Oyun ve Etkileşim Teknolojileri - Yüksek Lisans

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  • Öge
    Gamification design principles in healthcare: A study on vital signs measurement in pediatrics at self-service health kiosk
    (Institute of Science and Technology, 2020-03) Gökgür, Eren ; Köse, Hatice ; 621226 ; Department of Game and Interaction Technologies ; Oyun Teknolojileri Ana Bilim Dalı
    Studies on improving user experience through gamification have gained importance. Different sectors have been practicing with game-like factors to be successful in their sectors for many years. With the aid of digitalization in recent years, new possibilities raised in terms of seeing examples of gamification in various industries that have no game-related origin. We may give an instance, where we are witnessing the practices of the gamification field in Healthcare. Even there are focused studies taking advantage of gamification in particular health fields. Specifically, medical examination for pediatrics is an open area that may yield promising outcomes once enhanced with gamification. Medical examination, which is not part of children's daily routine, may often be associated with uncertainties, and thus with worrying experiences, and is one of the areas which can be improved through a gamification design approach. This research examines the gamification design of a self-service health kiosk prototype to get vital signs measurements in pediatrics. Analysis of the effect of gamification design on the accuracy of the vital signs measurements while providing the child with a comfortable experience with playful design is the goal of the study. This thesis begins with the industrial origin of gamification, the theories that gamification is derived from, the disciplines that gamification taps into and its positive effect on children's health by promoting adherence, increasing the accuracy of the vital signs measurement and reducing stress. The methods regarding testing our hypothesis involve an application, vital sign measurement devices in a self-serving health kiosk, analyzing of the results, comparison of the results with normal values and our observation on the participants as well as the participants' remarks. As we are in pursuit of observing the positive effects of gamification of vital sign measurements on children's health, we would like to observe three things, those are, promoting adherence, increasing the accuracy of the vital signs measurement and reducing stress. With the data at hand and relying on our observations, we may come into some preliminary facts that in the healthcare domain, by using gamification design principles we can promote adherence, increase accuracy and reduce pediatric patience's stress. Exceeding the patient interests, healthcare providers can also gain from gamification technology through gathering insights into patients, pulled from usage data, a better comprehension of preventive care requirements.
  • Öge
    Theory of mind and concept learning based mobile games for children with communication impairment
    (Institute of Science And Technology, 2020-06-15) Gülkanat, Baransel Can ; Köse, Hatice ; 529171004 ; Oyun ve Etkileşim Teknolojileri
    In the recent decade, both researchers and game creators have special interest to work with mobile devices, since everyone has their mobile phones in their pockets. With the combination of the two, gamification and the serious games, which have different purposes such as teaching and research rather than entertaining as the first priority, have been developed. Within this study, theory of mind and concept learning based mobile game has been developed. These two methods were chosen because these are the natural part of a childhood development. On the other hand, concept learning and theory of mind methods commonly used to teach to children with autism by teachers. Recent studies demonstrates a plenty of popular and efficient methods about education and therapy of children with autism. By evaluating these methods and fulfilling the requirements of mobile game development and preserving the schematic attraction, a game is developed which is fun and exciting to play according to the survey results of the game. The developed game has four mini games in it. Three of them are related with the concept learning, these ones are shape matching game, color matching game and voice/object matching game. The fourth one is a facial expression recognition game related with the theory of mind. All mini games are created carefully and then shared with experts to receive their opinions and feedback. After the feedback, some functions and images are re-designed to serve better for children. The purpose of the game is collecting player data and interpreting it while entertaining children. The obtained data will be used for the next stage of the project which will aim to diagnose autism in children. This game is developed with Unity game engine, and some auxiliary services such as AR Emoji by Samsung and Wavenet by Google are utilized to better serve to children during the game play. The game is released to both Android and iOS application stores to be accessible easily by parents and teachers. Then, through acquaintances and teachers we know from the school of special education, we reached out to parents. Data has been obtained during the game play in the background. Also, there is a section that parents and/or teachers can complete a survey after the game to share their experiences with the game.