Recent Research and Development Works

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Thematic Analysis

Augmented Reality and ER

Gamification and PA

Kaleidoscope framework

Discussions and Publications

A quick summary of work done in research and development

Thematic Analysis: Frontiers in Computer Science

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Design Science Research Methodology, Action Research, Design Research

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Application of Augmented Reality for Multi-Scale Interactions in Emergency Vehicles

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Designing Inter-generational Gameplay

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Assistive Technologies for Aging Gracefully

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Motivational Affordances and Physical Activity

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Application of Augmented Reality for Multi-Scale Interactions in Emergency Vehicles

Augmented Reality, Emergency Vehicles and Parametric Dashboard Citation: Paravantes, G., Leehane, H., Premarathna, D., Chung, C., & Kappen, D. L. (2018). Application of Augmented Reality for Multi-Scale Interactions in Emergency Vehicles. In AutomotiveUI ’18 Adjunct (pp. 1–6). https://doi.org/10.1145/3239092.3267415 Currently, paramedics are provided information from the 911 operator regarding the emergency faced by the patient/victim in

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Design Science Research Methodology, Action Research, Design Research

This article was first published at Medium  While Design Science Research Methodology, Action Research, Design Research seem similar in their terminology, there are distinct differences that help differentiate these different approaches that intersect research and design. In very simplistic terms, the goals of scientific research are to examine a sample demographic for the occurrence/non-occurrence of

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Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study

Thematic Analysis of an Eight-Week study of Older Adult’s Physical Activity Citation: Kappen, D. L., Mirza-babaei, P., & Nacke, L. E. (2020). Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study. Frontiers in Computer Science, 2(September). https://doi.org/10.3389/fcomp.2020.530309 Featured Image: David-Marcu, Unsplash Gamification has enabled technology to facilitate behaviour change through increasing

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The Kaleidoscope of Effective Gamification (KEG)

An Effective Gamification Model Publication: Kappen, D. L., & Nacke, L. E. (2013). The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications. In Proceedings of the First International Conference on Gameful Design, Research, and Applications – Gamification ’13 (pp. 119–122). https://doi.org/10.1145/2583008.2583029 As a starting point for this discussion on effective gamification, I examined a

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Designing Inter-generational Gameplay

Relationships can be fostered between older persons and grandchildren through inter-generational gameplay. The key challenges are to set out methodologies for designing these interactions to stimulate inter-generational gameplay. Design methodologies to define these interactions are open for critical discussion because the domain of defining a design process for inter-generational gameplay remains open for future research.

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Assistive Technologies for Aging Gracefully

David-Marcu

Comments The growing population of baby boomers leads to serious challenges in the method of coping up with the challenges of ageing. Modern advancements in medicine have resulted in providing longevity but at the same time, there seems to be no evidence of an eternal fountain of youth as a panacea for ailments that comes

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Motivational Affordances, Gamification and Older Adult’s Physical Activity

Publication: Kappen, D. L., Mirza-Babaei, P., & Nacke, L. E. (2017). Gamification through the Application of Motivational Affordances for Physical Activity Technology. In Proc. of CHIPLAY ’17 (pp. 5–18). https://doi.org/10.1145/3116595.3116604 Motivational affordances are attributes of interactive technologies or game elements that promote participation in physical activity (PA) routines. Although these affordances have been previously integrated

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Gamification as a Behaviour Change Agent for Physical Activity

Use of behaviour change theory or constructs in basing intervention strategies to encourage older adults in physical activity (PA) has often resulted in greater effectiveness (Antikainen, 2011; Carlson et al., 2012; Chase, 2013; Müller & Khoo, 2014; Stewart et al., 2007; Yeom & Fleury, 2014). The belief in one’s ability to perform a physical activity

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Persuasive Technologies for Physical Activity Motivation of Older Adults

Persuasive technologies like exergames combine physical activity (PA) and exercise. Full-body movement exergames lead to behaviour change such as overcoming sedentariness and repeating activities, increased engagement, and participation in physical activity on the part of older adults’ due to gesture-based interactions (Mandryk, Gerling, & Stanley, 2014). Gestures for selection and moving a cursor on the

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