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Evaluating a Public Display Installation with Game and Video to Raise Awareness of Attention Deficit Hyperactivity Disorder

机译:评估带有游戏和视频的公共显示安装,以提高注意力缺陷多动障碍的意识

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Networked Urban Screens offer new possibilities for public health education and awareness. An information video about Attention Deficit Hyperactivity Disorder (ADHD) was combined with a custom browser-based video game and successfully deployed on an existing research platform, Screens in the Wild (SitW). The SitW platform consists of 46-in. touchscreen or interactive displays, a camera, a microphone and a speaker, deployed at four urban locations in England. Details of the platform and software implementation of the multimedia content are presented. The game was based on a psychometric continuous performance test. In the gamified version of the test, players receive a score for correctly selected target stimuli, points being awarded in proportion to reaction time and penalties for missed or incorrect selections. High scores are shared between locations. Questions were embedded to probe self-awareness about 'attention span' in relation to playing the game, awareness of ADHD and Adult ADHD and increase in knowledge from the video. Results are presented on the level of public engagement with the game and video, deduced from play statistics, answers to the questions and scores obtained across the screen locations. Awareness of Adult ADHD specifically was similar to ADHD in general and knowledge increased overall for 93 % of video viewers. Furthermore, ratings of knowledge of Adult ADHD correlated positively with ADHD in general and positively with knowledge gain. Average scores varied amongst the sites but there was no significant correlation of question ratings with score. The challenge of interpreting user results from unsupervised platforms is discussed.
机译:联网的城市屏幕为公共卫生教育和意识提供了新的可能性。有关注意力缺陷多动障碍(ADHD)的信息视频与基于浏览器的自定义视频游戏相结合,并成功部署在现有的研究平台“疯狂的屏幕”(SitW)中。 SitW平台由46英寸组成。触摸屏或交互式显示器,照相机,麦克风和扬声器,部署在英格兰的四个城市地点。介绍了多媒体内容的平台和软件实现的详细信息。该游戏基于心理测验的持续性能测试。在游戏的游戏化版本中,玩家会获得正确选择的目标刺激的得分,得分与反应时间成正比,对错过或错误选择的惩罚。地点之间共享高分。嵌入了一些问题,以探讨与玩游戏有关的“注意力跨度”的自我意识,对多动症和成人多动症的认识以及从视频中获得的知识的增加。结果显示在游戏和视频的公众参与度上,从播放统计数据,对问题的回答以及在屏幕上各个位置获得的分数推论得出。总体上,成人ADHD的意识与ADHD相似,并且93%的视频观看者的总体知识水平有所提高。此外,成人多动症的知识等级总体上与多动症呈正相关,与知识获取呈正相关。这些站点的平均分数各不相同,但问题评分与分数之间没有显着相关性。讨论了解释来自无监督平台的用户结果的挑战。

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