Niederhauser, Mario

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Niederhauser
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Mario
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Niederhauser, Mario

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Gerade angezeigt 1 - 10 von 10
  • Publikation
    Effects of Game Mode in Multiplayer Video Games on Intergenerational Social Interaction: Randomized Field Study
    (JMIR Publications, 16.02.2022) Zahn, Carmen; Leisner, David; Niederhauser, Mario; Roos, Anna-Lena; Iseli, Tabea; Soldati, Marco [in: JMIR Formative Research]
    Maintaining social relationships is a basic human need and particularly essential in old age, including when living in a retirement home. Multiplayer video games can promote positive social interactions among players from different generations while playing. Yet, such facilitation of positive social interactions depends on specific game design. To systematically investigate the effects of game design on social interaction between seniors and their coplayers, the game Myosotis FoodPlanet was developed in this study, and the impacts of 3 different game modes on social interaction were compared in a controlled field trial. This study aims to compare the effects of 3 different game modes (competitive, cooperative, and creative) on social interactions (verbal and nonverbal communication) between seniors and their younger coplayers. The results show that game mode can be an important factor for shaping the social interactions of players playing together. Compared with other modes, creative game modes can increase verbal communication. In contrast, competitive modes may stimulate more laughing together. This has important implications for game design and the use of computer games to promote social interaction between seniors and their coplayers in practice.
    01A - Beitrag in wissenschaftlicher Zeitschrift
  • Publikation
    “Grandma! Grandpa! Let`s play together!” – Effects of game mode in multiplayer video games on intergenerational social interaction: A randomized field study
    (JMIR Publications, 2022) Zahn, Carmen; Leisner, David; Niederhauser, Mario; Roos, Anna-Lena; Iseli, Tabea; Soldati, Marco [in: JMIR Formative Research]
    Maintaining social relationships is a basic human need and particularly essential in old age, including when living in a retirement home. Multiplayer video games can promote the establishment and maintenance of social relationships, due to facilitating positive social interactions between players, even from different generations. Such facilitation of positive social interactions depends, however, on specific game design. The present study investigates the impacts of three different game modes on social interaction in a controlled field trial. Results reveal significant differences. Important implications on game design and the use of computer games for seniors in practice are discussed.
    01A - Beitrag in wissenschaftlicher Zeitschrift
  • Publikation
    User Requirements for a Health Care Service Based on Point-of-care Testing in the Context of Ambulatory Care and Telemedicine for Older People.
    (AHFE Open Access, 2022) Mutuura, Kamalatharsie; Niederhauser, Mario; Erb, Nico; Van den Anker, Fred [in: Healthcare and Medical Devices. AHFE (2022) International Conference. AHFE Open Access, vol 51. AHFE International, USA.]
    In healthcare, point-of-care testing, i.e., diagnostic testing at the time and place of patient care, allows for early diagnosis and therefore timely treatment of various diseases. These on-site tests are particularly beneficial to people living in remote areas and those with limited mobility. Our study focused on the design of a service for older people, whereby ambulatory care and telemedicine consultations are based on point-of-care testing. Its aim was to elicit user requirements, specifically for the use case of iron deficiency in older people. A textual scenario was developed which formed the foundation for the simulated or “enacted” scenario, with both undergoing participatory evaluations. A wide range of “socio-technical” requirements were elicited that are expected to be crucial for the implementation of this service. Based on content analysis they were categorized into technology-, people-, organization- and environment-related requirements. The results are discussed regarding the specific use case and methods used.
