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In this work we provide an overview of gamification, i.e. the application of methods from game design to enrich non-gaming processes. The contribution is divided into five subsections: an introduction focusing on the progression of gamification through the hype cycle in the recent years (1), a brief introduction to gamification mechanics (1) and an overview of the state of the art in established areas (3). The focus is a discussion of more recent attempts of gamification in service and production (4). We also discuss the ethical implications (5) and the future perspectives (6) of gamified business processes. Gamification has been successfully applied in the domains education (serious games) and health (exergames) and is spreading to other areas. In recent years there have been various attempts to “gamify” business processes. While the first efforts date back as far as the collection of miles in frequent flyer programs, we will portray some of the more recent and comprehensive software-based approaches in the service industry, e.g. the gamification of processes in sales and marketing. We discuss their accomplishments as well as their social and ethical implicatio. Finally a very recent approach is presented: the application of gamification in the domain of industrial production. We discuss the special requirements in this domain and the effects on the business level and on the users. We conclude with a prognosis on the future development of gamification.
The Metering Bus, also known as M-Bus, is a European standard EN13757-3 for reading out metering devices, like electricity, water, gas, or heat meters. Although real-life M-Bus networks can reach a significant size and complexity, only very simple protocol analyzers are available to observe and maintain such networks. In order to provide developers and installers with the ability to analyze the real bus signals easily, a web-based monitoring tool for the M-Bus has been designed and implemented. Combined with a physical bus interface it allows for measuring and recording the bus signals. For this at first a circuit has been developed, which transforms the voltage and current-modulated M-Bus signals to a voltage signal that can be read by a standard ADC and processed by an MCU. The bus signals and packets are displayed using a web server, which analyzes and classifies the frame fragments. As an additional feature an oscilloscope functionality is included in order to visualize the physical signal on the bus. This paper describes the development of the read-out circuit for the Wired M-Bus and the data recovery.
The Effect of Gamification on Emotions - The Potential of Facial Recognition in Work Environmentsns
(2015)
Gamification means using video game elements to improve user experience and user engagement in non-game services and applications. This article describes the effects when gamification is used in work contexts. Here we focus on industrial production. We describe how facial recognition can be employed to measure and quantify the effect of gamification on the users’ emotions.
The quantitative results show that gamification significantly reduces both task completion time and error rate. However, the results concerning the effect on emotions are surprising. Without gamification there are not only more unhappy expressions (as to expect) but surprisingly also more happy expressions. Both findings are statistically highly significant.
We think that in redundant production work there are generally more (negative) emotions involved. When there is no gamification happy and unhappy balance each other. In contrast gamification seems to shift the spectrum of moods towards “relaxed”. Especially for work environments such a calm attitude is a desirable effect on the users. Thus our findings support the use of gamification.
Video game developers continuously increase the degree of details and realism in games to create more human-like characters. But increasing the human-likeness becomes a problem in regard to the Uncanny Valley phenomenon that predicts negative feelings of people towards artificial entities. We developed an avatar creation system to examine preferences towards parametrized faces and explore in regard to the Uncanny Valley phenomenon how people design faces that they like or reject. Based on the 3D model of the Caucasian average face, 420 participants generate 1341 faces of positively and negatively associated concepts of both gender. The results show that some characteristics associated with the Uncanny Valley are used to create villains or repulsive faces. Heroic faces get attractive features but are rarely and little stylized. A voluntarily designed face is very similar to the heroine. This indicates that there is a tendency of users to design feminine and attractive but still credible faces.
Wireless sensor networks have recently found their way into a wide range of applications among which environmental monitoring system has attracted increasing interests of researchers. Such monitoring applications, in general, don way into a wide range of applications among which environmental monitoring system has attracted increasing interests of researc latency requirements regarding to the energy efficiency. Also a challenge of this application is the network topology as the application should be able to be deployed in very large scale. Nevertheless low power consumption of the devices making up the network must be on focus in order to maximize the lifetime of the whole system. These devices are usually battery-powered and spend most of their energy budget on radio transceiver module. A so-called Wake-On-Radio (WoR) technology can be used to achieve a reasonable balance among power consumption, range, complexity and response time. In this paper, some designs for integration of WOR into IEEE 802.1.5.4 are to be discussed, providing an overview of trade-offs in energy consumption while deploying the WoR schemes in a monitoring system.
Environmental Monitoring is an attractive application field for Wireless Sensor Network (WSN). Water Level Monitoring helps to increase the efficiency of water distribution and management. In Pakistan, the world’s largest irrigation system covers 90.000 km of channels which needs to be monitored and managed on different levels. Especially the sensor systems for the small distribution channels need to be low energy and low cost. The distribution presents a technical solution for a communication system which is developed in a research project being co-funded by German Academic Exchange Service (DAAD). The communication module is based on IEEE-802.15.4 transceivers which are enhanced through Wake-On-Radio (WOR) to combine low-energy and real-time behavior. On higher layers, IPv6 (6LoWPAN) and corresponding routing protocols like Routing Protocol for Low power and Lossy Networks (RPL) can extend range of the network. The data are stored in a database and can be viewed online via a web interface. Of course, also automatic data analysis can be performed.