Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning
StressCam: non-contact measurement of users' emotional states through thermal imaging
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Imaging Facial Physiology for the Detection of Deceit
International Journal of Computer Vision
Digital Game-Based Learning
Factoring culture into the design of a persuasive game
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Interacting with human physiology
Computer Vision and Image Understanding
The Segmentation of the Supraorbital Vessels in Thermal Imagery
AVSS '08 Proceedings of the 2008 IEEE Fifth International Conference on Advanced Video and Signal Based Surveillance
O' game, can you feel my frustration?: improving user's gaming experience via stresscam
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CHI '11 Extended Abstracts on Human Factors in Computing Systems
The perception of sound and its influence in the classroom
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part I
Taskville: visualizing tasks and raising awareness in the workplace
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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Unlike machines, we humans are prone to boredom when we perform routine activities for long periods of time. Workers' mental engagement in boring tasks diminishes, which eventually, compromises their performance. The result is a double-whammy because the workers do not get job satisfaction and their employers do not receive optimal return on investment. This paper proposes a novel way for improving workers' mental engagement and hence, enjoyment, in routine activities. Specifically, we propose to blend in routine tasks mild mental/physical challenges. To test our hypothesis, we chose to experiment on a monitoring task typical of security guard operations. We combined this routine task with an iPhone-based game to make it more enjoyable. The results from 10 participants show that their mental engagement and enjoyment were significantly higher during the combined task.