3 resultados para COMPUTER SCIENCE MASTER THESIS
em QSpace: Queen's University - Canada
Resumo:
Interacting with a computer system in the operating room (OR) can be a frustrating experience for a surgeon, who currently has to verbally delegate to an assistant every computer interaction task. This indirect mode of interaction is time consuming, error prone and can lead to poor usability of OR computer systems. This thesis describes the design and evaluation of a joystick-like device that allows direct surgeon control of the computer in the OR. The device was tested extensively in comparison to a mouse and delegated dictation with seven surgeons, eleven residents, and five graduate students. The device contains no electronic parts, is easy to use, is unobtrusive, has no physical connection to the computer and makes use of an existing tool in the OR. We performed a user study to determine its effectiveness in allowing a user to perform all the tasks they would be expected to perform on an OR computer system during a computer-assisted surgery. Dictation was found to be superior to the joystick in qualitative measures, but the joystick was preferred over dictation in user satisfaction responses. The mouse outperformed both joystick and dictation, but it is not a readily accepted modality in the OR.
Resumo:
Exergames are digital games with a physical exertion component. Exergames can help motivate fitness in people not inclined toward exercise. However, players of exergames sometimes over-exert, risking adverse health effects. These players must be told to slow down, but doing so may distract them from gameplay and diminish their desire to keep exercising. In this thesis we apply the concept of nudges—indirect suggestions that gently push people toward a desired behaviour—to keeping exergame players from over-exerting. We describe the effective use of nudges through a set of four design principles: natural integration, comprehension, progression, and multiple channels. We describe two exergames modified to use nudges to persuade players to slow down, and describe the studies evaluating the use of nudges in these games. PlaneGame shows that nudges can be as effective as an explicit textual display to control player over-exertion. Gekku Race demonstrates that nudges are not necessarily effective when players have a strong incentive to over-exert. However, Gekku Race also shows that, even in high-energy games, the power of nudges can be maintained by adding negative consequences to the nudges. We use the term "shove" to describe a nudge using negative consequences to increase its pressure. We were concerned that making players slow down would damage their immersion—the feeling of being engaged with a game. However, testing showed no loss of immersion through the use of nudges to reduce exertion. Players reported that the nudges and shoves motivated them to slow down when they were over-exerting, and fit naturally into the games.
Resumo:
This thesis engages black critical thought on the human and its contemporary iterations in posthumanism and transhumanism. It articulates five categories of analysis: displace, interrupt, disrupt, expand, and wither. Each is meant to allude to the generative potential in different iterations of black thought that engages the human. Working through Sylvia Wynter’s theories of the rise of Man-as-human in particular, the project highlights how black thought on the human displaces the uncritical whiteness of posthumanist thought. It argues that Afrofuturism has the potential to interrupt the linear progression from human to posthuman and that Octavia Butler’s Fledgling proffers a narrative of race as a technology that disrupts the presumed post-raciality of posthumanism and transhumanism. It then contends that Katherine McKittrick’s rearticulation of the Promise of Science can be extended to incorporate the promise of science fiction. In so doing, it avers that a more curated conversation between McKittrick and Wynter, one already ongoing, and Octavia Butler, through Mind of My Mind from her Patternist series, expands our notions of the human as a category even at the risk of seeing it wither as a politic or praxis. It ends on a speculative note meant to imagine the possibilities within the promise of science fiction.