Browsing by Author "Bateman, Scott"
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Item Augmented biofeedback for partial weight-bearing learning(University of New Brunswick, 2019) Smith, Ian; Bateman, Scott; Scheme, ErikAssistive devices, including canes and crutches, are used in partial weight-bearing (PWB)–offloading weight from limbs weakened by disease or injury to promote recovery and prevent reinjury. While it is important to accurately offload weight to target loads prescribed by healthcare providers, current training methods result in poor compliance. It is currently unknown how to most effectively provide feedback during training to allow users accurate execution of the skill later on. In this work, three studies were conducted to investigate the effects of feedback modality, delay, and resolution on both regulation and learning of PWB while stationary and during gait. Results indicate that concurrent feedback is best suited for continuous skill regulation whereas retrospective feedback is preferable for training PWB, and that task-specific training is critical for compliance. This work presents design guidelines for improved clinical PWB training methods and highlights the importance of researching retrospective motor learning methods.Item Comparing the effect of asymmetry and symmetry on player experience in competitive games(University of New Brunswick, 2023-10) LeBlanc, Alexander; Bateman, ScottAsymmetric game design is a popular technique used in video game development to create an interesting dynamic between competing and cooperating players. This technique provides players with different sets of available actions and goals, making the play experience much more complex. While previous work has looked at certain aspects of why we enjoy these types of games, such as through enabling interconnectedness with others, there is little information about how we experience these games when compared to symmetric games in competitive settings. In this thesis, asymmetric and symmetric gameplay are compared in a competitive multiplayer setting, using a networked research platform named Slimeball. Participants are asked to play both symmetric and asymmetric versions of Slimeball, and then complete standardized player experience questionnaires. The results of the study demonstrate that the use of asymmetry had a positive effect on player experience. It also had a positive on autonomy con structs. With these results in mind, future game designers can better understand how asymmetric games can lead to positive player experiences.Item Core task assistance in video games(University of New Brunswick, 2018) Jandali Refai, Jawad; Bateman, Scott; Fleming, MichaelVideo games can be challenging, which is part of what makes games stimulating and entertaining. However, if they are too challenging, the player may find it frustrating. Game designers may balance their game by providing players with assistance. Previous work explores the effectiveness of potential assistance techniques within a particular genre and platform. Complex games could require several types of assistance to support a wide variety of gameplay mechanics. Designers would need to gather information from scattered sources to make informed decisions to apply optimal assistance. In this thesis, we propose a generalized framework for assistance in games, irrespective of genre or target platform. We achieve this by discussing techniques targeted at the 10 fundamental core tasks in video games that are the base of any game mechanic, such as Aiming, Reaction Time, and Visual Search. We also explore the best practices for choosing, interpreting, and implementing one of the 35 assistance techniques.Item Designing breathing exercise technologies for health and wellness(University of New Brunswick, 2024-08) Tabor, Aaron; Bateman, Scott; Scheme, ErikThis doctoral research identifies design guidelines that can improve breathing exercise technologies – guidance and feedback systems that support breathing exercises. Specifically, the research demonstrates that two commonly employed Human Computer Interaction (HCI) design approaches for increasing user engagement (i.e., serious games) and decreasing attentional demand (i.e., peripheral information systems) can be used to promote breathing exercise technologies in a way that preserves exercise integrity and benefit. This is important because breathing exercises have a wide range of health and wellness benefits, and our designs may allow these benefits to be attained more fully and by a wider audience. Further, the research also contributes novel design artifacts and insights that will support the ongoing exploration of breathing exercise technologies. The findings may generalize to other design-focused research applications such as interventions for health and wellness, serious games for rehabilitation, and peripheral and ambient information systems.Item Effective musical affect: How emotional content in music impacts player behaviour and experience in video games(University of New Brunswick, 2023-04) Roberts, Joshua David; Bateman, Scott; Rea, DanielMusic in video games can affect both player behaviour and player experience, influencing perceived tension, immersion, and enjoyment. Most research studying music’s effect on player experience have focused on simple musical parameters, such as tempo, yet less is known about the effect of emotional content on player behaviour and experience. In this paper, we examine to what degree players’ in-game behaviours and player experiences are influenced by the emotional qualities of background music. Our research showed that when participants listened to powerful music, there was a significant increase in tension and risk-taking play-style choices when compared to their behaviour listening to peaceful music. By furthering our understanding of musical affect’s impact on perceived tension and play-style, we provide game designers and composers with more agency in influencing player decision-making in tense environments, specifically guiding players towards or away from risk-taking behaviour.Item Effectiveness of an online game in promoting positive attitudes towards nursing homes among youth(University of New Brunswick, 2020) Folkins, Cassandra; Read, Emily; Bateman, ScottNursing homes in New Brunswick are facing a workforce