Search results for "User"

showing 10 items of 1060 documents

Protocol for a participatory survey to investigate the long-term effectiveness of adult psychiatric services (PSILEAPS) : a prospective exploratory c…

2022

Mental health research and practice is currently moving beyond a focus on group-level symptom reduction models. Hence, research and treatment increasingly emphasize the real-life individual needs of service users and their social networks. One example is the Open Dialogue approach (OD), which has demonstrated promising outcomes in the Finnish Western Lapland (WL) catchment area. Nevertheless, it is unclear how OD-based services have so far been maintained in WL. It is also unclear how the experiences of multi-disciplinary care teams, service users and their social network members differ, with regard to differing approaches to mental health treatment. More generally, there is a global need f…

patient involvementopen dialogue approachkehittämistutkimuscost-benefit analysisneed-adapted approachlong-term follow-uppsykiatriset potilaatservice userssosiaalinen vuorovaikutuspotilaslähtöisyysosallistaminenpsykiatrinen hoitotreatment outcomecommunity mental healthcaremielenterveyspalvelut
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Learning games and children's user experience : the effects of context

2015

Tutkimuksen tarkoituksena oli tutkia, onko lasten käyttäjäkokemuksissa eroja heidän pelatessa digitaalista peliä kahdessa eri kontekstissa. Käyttäjäkokemuk-sia selvitettiin myös tarkastelemalla pelaajien flow kokemuksia. Tutkimuksessa käytettiin MinecraftEdu peliä, joka on TeacherGaming LLC yrityksen tekemä vi-rallinen opetusversio Minecraft pelistä. Pelaamisen kontekstit, jossa peliä pelat-tiin, olivat kouluaika ja vapaa-aika. Erilaisista konteksteista johtuen sekä ulkoiset tekijät että myös sisäiset tekijät kuten, päämäärät, tavoitteet, ja motivaatio vaihtelevat. Tutkimuksessa käytetyt metodit koostuivat ääneen ajattelun, obser-voinnin ja kyselyjen yhdistelmistä. Kontekstilla näytti oleva…

pelaaminenflow-tilaoppimispelitcontextpelitplay experienceuser experienceflowMinecraftgamekäyttäjäkokemuskontekstilapsetdigitaaliset pelitlearning-based game
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Exergaming usage : hedonic and utilitarian aspects

2017

There is a growing demand for information systems (IS) that could advance desirable health behaviours among people. While digital gaming has generally been perceived to increase individuals’ sedentary time, gaming can also act as a medium to promote health, for example, by increasing individuals’ levels of physical activity. Exergaming, a form of digital gaming that combines games with physical activity, has been mentioned as potential means of influencing physical activity levels. Previous research on exergaming has been dominated by a very device-centric perspective, focusing more on its technological and physical aspects, than a more user-centric perspective that focuses on the users and…

pelaaminenusage intentionshyötykäyttäjätComputingMilieux_PERSONALCOMPUTINGliikuntapelitexergamingexergamesuse continuanceinformation systems usageuser experiencepelaajatterveyskäyttäytyminenliikuntatottumuksetmielihyvähabits of playingkäyttäjäkokemuskäyttöönottodigitaaliset pelituser behaviour
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Cultural Values’ Influences on Users’ Preferences for Gamification Techniques

2019

Gamification techniques such as badges, levels, roles, are widely adopted in information systems (IS). Though researchers have noted that cultural values may influence users' usage of IS, there is a lack of research regarding the relationship of cultural values and gamification techniques. Our study aims to contribute to this area. We propose that users' cultural values may influence how they are motivated and further influence their preferences toward specific gamification techniques. In this research in progress, we review cultural values, examine the currently adopted gamification techniques, and then propose how cultural values influence users' preferences toward specific gamification t…

pelillistäminenarvot (käsitykset)gamification techniquescultural valuesuser preferenceskulttuurierotkäyttäjäkokemustietojärjestelmät
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Social Psychology of Persuasion Applied to Human Agent Interaction

