2016

wE-move - An exergaming platform for rehabilitation and movement exercises for children

About

With our more sedentary lifestyle, maintaining physical fitness is a major challenge in the twenty-first century. Even when programs are started, compliance to the program and persistence over time are key issues in achieving the desired results – such as weight loss or restoring function in revalidation settings.

The wE-MOVE project aims to address these issues of persistence by combining state of art motion and body detection technology with established video game principles. The end-result will be a proof-of-concept for an active exercise game that facilitates program persistence and achieves better results than more traditional methods.

This new exergame will initially target two distinct use-cases:

  • Gross motor movement (i.e. application to obese children)
  • Fine motor skills (i.e. specific revalidation tasks for impaired children)

In this project, iMinds-MICT will gain insight into:

  • The application of motion/body detection technology (3D camera’s, pressure sensitive soles)
  • The gamification of a repetitive/non-motivating task such as revalidation exercise to achieve better results in a playful manner.
  • Processes involved in the persistence and cessation of both exercise programs and videogames.

Duration of the project

The project runs from 01/01/2015 – 31/12/2016.

Staff involved

  • Prof. dr. Jan van Looy
  • dr. Antonius J. van Rooij (Tony)

Financed by

  • iMinds

Exploring gendered play

About

"How are digital games gendered in the everyday lives of female players?" That is the main research question of this doctoral study. The aim is to investigate the meanings female players ascribe to the practice of gaming and how they identify themselves as a gamer. Consequently, we get thorough understanding of the ‘gendered’ nature of digital games.

In the past few decades, digital games have evolved from simple arcade machines to high-profile games in which thousands of players are daily immersed. In line with these changes, digital games play an increasingly important role in the lives of a variety of people including women and girls.

The growth of this female gamer segment is impeded, however, by the persistent view that digital games are still ‘male territory’, causing a gender split in gameplay between men and women. Although many researchers have explored gender-based differences in gameplay, few have focused on the diversity of gaming activities in which female players indulge.

Moreover, they generally provide a fragmented account of gendered gaming practices instead of focusing on an integrated framework that distinguishes between meanings of technology, content and context.

Methodology

This research question will be addressed from the multidisciplinary field of cultural studies combined with insights from media studies, audience studies, feminism and other perspectives.

Duration of the project

The project runs from 01/01/2013 - 31/03/2016.

Staff involved

Financed by

  • University Research Fund (BOF)

Related content

Serious games under the microscope

About

In recent years the development of serious games has attracted considerable interest among companies not only at the international level but also here in Flanders. Serious games primarily aim at achieving certain educational goals and thus not solely have an entertainment purpose. On policy levels, interest in the educational and societal potential of digital games is growing, which is associated with a larger demand of research in this field.

The growing number of publications concerning effectiveness of serious games in combination with the diversity of methods used in these studies, has led to inconsistent results. As a consequence it has become almost impossible to make generalizing statements about the impact of serious games. Equally for making comparisons across studies or statements about its validity based on the research methods.

A standard procedure for measuring the effectiveness of serious games would create a clearer image of the real impact of serious games in diverse contexts and in this way, stimulate the game industry.

Research design

This PhD project aims to develop a standard procedure to measure the effectiveness of serious games in terms of cognitive learning outcomes.

In the context of serious games, effectiveness consists of two elements: effectiveness in terms of educational goals and intrinsic motivation to play the game. This standard procedure will be structured according to the following elements:

  1. Preparation of the study (criteria concerning recruitment respondents, game, etc.)
  2. Research design (respondents’ task, measures used, etc.)
  3. Statistical analyses
  4. Reporting

A first version of the procedure will be developed at the end of the first year of the PhD. A requirements analysis, consisting of a systematic literature review and expert interview, will provide the basis for this first attempt.

In a second phase, the procedure will be validated by means of three empirical studies.

In a third phase, this project will aim at achieving an international character, by presenting an adjusted version of the procedure to ITU-T, the department of the International Telecommunication Union that aims at the development of standards with regard to ICT.

Duration of the project

The project runs from 01/01/2013 - 31/12/2016.

