A higher number of people increasingly uses digital games. This growing interest in games, with different objectives, justifies the investigation of some aspects and concepts involved, such as product quality (game), usability, playability, and user or player experience, topics investigated by the multidisciplinary area called Human–Computer Interaction (HCI). Although the majority of users of these games are children and young people, an increasing number of older adults join technology and use different types of digital games. Several studies establish the increase in learning, socialization and exercise promotion, and cognitive and psychomotor skills improvement, all within the context of active and healthy aging. The objective of this work is to carry out a systematic literature review investigating the player experience of the elderly in digital games. The work allowed answering five research questions that were formulated. The evolution and maturity level of the research area are studied together with the research methods used. The factors that motivate adults to play were also analyzed; what are the recommended technical characteristics for games and some tools and metrics with which games are evaluated for older adults? Research gaps were detected in the area; there are not many specific studies on playability and player experience applied to the older adult, nor are there proven tools and metrics to evaluate them. Particular techniques for assessing and designing games focused on older adults are lacking, and quantitative studies that better identify the factors that affect the playability and experience of older adults in digital games.
Generative artificial intelligence (GenAI) is emerging as a transformative technology in higher education, particularly in programming instruction. However, its impact on learning, motivation, and the educational environment must still be fully understood. This study aims to determine the capacity of GenAI to generate effective computer programming learning in STEM university students, comparing it with active learning methods based on video. An experiment was conducted with 40 computer engineering students divided into two groups: one using GenAI (Google Gemini 1.5) and another employing educational videos. Pre- and post-tests of knowledge and the Intrinsic Motivation Inventory (IMI) were applied to evaluate learning, intrinsic motivation, and the learning environment. No significant differences in learning were found between the groups. However, GenAI significantly increased perceived autonomy and reduced perceived effort and pressure, while video-based learning significantly improved perceived competence. These findings suggest that both methods seem to motivate in diverse ways and that they could complement each other in an integrated teaching approach, offering new perspectives for designing programming learning environments in higher education.
Background: The global health pandemic has affected the increasing older adult population, especially those with mental illnesses. It is necessary to prevent cases of cognitive impairment in adults early on, and this requires the support of information and communication technologies for evaluating and training cognitive functions. This can be achieved through computer applications designed for cognitive assessment. Objective: In this review, we aimed to assess the state of the art of the current platforms and digital test applications for cognitive evaluation, with a focus on older adults. Methods: A systematic literature search was conducted on 3 databases (Web of Science, PubMed, and Scopus) to retrieve recent articles on the applications of digital tests for cognitive assessment and analyze them based on the methodology used. Four research questions were considered. Through the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) methodology, following the application of inclusion and exclusion criteria, a total of 20 articles were finally reviewed. Results: Some gaps and trends were identified regarding the types of digital applications and technologies used, the evaluated effects on cognitive domains, and the psychometric parameters and personal characteristics considered for validation. Conclusions: Computerized tests (similar to paper-and-pencil tests) and test batteries (on computers, tablets, or web platforms) were the predominant types of assessments. Initial studies with simulators, virtual environments, and daily-life activity games were also conducted. Diverse validation methods and psychometric properties were observed; however, there was a lack of evaluations that involved specific populations with diverse education levels, cultures, and degrees of technology acceptance. In addition, these evaluations should consider emotional and usability aspects.
Some previous studies have focused on using physiological signals to detect stress in individuals with ASD through wearable devices, yet few have focused on how to design such solutions. Wearable technology may be a valuable tool to aid parents and caregivers in monitoring the emotional states of individuals with ASD who are at high risk of experiencing very stressful situations. However, effective wearable devices for individuals with ASD may need to differ from solutions for those without ASD. People with ASD often have sensory sensitivity and may, therefore, not tolerate certain types of accessories and experience discomfort when using them. We used the Scopus, PubMed, WoS, and IEEE-Xplore databases to search for studies published from 2014 to 2024 to answer four research questions related to wearable solutions for individuals with ASD, physiological parameters, and techniques/processes used for stress detection. Our review found 31 articles; not all studies considered individuals with ASD, and some were beyond the scope of this review. Most of the studies reviewed are based on cardiac activity for stress monitoring using photoplethysmography (PPG) and electrocardiography (ECG). However, limitations include small sample sizes, variability in study conditions, and the need for customization in stress detection algorithms. In addition, there is a need to customize the stress threshold due to the device’s high individual variability and sensitivity. The potential of wearable solutions for stress monitoring in ASD is evident, but challenges include the need for user-friendly and unobtrusive designs and integrating these technologies into comprehensive care plans.
1 June 2009 in International Journal of Computers Communications & Control
On the Dial-a-Ride with time windows (DARPTW) customer transportation problem, there is a set of requests from customers to be transported from an origin place to a delivery place through a locations network, under several constraints like the time windows. The problem complexity (NP-Hard) forces the use of heuristics on its resolution. In this context, the application of Genetic Algorithms (GA) on DARPTW was not largely considered, with the exception of a few researches. In this work, under a restrictive scenario, a GA model for the problem was developed based on the adaptation of a generic GA model from literature. Our solution applies data pre-processing techniques to reduce the search space to points that are feasible regarding time windows constraints. Tests show competitive results on Cordeau & Laporte benchmark datasets while improving processing times.
9 May 2024 in Journal of Computer Assisted Learning