A B S T R A C TRecent research on online learning suggests that virtual worlds are becoming an important environment to observe the experience of flow. From these simulated spaces, researchers may gather a deeper understanding of cognition in the context of game-based learning. Csikszentmihalyi (1997) describes flow as a feeling of increased psychological immersion and energized focus, with outcomes that evoke disregard for external pressures and the loss of time consciousness, issuing in a sense of pleasure. Past studies suggest that flow is encountered in an array of activities and places, including those in virtual worlds. The authors' posit that flow in virtual worlds, such as Second Life (SL), can be positively associated with degrees of the cognitive phenomenon of immersion and telepresence. Flow may also contribute to a better attitude and behavior during virtual game-based learning. This study tested three hypotheses related to flow and telepresence, using SL. Findings suggest that both flow and telepresence are experienced in SL and that there is a significant correlation between them. These findings shed light on the complex interrelationships and interactions that lead to flow experience in virtual gameplay and learning, while engendering hope that learners, who experience flow, may acquire an improved attitude of learning online.
The discipline of Human-Computer Interaction design has potential for significant benefit to the field of health informatics. This paper describes the design approach used to develop a web-based interface to help cancer patients manage their chemotherapy side effects. Previous versions of this intervention utilizing telephone technology had been efficacious, but limited. The paper discusses the design decisions made in order to leverage the potential benefits of the Internet in supporting patients while avoiding the potential pitfalls that the patients may encounter with a web-based approach.
Smart medical interfaces have the potential to address the unique health needs of each individual user. However, they must be carefully designed and tested to provide a supportive and non-stressful experience for users who are ill or overloaded. This paper documents a design methodology used to develop such an application, describing issues that can be encountered during the development process. The paper also illustrates the use of patient-entered data to drive multiple processes, showing how a smart medical interface can mediate among multiple stakeholders.
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