ontological basis, we hypothesized differences and similarities…
How Is Gamification Perceived in Health and Wellness Technology Companies : Views from Four Companies of Different Size
2016
Technological development has facilitated new innovations in several fields, and the emergence of novel devices as well as software products and services is constant. Health and wellness is a field where the development of technology for various purposes has truly boosted. In the growing competition, companies are constantly seeking ways to better engage people with their offered products and services. One potential and increasingly used way to do this is gamification. However, even though the number of academic studies on gamification has increased, there is still relatively little research available on the perceptions of companies regarding the use of gamification in their offerings. In t…
A Complete, Exact and Efficient Implementation for Computing the Edge-Adjacency Graph of an Arrangement of Quadrics
2011
International audience; We present a complete, exact and efficient implementation to compute the edge-adjacency graph of an arrangement of quadrics, i.e. surfaces of algebraic degree 2. This is a major step towards the computation of the full 3D arrangement. We enhanced an implementation for an exact parameterization of the intersection curves of two quadrics, such that we can compute the exact parameter value for intersection points and from that the edge-adjacency graph of the arrangement. Our implementation is complete in the sense that it can handle all kinds of inputs including all degenerate ones, i.e. singularities or tangential intersection points. It is exact in that it always comp…
Assistive Technology and Affective Mediation
2006
The lack of attention towards affective communication in assistive technology and disability research can be potentially overcome thanks to the development of affective computing and affective mediation areas. This document describes the main impairments and disorders that may involve affective communication deficits. We also present several affective mediation technologies that are being applied or may be integrated in assistive technologies in order to improve affective communication for a range of disabilities. Finally, we describe our experience with Gestele, an application that incorporates multimodal elements of affective mediation for people with mobility impairments, as well as the …