Staff involved

Financed by

  • IWT-SBO

Related content

SPECIFI - Smart platforms enabling the creative industries for the future internet

About

Focal areas that Smart Cities try to overcome are the reduction of pollution, traffic, or crime, and the introduction of models for public data. However, it is SPECIFI’s guiding principle that Smart Cities need to go beyond upgrades related to control tasks and public data. They can only become a success if they also become Smart Creative Cities by employing open, Future Internet infrastructures to become thriving centres of arts, media and leisure.

Creative Industries can create wealth through the generation and exploitation of IP, and include advertising, design, film and video, music, performing arts, printing, etc. Creative Industries lie at the crossroads between the arts, business and technology, They make them a source of competitive advantage, not the product of wealth but the origin of it.

The issue tackled by SPECIFI is to capitalize on the cultural and creative richness and diversity of European cities, while overcoming some of their key weaknesses, i.e. fragmentation and isolation. The promise of employing open Future Internet platforms and infrastructures in a smart, citizen-centred way, is to forge creative links between different stakeholders:

  • citizens, administrations and Creative Industry SMEs
  • cities and their larger region
  • cities across Europe

SPECIFI will demonstrate the positive impacts of a European Creative Ring of Smart Cities and Regions. Tools are real-life Future Internet (Fiber-to-the-Home and wireless) infrastructures, with real-life users and producers, and in 5 real (certified) Living Labs active in 3 smart cities and their surrounding regions.

The project will show how cities can overcome technological limitations, geographical limitations and lack of sustainable business models. Hereby, they can become Connected Creative Cities through open Future Internet platforms and linking cities’ “Super-Creative Core” with other cities’ Cores and with the broader region surrounding them.

Duration of the project

The project runs from 01/01/2013 - 01/07/2016.

Staff involved

Financed by

Shift-TV - Multi-screen Place and Time Shifted Television

About

Since the late 2000s, we observe that the television market has shifted from broadcasting content on one fixed device (i.e., TV screen) at one fixed time (i.e., live) to making content available on multiple, (mobile) screens (e.g., laptop, smartphone, tablet,…) and at different moments (recorded, video on demand, over-the-top). An increase in the speed of the access networks has also led to an increasing number of users watching videos online. Ever since, users’ habits have drastically changed and large-scale time and place shifting have become reality.

The consortium of industrial partners wants to overcome the technical challenges that come along with this shift by means of an optimalisation of the content delivery network and the in-home network.

The primary role of MICT within the Shift-TV project will mainly consist of:

  • Define use case requirements towards the Shift-TV use case and compose profiles of time and place shifted viewing behaviour
  • Compose a QoE evaluation methodology taking into account a temporal dimension in measuring users’ experiences by means of interdisciplinary lab experiments and additional qualitative methods
  • Use case demonstration and validation of the Shift-TV demonstrator based on a living lab approach

Duration of the project

The project runs from 01/01/2015 - 31/12/2016.

Staff involved

Financed by

Planidoo - Planning tool for cities and communities

About

Based on the previous Living Lab research on this innovative planning platform, we will try to find out who the stakeholders are for this innovation. What organizations, governments, communities,... are interested in using the Planidoo platform to organize their events? How can the platform be implemented in their organization structure? What functionality do they prefer? Is the platform missing any functions? How can the Planidoo platform fit within their policy?

iMinds-MICT-UGent will try to answer these questions during a Living Lab research. Mict is responsible for both stakeholder and user research. A first task is to define stakeholders and possible users of the platform. For every stakeholder and user a validation board is created together with PLANIDOO. MICT will conduct interviews with stakeholders and users. Based on the input generated through these interviews, PLANIDOO will adapt the platform. To evaluate these adjustments, a co-creation moment with different stakeholders and users will be organised by MICT. After this session PLANIDOO will again attune the platform to the needs and wants from the stakeholders and users. To finish this research MICT will organize a field trial to test out the innovation. The final steerco of this Living Lab research is a validation workshop together with PLANIDOO.

