Public Graduation Presentations Friday, November 18
Posted: 14 November 2016 11:23 AM
Total Posts:  18
Joined  2016-08-09

You’re all invited to the Public Graduation Presentations of Nesse van der Meer, Jamil Young, Donna Schipper, Roland van Dierendonck and Nana Tian.

Location: Gravensteen Building room 0.11, Pieterskerkhof 6, 2311 SR, Leiden

10.30 – 11.05 Nesse van der Meer
11.15 – 11.50 Jamil Young
12.00 – 12.35 Donna Schipper
12.45 – 13.20 Roland van Dierendonck
13.30 – 14.05 Nana Tian

10.30-11.05 Nesse van der Meer
Title: “Educational Video Games: Does awareness of educational intention affect a video game’s educational effectiveness?”
Abstract: Background:For years, studies have examined whether the medium of video games can be an effective tool for education. While the medium has long been considered a distraction rather than a motivation – especially in relation to education – recent years have shown an increasing interest in video games’ ability to attract and captivate people of all ages. As such, researchers continue to try and determine in what ways video games can be used to effectively educate students. This thesis, however, aims to examine if a negative attitude towards education (as students of different ages often consider it to be “boring” or “stressful”) perhaps negates any or all of the promising characteristics that make video games a potential tool for educating. In particular, this thesis focuses on examining if educational video games could potentially be more effective (in educating) if the intention to educate is concealed.
Methods: First, a survey was created to examine how participants of different ages generally view educational video games (based on previous interaction with the medium). Then, an experiment was designed to examine whether transferability of educational content differed between two conditions – an open- and a closed-labeled one. In more detail, participants were measured on their “mechanical aptitude” before and after playing World of Goo, a video game revolving around concepts and forces related to mechanical aptitude. While all participants were tested identically and played the same level, World of Goo was presented as an educational video game to one group, while the other group was told the video game was intended purely for entertainment. In doing so, this experiment aimed to examine whether awareness of educational intention had any influence on the quality of participants’ mechanical aptitude.
Results: While at the time of writing this thesis has not finished its testing-phase, preliminary results of the survey reveal a bias towards education, with participants (N = 30) generally preferring regular video games over educational ones. Results of the experiment on correlation between educational awareness and educational effectiveness, using open-labeled (n = 10) and closed-labeled (n = 10) groups, do not support the hypothesis.
Conclusion: While results of the experiment do not show awareness of educational intention to negatively influence a video game’s educational effectiveness, results of the survey show a general disdain for educational video games. In order to properly verify or disprove the hypothesis, expansion of the experiment is required.
Thesis advisors: Maarten Lamers, Joris Dormans (Fac of Humanities)

11.15-11.50 Jamil Young
Title:Effects Caused by Surveyor Visualization Types on Honesty in Surveys and Interviews”
Abstract: This paper outlines the usage of software-controlled avatars (SCAs) within surveys to analyze its efficacy towards improving data collection experience of the users. The purpose of this research was to evaluate the level of honesty displayed by survey respondents while using different types of visualization techniques, as opposed to falling victims to social desirability factors that ultimately cause distortions and errors within data collected through surveys and interviews. To determine the influence of three different surveyor types on respondents` desire to give socially desirable answers in surveys and interviews, a web-based automated survey was developed using Unity 3D platform. By passing a short version of a Marlowe-Crowne social desirability scale test (MCS), the individuals showed different results in three different groups subjected to three different types of surveying interfaces: (i) a text based survey, (ii) a software controlled avatar (SCA) survey, and (ii) survey using questions with pre-recorded videos containing actual persons. The results indicated that there is some positive effect of using pre-recorded videos on the level of providing socially desirable answers, as these respondents revealed the lowest scores on the MCS scale throughout the duration of the experiment. In addition to the MCS scale questions, other questions related to demographic details, such as (age, gender, and some open questions) were also asked to compare data from different age and gender groups.
Thesis advisors: Peter van der Putten, Robin de Lange

