Publicaties
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SmartLife smart clothing gamification to promote energy-related behaviours among adolescents Universiteit Gent
SmartLife smart clothing gamification to promote energy-related behaviours among adolescents Universiteit Antwerpen
Inactivity and high sedentary behavior among adolescents are main societal problems. Unhealthy lifestyles place a large burden on society and promoting healthy lifestyles is thus key for health, wellness and economic prosperity. These non-communicable diseases and unhealthy lifestyles furthermore occur more often among lower socio-economic groups, which indicates a need for healthy lifestyle promotion programs to help reduce health inequalities ...
Gamification of declarative process models for learning and model verification KU Leuven
Recently, a surge in the use of declarative process models has been witnessed. These constraint-driven models excel at representing and enacting flexible and adaptable decision processes in application areas such as scheduling and workflow management. This work examines the intricacies of the most widespread declarative process language, Declare, which are commonly referred to as hidden dependencies. These dependencies typically increase the ...
CONTRAST: Gamification of Arm-Hand Training for Stroke Survivors Universiteit Hasselt
This paper describes the design of a serious game that supports arm-hand training for stroke survivors aiming to render rehabilitation training enjoyable and sustainable. The design of this game was based on combining well-known game-design principles and principles of task-oriented training. Most importantly the game involves the manipulation of every day physical objects and the game's difficulty is dynamically adapted to the patient's ...
Gamification as a tool to engage the next generation of vets with large animal medicine Universiteit Gent
Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective KU Leuven
© 2018 Previous research on the interaction with game design elements in an educational setting has presented both desirable and undesirable outcomes but misses out on a theoretical and empirical explanation of the underlying psychological processes at work when interacting with gamified systems. This article aims at gaining an in-depth understanding of the power of gamification as shaping motivation based on the principles of basic ...
Boosting customer engagement through gamification: A customer engagement marketing approach Universiteit Hasselt
Environmental and economic performance of plasma gasification in Enhanced Landfill Mining Universiteit Hasselt KU Leuven
This paper describes an environmental and economic assessment of plasma gasification, one of the viable candidates for the valorisation of refuse derived fuel from Enhanced Landfill Mining. The study is based on life cycle assessment and life cycle costing. Plasma gasification is benchmarked against conventional incineration, and the study indicates that the process could have significant impact on climate change, human toxicity, particulate ...