Niederhauser, Mario

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Niederhauser
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Mario
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Niederhauser, Mario

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  • 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
    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
    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