@masterthesis{Theiler, type = {Bachelor Thesis}, author = {Theiler, Jason}, title = {Implementierung und iterative Entwicklung eines Konzepts f{\"u}r eine Wissensduell-Applikation im Kontext von Serious Games}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:1383-opus4-15988}, school = {Hochschule Rhein-Waal}, pages = {74}, abstract = {This bachelor thesis accompanies and documents the implementation and first step in the iterative development of a concept for a knowledge duel application. The application's goal is to exploit a player's playfulness and competitiveness, in order to learn new information and reinforce previously acquired knowledge. The concept was developed in cooperation with the B{\"a}umer, Afonso, Meissner GmbH. Because of its goal, the concept and its implementation are analyzed in the context of serious games. To achieve this, the thesis first examines the meaning of the serious games term and what their most significant attributes are. It also explores some state of the art systems and concepts of all the implementation's related fields. After extensive documentation of the concept and its implementation in the form of the web application called sw¨up, a formative evaluation using the results of several semi-structured interviews takes place. Following that, the thesis further explores possible improvements and new features for later iterations of the application. The evaluation shows that sw¨up happens to be a very intuitive, performant and both optically and structurally well designed application. Additionally several problem fixes and improvements were found while evaluating the interviews' results. While it is shown that sw¨up shares many similarities with a serious game, it can not be proven with the acquired results that sw¨up can effectively cause a learning effect and thus be considered a serious game. This remains to be determined by further, more in-depth tests and evaluations.}, language = {de} } @misc{Ladani, type = {Master Thesis}, author = {Ladani, Siddhi}, title = {An exploratory study of how to effectively communicate the level of hotness/spiciness of food items}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:1383-opus4-13815}, school = {Hochschule Rhein-Waal}, pages = {70}, abstract = {Preferences for spiciness in food varies greatly from person to person. In addition, the notion of spiciness itself varies greatly from culture to culture and from region to region making it hard to effectively represent and communicate the level of spiciness of food items in restaurant menus and food packaging. In this study we explore the use of virtual taste sensation as a means of effectively communicating the desired or available level of spiciness between the consumer and the provider. Based on prior research on electrical and thermal stimulation of taste sensations, we have developed a device capable of simulating the sensation of hotness on the human tongue through the use of a low voltage electrical current delivered via a set of electrodes and control panel. The development process of the device consisted of the following two steps: 1. We conducted an observational study in which participants were asked to rate their spiciness preference using a commonly used hot sauce which was mixed with either water or rice. 2. Participants were asked to match their spiciness preference using the device at different voltage levels. Although the device only generates the stinging sensation and not the full flavour sensation associated with a spice such as a chili pepper it proved effective in assessing and communicating the spiciness preference of the study participants. Thus, we argue the device holds great promise for developing applications focused on communicating spiciness levels, e.g. the spiciness of the contents of a food package, the spiciness of items in a restaurant menu, or the spiciness of various chili peppers in a market.}, language = {en} }