Duration

The project runs from 02/03/2015 - 29/02/2016

Staff involved

Financed by

iFEST – improved Festival Experience with wearable Sensor Technology

About

Goal of the iFEST project is to improve the digital experience of large events, such as music festivals, by developing a new generation of festival bracelets. These wearable devices will be provided with advanced communication and sensor capabilities, which allow for a variety of integrated systems and services.

Aside from the design of a new generation festival bracelet and the supporting infrastructure, several use cases will be developed within the iFEST project. This includes general festival management methods, access control and security management, and the creation of an enriched festival experience for visitors.

Duration of the project

The project runs from 01/01/2015 - 31/12/2016.

Staff involved

Financed by

  • iMinds

VIAA exchange platform

About

The Flemish Institute for Archiving (VIAA) wishes to explore the market opportunity for an exchange platform of the archive that might be entrusted to the VIAA. There are several foreign similar initiatives already operational, so the most relevant characteristics must be identified in order to launch a platform tailored to the local Flemish context.

In collaboration with potential end users, VIAA wants to shape the possible use cases for innovation in this study, in line with the needs of all relevant stakeholders and tested in a real ecosystem. Involving end users in an early stage of the development, allows this innovation to tailer the outset to real needs, habits, attitudes and contextual factors. This study aims as result:
• An analysis of international best practices;
• An overview of the interest in an exchange platform for relevant stakeholders;
• The possible business model of an exchange platform offered by VIAA and potential growth of the cases arising therefrom.

As a first step, MICT will provide an environmental scan, including interviews with international competitors. Secondly, they will query stakeholders by means of an interview series, an online questionnaire and a final co-creation session.

The insights of the former research steps will be implemented as input for a revenue and cost model. Together with SMIT (VUB), a market projection will be created.

Duration

The project runs from 01/01/2015 - 29/02/2016

Staff involved

Financed by

  • iMinds

SPOTSHOP - On-the spot e-commerce for televesion

About

The SpotShop project is developing an innovative second screen application which offers viewers relevant information on objects, clothing, furniture, food… they see and like on their television screens. The application also enables interaction between TV audiences and brands, so producers and advertisers can offer potential consumers tailored promotions, e-shop items, free samples, gamification etc.

Iterative Living Lab Research

A lot of attention within the SpotShop project is going to the real needs of users. Through the living lab approach, potential users are involved in each development stage of the application. This research is conducted by the MICT living lab team.

Duration of the project

The project runs from 01/10/2015 - 30/09/2016.

Staff involved

Financed by

  • IWT

Local decisions as linked open data - LBLOD

About

"Local decisions as linked open data" is a project of “Agentschap Binnenlands Bestuur” (the Flemish Agency for Domestic Governance) and is part of “Vlaanderen Radicaal Digitaal” and the broader transition of the agency towards an administration with a greater focus on policy development in terms of a better administrative organization of the government in Flanders. It is supported by V-ICT-OR and VVSG.

Together with iMinds-MMLab-UGent, MICT is developing in this project a methodology to aggregate data starting from the source (authentic local decisions) in a structured and integrated manner in order to make it available for reuse. In this way, local authorities can publish their decisions starting from their normal decision making processes as (linked) open data. Linked open data refers to a digital method to publish structured and opened data. This enables connecting open data files that are structured in the same way (e.g. according to the OSLO standard). Linking opened data sources between different local governments ensures that data can be exchanged automatically.

The first phase of the project is exploratory and will study the feasibility and conditions to publish local decisions as linked open data. In addition, the integrability of possible solutions in local processes, and their associated costs, will be taken into account to a maximum extend. Also, during this first phase, a standard will be developed for the publication of local decisions as files with meta-data. Finally, the concept will be demonstrated in a tangible way, by working with the contents of a number of local decisions, as well as the publication of these decisions in their entirety (files and metadata) in a 'living labs / testing ground' context.

This pilot or proof-of-concept demonstrator will show that publishing local decisions as linked open data opens up a wealth of information for data reuse, for lowering administrative overhead, for simplifying policy planning and for providing smoother and more efficient services to the citizens.

Duration of the project


The project runs from 12/10/2015 - 30/04/2016.

Staff involved

Financed by

Project page ShiftTV iMinds