    04B - Beitrag Konferenzschrift
  • Publikation
    Developing a New Method for Investigating Learning Behavior in Learning with Interactive Videos using Log Files
    (18.01.2021) Niederhauser, Mario; Zahn, Carmen; Ruf, Alessia; Institut für Kooperationsforschung – und entwicklung (IfK) Projekt: „Digital Video Tools to Support Conceputal Understanding and Creative Learning in Individuals and Groups" "gefördert vom Schweizer Nationalfond (SNF)
    Learning videos are a promising opportunity to enable remote learning and enjoy a worldwide increasing popularity. However, due to the remote setting it is difficult to examine students’ learning behavior. Previous research examined learners’ video interaction by focusing on fre-quencies of user interaction (i.e. clicks). However, we assume that investigating meaningful behavior sequences instead of click frequencies can lead to a better understanding of learning behavior. The main goal of this study was to develop a new method to gain deeper insights into learners’ behavior based on their digital footprints (i.e. log files) when they learned with an enhanced video-based environment. Yet, measuring a latent variable such as learning be-havior is particularly tricky and time consuming. Thus, we developed an application (Logible) based on our method to automatically analyze 92 log files from one of our prior studies. We contrasted four experimental conditions differing in learning task and learning setting. Results revealed that the learning task (i.e. using annotations or hyperlinks) had a significant influence on learning behavior. Yet, no significant influence caused by the learning setting (i.e. learning individually or collaboratively) was found. Furthermore, we investigated if and how learning strategies from successful and less successful learners differ. Results showed that successful learners more thoroughly planed where to to place annotations or hyperlinks. We conclude that applying Logible led to original findings and therefore we encourage fellow researchers in the field of CSCL to consider working with Logible whenever focusing on broader behavior instead of raw clickstream data.
    11 - Studentische Arbeit
  • Publikation
    Logible: Detecting, Analyzing and Visualizing Behavior Sequences for Investigating Learning Behavior
    (International Society of the Learning Sciences, 2021) Ruf, Alessia; Jäger, Joscha; Niederhauser, Mario; Zahn, Carmen; Opwis, Klaus; Wichmann, Astrid; Hoppe, H. Ulrich; Rummel, Nikol [in: General Proceedings of the 1st Annual Meeting of the International Society of the Learning Sciences 2021]
    Logible is a highly sensitive web-based interactive tool that automatically detects behavior sequences from raw log files. It further analyzes and visualizes sequences and allows for comparisons of behavior data between different experimental conditions without the use of other software. Logible was developed based on an iterative, exploratory, and rule-based method devised to find meaningful sequences from 92 data sets of students who learned individually or collaboratively with an enhanced video-based environment. The tool is customizable and thus enables researchers to investigate learning behavior with various kinds of sequentially logged interaction data (from web-based video environments, online learning platforms etc.).
    04B - Beitrag Konferenzschrift
  • Publikation
    Introducing a new approach for investigating learning behavior
    (International Society of the Learning Sciences, 2021) Ruf, Alessia; Niederhauser, Mario; Jäger, Joscha; Zahn, Carmen; Opwis, Klaus; Hmelo-Silver, Cindy; de Wever, Bram; Oshima, Jun [in: 14th International Conference on Computer-Supported Collaborative Learning – CSCL 2021]
    The potential of learners’ video interactions to understand learning behavior has been recognized in previous research. However, little research has yet been conducted on enhanced video-based environments using behavior sequence analyses. Hence, we developed Logible, a sensitive, web-based tool to detect and analyze meaningful behavior sequences of learners interacting with such environments. The tool is based on an iterative method. With Logible we were able to visualize learning behavior and emphasize differences in experimental conditions.