shortage as a result of a rapidly aging population. In response, the nursing home sector has developed an online video game to promote the sector and engage youth as part of a long-term recruitment strategy. The objective of this research is to evaluate the effectiveness of this game in promoting positive attitudes towards nursing homes among youth. A focus group study was conducted with youth aged 11 – 16 years to examine their experiences playing the game and to discuss any impact the game had on their attitudes towards nursing homes and towards working in nursing homes. Qualitative analysis found two core themes emerged from the focus group data: Game Experience and Perceptions of Nursing Homes. Findings indicate players did experience some positive change in their attitudes towards nursing homes after playing the game. Implications of the findings and study limitations are discussed.Item Escape: exploring agency as a fear-inducing mechanic in video games(University of New Brunswick, 2021) MacPherson, Benjamin Ryan; Bateman, Scott; Fleming, MichaelHorror games and movies share many similarities when it comes to how they elicit fear. However, a major difference between the two is the aspect of agency found prominently in games, but little, if at all, in movies. Agency is the capacity to act upon something. Previous work suggests that media with more agency have a greater propensity for eliciting fear than media without. However, this work relied solely on watch (i.e., low agency) versus play (i.e., high agency) comparisons. In this work, an agency manipulation with three separate agency conditions (low-agency watch, medium-agency directed play, and high-agency undirected play) is used in a horror video game. Results of the study show no measured difference in fear, agency, or other metrics where differences were expected. Correlational analyses revealed positive correlations between several factors, but not fear and agency. Potential reasons for the lack of differences are discussed, including the need for the study design to be conducted remotely instead of in a controlled laboratory setup due to the ongoing COVID-19 pandemic. This work brings into question the role of agency and fear in uncontrolled and possibly more ecologically valid scenarios.Item Evaluating augmented reality technologies for the inspection of pre-fabricated concrete panels(University of New Brunswick, 2023-12) Komolafe, Oyindolapo Olabisi; Bateman, ScottThe construction industry has been an earlier adopter of augmented reality (AR) technology, with hopes of improving the availability and precision of information systems. While this technology can provide advantages by making data visible in complex environments, it is unclear whether these technologies can provide benefits to task performance and whether they might present new challenges, like complex information display, the information displayed might not provide enough detail, or distracting users. The goal of this research is to investigate the efficacy of AR technologies and to compare two basic AR designs. This work employs a user study with 15 participants to measure the impact of AR technology on Situation Awareness, Task Loading, and Task Performance. The study results show that situation awareness was not affected negatively by AR technology and can lower perceived mental and temporal demands. Our results showed that AR systems can offer improved construction inspections.Item Evaluation of myoelectric control learning using multi-session game-based training(IEEE, 2018-07-12) Tabor, Aaron; Bateman, Scott; Scheme, ErikWhile training is critical for ensuring initial success as well as continued adoption of a myoelectric powered prosthesis, relatively little is known about the amount of training that is necessary. In previous studies, participants have completed only a small number of sessions, leaving doubt about whether the findings necessarily generalize to a longer-term clinical training program. Furthermore, a heavy emphasis has been placed on a functional prosthesis use when assessing the effectiveness of myoelectric training. Although well-motivated, this all-inclusive approach may obscure more subtle improvements made in underlying muscle control that could lead to tangible benefits. In this paper, a deeper exploration of the effects of myoelectric training was performed by following the progress of 30 participants as they completed a series of ten 30-min training sessions over multiple days. The progress was assessed using a newly developed set of metrics that was specifically designed to quantify the aspects of muscle control that are foundational to the strong myoelectric prosthesis use. It was determined that, while myoelectric training can lead to improvements in muscle control, these improvements may take longer than previously considered, even occurring after improvements in the training game itself. These results suggest the need to reconsider how and when transfer from training activities is assessed.Item Game-based myoelectric muscle training(University of New Brunswick, 2017) Tabor, Aaron; Bateman, Scott; Scheme, ErikFor new myoelectric prosthesis users, muscle training is a critical step that promotes effective use and long-term adoption of the prosthesis. Training, however, currently has several problems: 1) existing approaches require expensive tools and clinical expertise, restricting their use to the clinical environment, 2) exercises are boring, repetitive, and uninformative, making it difficult for patients to stay motivated, 3) assessment tools focus exclusively on improvements in functional, real-world prosthesis tasks, which conflicts with other therapeutic goals in early training, and 4) little is known about the effects of longer-term training because existing studies have subjected participants to a very short series of training sessions. While myoelectric training games have been proposed to create a more motivating training environment, commercially available games still exhibit many of these issues. Furthermore, current research presents inconsistent findings and conflicting results, making it unclear whether games hold therapeutic value. This research demonstrates that training games can be designed to address these issues by developing a low-cost, easy-to-use training game that targets the