2008

This paper discusses and evaluates the application of a social psychologically enriched, user-centered approach to agent architecture design. The major aim is to facilitate human–agent interaction (HAI) by making agents not only algorithmically more intelligent but also socially more skillful in communicating with the user. A decision-making model and communicative argumentation strategies have been incorporated into the agent architecture. In the presented content resource management experiments, enhancement of human task performance is demonstrated for users that are supported by a persuasive agent. This superior performance seems to be rooted in a more trusting collaborative relationship…

persuasionhuman-agent interactionuser-centered designdecision making
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Editorial: Positive Technology: Designing E-experiences for Positive Change

2019

While there is little doubt that our lives are becoming increasingly digital, whether this change is for the better or for the worse is far from being settled. Rather, over the past years concerns about the personal and social impacts of technologies have been growing, fueled by dystopian Orwellian scenarios that almost on daily basis are generously dispensed by major Western media outlets. According to a recent poll involving some 1,150 experts, 47% of respondents predict that individuals’ well-being will bemore helped than harmed by digital life in the next decade, while 32% say people’s well-being will bemore harmed than helped. Only 21% of those surveyed indicated that the impact of tec…

positive technologyTechnologyWestern media outletsuser experience (UX)positive psychologylcsh:BF1-990positive emotionsOrwellian scenariosImpacts of technologieshuman-computer interaction; positive emotions; positive psychology; positive technology; user experience (UX)Editoriallcsh:Psychologyhuman-computer interactionPsychologySettore M-PSI/01 - PSICOLOGIA GENERALEPositive psychologyPositive emotionM-PSI/01 - PSICOLOGIA GENERALEPsychologySocial psychologyGeneral PsychologyDigital life
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Probing a Proactive Home : Challenges in Researching and Designing Everyday Smart Environments

2006

Based on the results of a 3-year interdisciplinary study, this article presents an approach in which proactive information technology was introduced into homes, and discusses the derived design principles from a human-centered perspective. The application of proactive computing in homes will face particularly sensitive conditions, as familiar and reliable household elements remain strongly preferred. Since there is considerable resistance towards the increase of information technology in homes, both the calm system behaviors and the degree of variety in aesthetic designs will play major roles in the acceptance of proactive technology. If proactive technology will be an embedded part of a ho…

proactive computinguser-centered designhome technology
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Detecting Kernel Vulnerabilities During the Development Phase

2015

Testing is one of the major problems in Linux kernel development cycle. Security analysis and ensuring no new vulnerabilities has been introduced is one of the toughest issues of testing. Kernel developers attempt to find as many security issues as possible before merging with the mainline branch. Failure to detect vulnerabilities will result in vulnerable kernel shipped by distribution and vulnerable systems. The kernel developers can choose between several industrial and open source tools to assist in the development process and shorten the development cycle. (Though not as many as user space developers. Kernel tools are limited and rare compared to user space tools) Some of these tools a…

procfssysfsbusiness.industryComputer scienceLinux kernelKernel virtual address spacecomputer.software_genreKernel (statistics)User spaceOperating systemHybrid kernelSoftware engineeringbusinesscomputerSecure coding2015 IEEE 2nd International Conference on Cyber Security and Cloud Computing
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Tiše edešʹ dalʹše budešʹ glazami Polâkov

2020

This article is devoted to the analysis of the use of the Russian proverb by Polish Internet users: ”We’re getting it done, slowly but surely”. The analysis showed that the authors of the statements know the origin of this proverb, but misunderstand its meaning, which is caused by an interlanguage homonymy.

proverbInternet userinterlanguage homonymyborrowing
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Users and Relatives Experts (UFE) as a resource in psychic illness treatment.

2016

Taking charge of psychiatric patients represents a complex intervention, aimed at increasing autonomy and quality of life of both individuals with a severe psychiatric symptomatology and their relatives; in particular, psychiatric rehabilitation and psychoeducational interventions, focusing on treatment and relational and social skills, may lead to a decrease in negative effects from the illness. From the experience of a Mental Health Department in Trento, a Psychiatric Service for Diagnosis and Treatment in Palermo launched a project based on the participation of Users and Relatives Experts (UFE) in various activities related to reception, support and self help group. UFE intervention was …

psychiatric treatmentSettore M-PSI/07 - Psicologia Dinamicauser involvementrelatives involvementmental illne
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