    04B - Beitrag Konferenzschrift
  • Publikation
    Reducing Monotony in Rail Signaling by Secondary Tasks with Various Levels of Demand – An Experimental Study
    (02.12.2020) Brüngger, Jonas; Niederhauser, Mario; Wirth, Michaela; Peter, Josua; Huber, Tanja
    Monotony is a condition characterized by various symptoms. It shows itself through task-related boredom and passive task-related fatigue. In addition, monotony manifests itself in a reduction of attention and thus conveys, in reduced performance. In highly automatized train traffic control, monotony is a current problem. The question addressed in the present study is, whether a cognitively demanding secondary task does reduce the experience of monotony and mitigate the loss of performance more than a cognitively less demanding secondary task. The secondary tasks considered in the present study are job enrichments. Job enrichment means enriching a performed monitoring activity with additional tasks at a higher level of requirements. This results in a qualitative change in the activity. According to Kreikebaum and Herbert (1988), job enrichment measures extend the scope of activity of those carrying out the work by increasing the demands of the work on different skills (skill variety). In particular, they require additional anticipatory thinking (Ulich, 2005) and expand the scope of decision-making and control by increasing autonomy (Kreikebaum & Herbert, 1988). We realized an experimental laboratory setting using a unifactorial between-subjects design with 3 factor levels of demand (none, low, high). 40 test persons took part in the study. The primary task used in the experiment was a monitoring task similar to the tasks of train traffic controllers at their workplaces. For all test persons experienced monotony was recorded before and after the processing of the monitoring task (primary task), detection performance (d') and reaction times were recorded during the execution of the task. Two experimental groups worked on secondary tasks with different levels of demands, one control group performed the monitoring task without a secondary task. The secondary task included a simple visual search, a mental calculation (depending on the level of demand) and verbally naming the result of the calculation. An irregularly occurring acoustic signal triggered the necessity to process the secondary task. The results show a reduction in the experience of monotony compared to the control group for both levels of demand in the secondary task. The secondary task at the higher level of demand reduced the experience of monotony stronger than the secondary task with the lower level of demand. The secondary tasks led to no clear improvement in detection performance (d') or reaction times. No negative effects, such as a reduction in performance due to excessive demands, were shown. Based on the results of this study, task enrichment through secondary tasks as a measure against monotony appears to be valid in the context of monitoring activities. In practice, this should reduce various negative effects of monotony in train traffic control such as dissatisfaction, increased fluctuation, unacceptable sideline activities or falling asleep.
    06 - Präsentation
  • Publikation
    Create Video Games to Promote Well-Being of Elderly People – A Practice-Driven Guideline
    (Springer, 10.07.2020) Soldati, Marco; Zahn, Carmen; Bildibay, Doruk; Iseli, Tabea; Leisner, David; Niederhauser, Mario; Gao, Qin; Zhou, Jia [in: Human Aspects of IT for the Aged Population : Healthy and Active Aging. HCII 2020]
    This paper presents a selection of game design concepts to promote social interaction between older people and players from other generations. Hardware-related interaction channels, game mechanics and game content can be used to trigger positive communication between several players. The proposed concepts are based on the experience of 32 game prototypes developed with and for the oldest seniors living in several Swiss nursing and retirement homes. The games are directed at the relatives to make their visits a pleasant and positively perceived experience, with the aim of increasing well-being of all involved.
    04B - Beitrag Konferenzschrift
  • Publikation
    Eine Analyse über die Verringerung von Vortrittsmissachtungen am Flughafen Zürich
    (12.09.2018) Niederhauser, Mario
    Auf dem Vorfeld des Flughafens Zürich kommt es zu Situationen, in welchen Fahrzeugen den vortrittsberechtigten Flugzeugen gefährlich nahe kommen oder diese beim Weiterrollen behindern. Dem Auftraggeber dieser Bachelorarbeit ist es ein Anliegen zu ergründen, welche Ground Handling Companies ihre Anzahl Vortrittsmissachtungen stark verringern konnten und welche Gründe das Management und die fahrzeuglenkenden Mitarbeitenden für diese Verringerung sehen. Aus Daten des Safety Office der letzten drei Jahren konnten durch quantitative Datenanalyse die Firmen ISS, AAS und Dnata als Performance Improver Firmen bestimmt werden. Erkenntnisse aus Experteninterviews mit dem Blunt-End und dem Sharp-End dieser Firmen sowie einem weiteren Experteninterview mit einem Safety Expert der Flughafen Zürich AG zeigen, dass kontinuierliche Sensibilisierung, milde Sanktionen, Kommunikation, vermehrte Präsenz des Managements auf dem Vorfeld oder das Aufteilen der drei Schulungssequenzen Theorie, Praxis und Prüfung auf zwei Instruktoren mit der Verringerung in Verbindung gebracht werden.
    11 - Studentische Arbeit