therapeutic goals of myoelectric training. Guidelines for promoting a fun, engaging, and informative training experience were identified by engaging prosthesis users and clinical experts throughout the design of a myoelectric training game. Furthermore, a newly developed set of metrics was used to demonstrate improvement in participants’ underlying muscle control throughout a series of game-based training sessions, further suggesting that games can be designed to provide therapeutic value. This work introduces an open-source training game, demonstrates the therapeutic value of games for myoelectric training, and presents insight that will be applicable to both future research on myoelectric training as well as aspects of training in clinical practice.Item Holovision: asynchronous mixed reality groupware to support physical work tasks(University of New Brunswick, 2021) Kienzle, Alexander William; Bateman, ScottSoftware that supports collaboration (groupware) is becoming ubiquitous in the workplace. The ability to share documents, images, and videos, or to have face-to-face conversations almost anywhere and anytime has transformed the workplace and increased productivity. At the same time, mixed reality devices are beginning to gain traction as viable platforms to support the production and consumption of new forms of information like spatial data and in-situ 3D objects. Current groupware systems focus largely on supporting virtual work, that is information work and manipulating information that can be displayed on the screen. However, many work tasks are physical in nature, they require manipulating, repairing, and assembling physical objects. The ability to share these new forms of information offers new and relatively under explored opportunities for collaboration around physical work tasks. Drawing on inspiration from previous research in the field, as well as 3D guidance techniques in video games, the mixed reality groupware system, “HoloVision” was created to take advantage of this new collaboration medium and provide a proof-of-concept for the design of future asynchronous mixed reality groupware systems. In this thesis, I document the background research, design, development, and testing of HoloVision as a novel mixed reality groupware system that combines speech-to-text, gaze, video, and spatial data, in a way that allows a user to intuitively author persistent “hypermedia” annotations to asynchronously support the guidance of future users in both collocated and remote workspaces.Item How the visual design of video game antagonists affects perception of morality(University of New Brunswick, 2020) Pradantyo, Reyhan; Bateman, ScottAntagonists play an important role in video games, as they often act as the source of a game's main challenge. A key part of how antagonists are experienced is through their visual design. Antagonists differ from other characters in that they are typically viewed as being immoral. However, there is limited research focused specifically on how antagonists are visually designed, and how this affects players' perceptions of antagonist morality. To build this understanding, we gathered people's ratings of 105 antagonists. By examining the correlation between the prominence of antagonists' visual attributes and how “bad” participants perceive a character, our findings provide new insight into the design of characters. We also show how the antagonist designs in our sample show a spectrum of morality and are not always perceived as purely or clearly immoral. We provide an improved understanding of game design practices and explore how they can be better studied and supported.Item SHMART - Simple Head-Mounted Mobile Augmented Reality Toolkit(University of New Brunswick, 2021-12) Pargal, Samridhi; Bateman, ScottItem Supporting location learning in a spatial app launcher(University of New Brunswick, 2018) Shah, Manasi; Bateman, ScottFor many day-to-day activities, we depend on smartphone apps. With an increasing number of apps available to use, managing and finding them can be frustrating and time consuming. Current app launchers work well with a small set of apps, but when the number of apps grows, the smartphone operating system provides multiple screens and folders that hide apps, which makes it difficult to find apps at a glance or to remember their location. Spatial interfaces have been proposed to deal with such problems, by leveraging peoples’ spatial memory to make finding apps easy, making interactions rapid and effortless. However, spatial interfaces only work when the location of an app is known. In this work, we introduce a modified search functionality, which helps a user to learn the locations of apps through a spatial interface for launching mobile phone apps. In our study, we compare the performance of the search-to-learn interface as compared to the standard search-to-launch style search interfaces found in current app launchers. Our study demonstrates how the added investment to learn app locations can add up to a long-term reduction in time to find apps.Item Target assistance for object selection in mobile and head mounted augmented reality(University of New Brunswick, 2019) Asokan, Vinod; Bateman, ScottAugmented reality (AR) – where a computing device (e.g., a mobile phone or a headmounted display) is used to view and interact with a virtual target displayed in the real world – is becoming more common. Selecting virtual targets is a main building block of interacting in AR, but it is particularly difficult because a user must also use the device to frame targets with the device’s camera in addition to selecting them. Further, targets in AR can have characteristics that make selecting them challenging, and which are not typically present in traditional interactive systems, including being occluded, outside of the view port, or moving. While assistance techniques – techniques that make pointing at and selecting digital objects easier – have been extensively studied in traditional digital mediums and pointing situations (e.g., pointing at icons on a desktop using a mouse), the novel challenges of AR make it unclear if my existing knowledge still applies. Because target selection is particularly difficult and error prone in AR, I propose the use of three target assistance techniques from previous studies, which I apply in two