Posted: 14 November 2016 11:26 AM   [ # 1 ]
Total Posts:  18
Joined  2016-08-09

12.00-12.35 Donna Schipper
Title: “Effects of incongruent multimodal cues indicating the presence of wind on cycling speed”
Abstract: Drawing from findings on visual dominance in the field of multimodal perception and the role of wind in everyday life, we study the role of wind in multimodal scene perception and its coupling with action. We hypothesize that people end up to cycle in a faster pace when they are exposed to a virtual environment in where the presence of actual wind is exaggerated through visual cues as opposed to an environment where the presence of actual wind is understated through visual cues. We measure cycling speed when people are presented to incongruent visual and haptic cues in an indoor cycling task. We explore boundaries of multimodal perception research and contribute to the discussion if the need for experimental control should always override the desire to understand the complexity of perception and behaviour in science.
Thesis advisors: Maarten Lamers, Bernhard Hommel (Fac of Soc & Behavioral Sci)

12.45-13.20 Roland van Dierendonck
Title: “Digital Interactive Biology: a web interface for remote control of a digital microfluidics device for life sciences education”
Abstract: Programmable, automated devices and remote laboratories are changing the way biochemistry research is done. As one of the promising lab automation technologies, Digital Microfluidics (DMF) allows the controlled movement of droplets on a surface, translating laboratory protocols to droplet operations. The DIY Biology community, that fosters cheap digital fabrication tools and the accessibility of biology research through hands-on practice, has shown interest in this technology. This study harnesses these developments for education. An online remote DMF laboratory is developed and tested with undergraduate students, with the goals of providing a framework for learning technical as well as conceptual skills, while questioning what such an interface should look like. The value of this also lies in the observation that remote laboratory studies, although rare in biology education, are yet a growing trend. Moreover, the usability of user interfaces for digital microfluidic control environments is previously mostly ignored in literature.
Thesis advisors: Fons Verbeek, Pieter van Boheemen (Waag Society)

13.30-14.05 Nana Tian
Title: “Evaluate the influence of existence of Non-diegetic UI elements of 3D touch controller in games”
Abstract: 3D touch technology has been introduced by Apple since 2015 and an increasing amount of 3D-touch enhanced games has been released to the market. Now 3D touch technology has got serious attention because the advanced pressuresensitivity brings the developers and designers more space for creativity. However, developers have claimed that it is difficult to find an intuitive way to tell the beginners how hard they can press on the screen because the maximum pressure is unknown for the user. Meanwhile, It is interesting to observe that the non-diegetic UI elements of 3D touch in games can guide the users much better than only the instruction text and make the controller more adaptive for beginners. Nevertheless, previous research has shown that the non-diegetic UI elements could block the game view and decrease the level of immersion, and there is a trend for non-diegetic UI elements to be as minimal as possible because of the smaller screen size. Thus, It is important to figure out whether the non-diegetic UI elements of 3D touch will perform positively in games while keeping a good balance of immersion. In this paper, an empirical experiment has been carried out to examine the influence of non-diegetic UI elements on 3D touch controller itself and the level of immersion with a 2D shooter game called “PlaneWar”. 22 participants have taken part in this study to compare the two versions : 1. the game with non-diegetic UI elements displaying the pressure ranges in real-time. 2 the game removed the non-diegetic UI element related to 3D touch controller. Game score and time they played have been recorded to objectively measure the performance. Also, the immersion score measured by the IEQ provide a subjective view of the player experience.It is observed that the non-diegetic UI elements indeed very important for beginners to adapt the 3D touch controller. The results showed there is statistically significant difference in control accuracy between the two conditions. However, no statistically significant difference is found on the level of immersion. Conversely, this further indicates the importance of UI elements from sides. Finally, this study also had some implications for game developers and designers to make better choices when using 3D touch in games.
Thesis advisors: Maarten Lamers, Edwin van der Heide