Bill Kapralos

Bill Kapralos


Research Focus & Metrics

Academic Career Length

28Years (1999-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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6 November 2020 in Nutrients
Verified
Journal Article
Open access
PDF file
HFHannah M. Froome
Hannah M. Froome
CTCarly Townson
Carly Townson
SRSheila Rhodes
Sheila Rhodes
BFBeatriz Franco-Arellano
Beatriz Franco-Arellano
Ann LeSageAnn LeSage
Ann LeSage
JAJoanne Arcand
Joanne Arcand
The interactive and engaging nature of serious games (i.e., video games designed for educational purposes) enables deeper learning and facilitates behavior change; however, most do not specifically support the dissemination of national dietary guidelines, and there are limited data on their impact on child nutrition knowledge. The Foodbot Factory serious game mobile application was developed to support school children in learning about Canada’s Food Guide; however, its impacts on nutrition knowledge have not been evaluated. The objective of this study was to determine if Foodbot Factory effectively improves children’s knowledge of Canada’s Food Guide, compared to a control group (control app). This study was a single-blinded, parallel, randomized controlled pilot study conducted among children ages 8–10 years attending Ontario Tech University day camps. Compared to the control group (n = 34), children who used Foodbot Factory (n = 39) had significant increases in overall nutrition knowledge (10.3 ± 2.9 to 13.5 ± 3.8 versus 10.2 ± 3.1 to 10.4 ± 3.2, p < 0.001), and in Vegetables and Fruits (p < 0.001), Protein Foods (p < 0.001), and Whole Grain Foods (p = 0.040) sub-scores. No significant difference in knowledge was observed in the Drinks sub-score. Foodbot Factory has the potential to be an effective educational tool to support children in learning about nutrition.

2 September 2019 in The Senses and Society
Verified
Journal Article
Closed access
KCKC Collins
KC Collins
BKBill Kapralos
Bill Kapralos
This paper is an introduction to pseudo-haptics; that is, the use of touch-based illusions created by cross-modal perceptual interactions. Many studies have shown that it is possible to use visual or auditory stimuli to simulate the experience of touch, movement, and force. Pseudo-haptics isis useful in many applications, particularly where the user may not have a haptic device available but where the sensation of haptic feedback is useful in providing information or creating a sense of presence. In this paper, we present an overview of the current state of the literature in pseudo-haptics.

29 August 2017 in IEEE Transactions on Emerging Topics in Computing
Verified
Journal Article
Closed access
RSRobert Shewaga
Robert Shewaga
AUAlvaro Uribe-Quevedo
Alvaro Uribe-Quevedo
BKBill Kapralos
Bill Kapralos
FAFahad Alam
Fahad Alam
A room-scale virtual reality (VR) configuration allows users to physically walk within an interactive area while reflecting their real-world motion in the virtual environment. Room-scale VR provides developers of serious games and virtual simulations the opportunity to develop more realistic applications that are highly interactive and engaging. Despite these benefits, room-scale VR hardware is generally more expensive due to motion tracking and headset costs, also requiring a potentially large open physical space for the player to walk around in. Here we provide a quantitative and qualitative comparison between the usability, performance, and engagement of traditional seated VR with a room-scale variation within the scope of a medical-based epidural preparation serious game. This is a first-step in examining the differences between the two configurations and determining whether the additional requirements and resources associated with a room-scale VR configuration are warranted. Although our quantitative results reveal limited differences, the room scale VR configuration led to higher immersion. Our qualitative results indicate that the hardware being used and the requirements imposed upon it by the desired fidelity of the simulation must be carefully considered; higher fidelity implies greater computational requirements that may not be readily available to the average computer user.

17 April 2020 in JMIR Formative Research
Verified
Journal Article
Open access
JBJacqueline Marie Brown
Jacqueline Marie Brown
RSRobert Savaglio
Robert Savaglio
GWGraham Watson
Graham Watson
AKAllison Kaplansky
Allison Kaplansky
Ann LeSageAnn LeSage
Ann LeSage
JAJoanne Arcand
Joanne Arcand
Background: Early nutrition interventions to improve food knowledge and skills are critical in enhancing the diet quality of children and reducing the lifelong risk of chronic disease. Despite the rise of mobile health (mHealth) apps and their known effectiveness for improving health behaviors, few evidence-based apps exist to help engage children in learning about nutrition and healthy eating. Objective: This study aimed to describe the iterative development and user testing of Foodbot Factory, a novel nutrition education gamified app for children to use at home or in the classroom and to present data from user testing experiments conducted to evaluate the app. Methods: An interdisciplinary team of experts in nutrition, education (pedagogy), and game design led to the creation of Foodbot Factory. First, a literature review and an environmental scan of the app marketplace were conducted, and stakeholders were consulted to define the key objectives and content of Foodbot Factory. Dietitian and teacher stakeholders identified priority age groups and learning objectives. Using a quasi-experimental mixed method design guided by the Iterative Convergent Design for Mobile Health Usability Testing approach, five app user testing sessions were conducted among students (ages 9-12 years). During gameplay, engagement and usability were assessed via direct observations with a semistructured form. After gameplay, qualitative interviews and questionnaires were used to assess user satisfaction, engagement, usability, and knowledge gained. Results: The environmental scan data revealed that few evidence-based nutrition education apps existed for children. A literature search identified key nutrients of concern for Canadian children and techniques that could be incorporated into the app to engage users in learning. Foodbot Factory included characters (2 scientists and Foodbots) who initiate fun and engaging dialogue and challenges (minigames), with storylines incorporating healthy eating messages that align with the established learning objectives. A total of five modules were developed: drinks, vegetables and fruit, grain foods, animal protein foods, and plant protein foods. Seven behavior change techniques and three unique gamified components were integrated into the app. Data from each user testing session were used to inform and optimize the next app iteration. The final user testing session demonstrated that participants agreed that they wanted to play Foodbot Factory again (12/17, 71%), that the app is easy to use (12/17, 71%) and fun (14/17, 88%), and that the app goals were clearly presented (15/17, 94%). Conclusions: Foodbot Factory is an engaging and educational mHealth intervention for the Canadian public that is grounded in evidence and developed by an interdisciplinary team of experts. The use of an iterative development approach is a demonstrated method to improve engagement, satisfaction, and usability with each iteration. Children find Foodbot Factory to be fun and easy to use, and can engage children in learning about nutrition.

Verified
Journal Article
Open access
PDF file
Miguel Angel Garcia-RuizMiguel Angel Garcia-Ruiz
Miguel Angel Garcia-Ruiz
BKBill Kapralos
Bill Kapralos
GRGenaro Rebolledo-Mendez
Genaro Rebolledo-Mendez
This paper describes an overview of olfactory displays (human–computer interfaces that generate and diffuse an odor to a user to stimulate their sense of smell) that have been proposed and researched for supporting education and training. Past research has shown that olfaction (the sense of smell) can support memorization of information, stimulate information recall, and help immerse learners and trainees into educational virtual environments, as well as complement and/or supplement other human sensory channels for learning. This paper begins with an introduction to olfaction and olfactory displays, and a review of techniques for storing, generating and diffusing odors at the computer interface. The paper proceeds with a discussion on educational theories that support olfactory displays for education and training, and a literature review on olfactory displays that support learning and training. Finally, the paper summarizes the advantages and challenges regarding the development and application of olfactory displays for education and training.

19 February 2017
Verified
Book Chapter
Closed access
PDF file
BCBrent Cowan
Brent Cowan
BKBill Kapralos
Bill Kapralos