Search results for "play"
showing 10 items of 706 documents
Integration of large-area optical imagers for biometric recognition and touch in displays
2021
In recent years there has been an increasing interest to integrate optical sensing in mobile displays, for instance, for biometric fingerprint scanning functionality. There are several routes to incorporate optical fingerprint functionality within the full display area, each with their own benefits and challenges. Here we investigate the different integration routes using large-area, ultra-thin imagers based on organic photodiodes.
Visual Distraction Effects between In-Vehicle Tasks with a Smartphone and a Motorcycle Helmet-Mounted Head-Up Display
2018
Besides motorists, also motorcyclists need safer user interfaces to interact with useful applications on the road. In this paper, distraction effects of in-vehicle tasks conducted with a head-up display (HUD) for motorcyclists were compared to smartphone tasks with 24 participants in a driving simulator. Compared to the smartphone tasks, the head-up display tasks decreased the percentage of inappropriately long glances by 45 percent. The head-up display tasks were also experienced as less demanding than the smartphone tasks. Additionally, the use of head-up display for navigation did not lead to gaze concentration effects compared to baseline driving. The head-up display is concluded to be …
Refining distraction potential testing guidelines by considering differences in glancing behavior
2021
Driver distraction is a recognized cause of traffic accidents. Although the well-known guidelines for measuring distraction of secondary in-car tasks were published by the United States National Highway Traffic Safety Administration (NHTSA) in 2013, studies have raised concerns on the accuracy of the method defined in the guidelines, namely criticizing them for basing the diversity of the driver sample on driver age, and for inconsistent between-group results. In fact, it was recently discovered that the NHTSA driving simulator test is susceptible to rather fortuitous results when the participant sample is randomized. This suggests that the results of said test are highly dependent on the s…
Symbolinen leikki ja kielelliset taidot toisen ikävuoden aikana
2000
Why Do Players Misuse Emotes in Hearthstone? : Negotiating the Use of Communicative Affordances in an Online Multiplayer Game
2018
This paper examines player-to-player interaction in Hearthstone: Heroes of Warcraft (Blizzard Entertainment, 2004). The game designers have attempted to limit what they see as negative interaction by forcibly limiting player-to-player social interaction. Based on an analysis of forum discussions, this empirical study illustrates how players utilize Hearthstone's restricted communication affordances for negative and insulting purposes, and how players negotiate their shared symbolic reality concerning this type of interaction, labeled "Bad Manner(s)" or "BM". The continuous debate over an issue which ultimately cannot be solved shows that players care deeply about the game and the surroundin…
Deliberate Play and Preparation Jointly Benefit Motor and Cognitive Development: Mediated and Moderated Effects
2016
In light of the interrelation between motor and cognitive development and the predictive value of the former for the latter, the secular decline observed in motor coordination ability as early as preschool urges identification of interventions that may jointly impact motor and cognitive efficiency. The aim of this study was twofold. It (1) explored the outcomes of enriched physical education, centered on deliberate play and cognitively challenging variability of practice, on motor coordination and cognitive processing; (2) examined whether motor coordination outcomes mediate intervention effects on children’s cognition, while controlling for moderation by lifestyle factors as outdoor play h…
Ergonomic Comparison of a Sit-Stand Workstation With a Traditional Workstation in Visual Display Unit Work
2013
Purpose: To compare ergonomics of an electrically adjustable sit-stand workstation with a traditional workstation in video display unit (VDU) work. Methods: Twelve female workers (aged 27-53 years) participated in this experimental study. Electromyography, wrist postures, subjective assessments, and productivity were used to make the ergonomic comparison. Results: The muscle activity of the right trapezius (p=0.01) and left wrist extensors (p=0.02), extension of the right (p=0.05) and left (p=0.002) wrist, and perceived strain of the arms (p=0.05) were lower and productivity was better (p=0.02) when the workers used a low-sitting, high-sitting, or standing posture at the sit-stand workstati…
"Kun siihen pystyy kuitenkin, ei oo mitään järkee olla tekemättä." : oppimisen vaikeudet pianonsoiton opiskelussa - oppilaiden kokemuksia ja opetukse…
2018
Sommitellut muusat : rituaali ja leikki luovan kirjoittamisen prosesseissa ja kirjoittajaryhmän toimissa
2020
To write is a complex, delicate and intense act. The goal of this study has been to find out what the process of creative writing looks like when viewed through the concepts of ritual and play. I have engaged with creative writing research, research on ritual and play, and new materialist philosophy. Research data has been formed by ethnographic methods in a writing group as well as my own creative work. I have applied ritual and play to create writing prompts and creative writing methods. The ethnographic data consists of personal and group interviews of creative writers. The personal interviews shed light on what kind of rituals, habits, feelings and sensations the writers observe in thei…