new and untested AR device scenarios (i.e., for mobile devices and head-mounted displays). Targets in AR which are present in 3D world space were mapped to 2D screen space and then I applied the algorithmic target assistance for the mapped targets. Then I conducted two studies that compared my newly adapted target assistance techniques with standard selection techniques to assess their effectiveness in AR. My findings show that an adapted Bubble Cursor-based technique performs consistently best across five different target scenarios. My work provides new findings on how different assistance techniques perform under realistic target scenarios, demonstrating the promise of target assistance for augmented reality applications.Item TelePhysio+: exploring changing perspectives of remote physiotherapy(University of New Brunswick, 2021) Vidito, Isayah; Bateman, Scott; MacIsaac, DawnPhysiotherapy is traditionally performed in person, allowing physiotherapists to easily guide patients into the positions that are required for assessment. However, some circumstances prevent in-person sessions from taking place, such as living in rural areas with limited access or experiencing health-related barriers (e.g., lockdown due to pandemic). To accommodate demand for remote care in these circumstances, remote physiotherapy consultations can be supported by video-conferencing software and monocular webcams. In addition to preventing therapists from being able to physically touch their patients, remote physiotherapy supported in this way forces interactions into a 2D space, which constrains physiotherapists' view of their patients, limits bodily communication, and further reduces their control over a session. The nature of these interactions makes it challenging for physiotherapists to view a patient with enough fidelity to enable assessment, due to issues with latency, lighting, and field of view. While previous research has identified these issues as communicative barriers, solutions have often excluded the perspectives and needs of physiotherapists by focusing only on patients. We present TelePhysio+: a platform that addresses many of these obstacles, from the physiotherapist's point of view, by incorporating three-dimensional visualization through full-body tracking and allowing physiotherapists to directly control their perspective of the patient. Using this system as a probe, we present findings pertaining to physiotherapists' views on remote physiotherapy, challenges encountered in transitioning from in-person to remote physiotherapy, and aspects of remote physiotherapy they find problematic. Through our iterative design process, we also present design guidelines to help address physiotherapist needs, particularly with regards to engaging with 3D body tracking information, controlling patient perspectives, and managing patient information.Item The effect of common social media story layouts on viewer credibility perceptions of news(University of New Brunswick, 2021) Wilson, Connor; Bateman, ScottRecently, news corporations have attempted to attract readers to their sites using social media “Stories”. Stories are short, animated clips or photos that allow people to engage with others. Previous work has established that a primary criterion for people clicking through to see more content on the Web is the perceived credibility of the information. While the Story’s format might be eye-catching, it is unknown which visual aspects of their designs lead to Stories being perceived as credible. This research identifies common news Story design layouts, and through three online studies compare which aspects of their visual design impact credibility judgments. Survey results show that more intricate design layouts for news-related Stories should be used whereas static designs with little information should likely be avoided to increase credibility perceptions. This work contributes valuable new information about how the visual display of online information affects reader credibility perceptions.Item The effects of hand representation on experience and performance for 3D interactions in Virtual Reality games(University of New Brunswick, 2023-04) Balcomb, Nicholas; Bateman, ScottIn Virtual Reality (VR), natural 3D interactions are performed with hand representations – the visualizations and interactors used for manipulating objects. Hand representations in VR games range from abstract shapes, to graphical versions of input controllers, to realistic human-like hands. Hand representations have been shown to have an important effect on play experience and performance. However, previous work has only considered them for individual 3D interactions or an entire game, giving designers little information about how a representation might perform and be experienced across different 3D interactions (like picking up and rotating objects, or opening a container). In this work, I compare three hand representations across 12 different 3D interactions and in a longer game experience. I find that while representation did not affect performance, representations were experienced differently across 3D interactions. My work provides critical information for VR game designers, and new directions for understanding embodied play in VR.Item The Impact, use and design of game awareness widgets(University of New Brunswick, 2018) Wuertz, Jason Samuel; Bateman, ScottGame designers create interface elements, called Game Awareness Widgets, to allow players to interact with games and to provide an awareness of what is happening in the game. Game awareness widgets are, therefore, extremely important parts of video games, which game designers carefully craft to best support players in a game and facilitate a desired play experience. Despite their importance Game Awareness Widgets have not been well studied and how they can best be designed. Through three separate studies this thesis exemplifies how game awareness widgets can be studied to uncover important new knowledge that can improve their design. These three studies contribute new information on how Game Awareness Widgets impact players, how players use them, and what current design practices are. The results of this thesis can help guide future research and provides important new knowledge to help designers build games that provide the best experience to players.