Ruth Aylett, Gary Petley, P.W.H. Chung, James Soutter and Andrew Rushton
Operating procedure synthesis (OPS) has been used to generate plant operating procedures for chemical plants. However, the application of AI planning to this domain has been…
Abstract
Operating procedure synthesis (OPS) has been used to generate plant operating procedures for chemical plants. However, the application of AI planning to this domain has been rarely considered, and when it has the scope of the system used has limited it to solving “toy” problems. This paper describes the application of state‐of‐the‐art AI planning techniques to the generation of operating procedures for chemical plant as part of the INT‐OP project at the Universities of Salford and Loughborough. The CEP planner is outlined and its application to a double effect evaporator test rig is discussed in detail. Particular attention is paid to the issues involved in domain modelling, requiring the description of the domain, development of AI planning operators, the definition of safety restrictions, and the definition of the problem. There is then a presentation of the results, lessons learned and problems still remaining.
Details
Keywords
Abstract
Details
Keywords
Major problems facing, particularly, the water and gas industries relate to the thousands of miles of underground transmission pipes, some of which are more than 100 years old and…
Abstract
Major problems facing, particularly, the water and gas industries relate to the thousands of miles of underground transmission pipes, some of which are more than 100 years old and in need of replacement or ‐ as the gas industry is now doing ‐ relining with polyethylene. In any case, there is the problem of inspection and repair, and the industries are now turning to the aid of robotics, which is already being used in a more conventional way at the Lingley Mere laboratories of North West Water.
Details
Keywords
Lynne Hall, Susan Jane Jones, Ruth Aylett, Marc Hall, Sarah Tazzyman, Ana Paiva and Lynne Humphries
This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults.
Abstract
Purpose
This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults.
Design/methodology/approach
In this paper, the authors detail a unobtrusive, embedded evaluation approach that occurs within the game context, adding value and entertainment to the player experience whilst accumulating useful data for the development team.
Findings
The key result from this study was that during the “seamless evaluation” approach, users were unaware that they had been participating in an evaluation, with instruments enhancing rather than detracting from the in‐role game experience.
Practical implications
This approach, seamless evaluation, was devised in response to player expectations, perspectives and requirements, recognising that in the evaluation of games the whole process of interaction including its evaluation must be enjoyable and fun for the user.
Originality/value
Through using seamless evaluation, the authors created an evaluation completely embedded within the “magic circle” of an in‐game experience that added value to the user experience whilst also yielding relevant results for the development team.
Details
Keywords
The purpose of this paper is to consider the role of the Mental Health Act (MHA) 1983 in safeguarding adults at risk of abuse and neglect. The author has undertaken a thematic…
Abstract
Purpose
The purpose of this paper is to consider the role of the Mental Health Act (MHA) 1983 in safeguarding adults at risk of abuse and neglect. The author has undertaken a thematic review of Safeguarding Adults Reviews (SARs) commissioned in England and Adult Practice Reviews (APRs) commissioned in Wales where the MHA 1983 was a central aspect to the review.
Design/methodology/approach
Reviews were included based on specific determinants, following analysis of SARs, APRs and executive summaries. This should not affect the credibility of the research, as themes were identified in conjunction with analysis of literature regarding use of the MHA in the context of adult safeguarding. Consequently, this review has been underpinned by evidence-based research in the area of study.
Findings
The interaction between statutes, such as the MHA 1983 and Care Act 2014, signify challenges to professionals, with variable application of mental health legislation in practice.
Research limitations/implications
Lack of a complete national repository for review reports means that it is likely that the data set analysis is incomplete. It was noted that limitations to this research include the fact that Safeguarding Adults Boards in England may not publish SAR reports or may choose to publish an executive summary or practice brief instead of the full SAR report, therefore limiting the scope of disseminating learning from SARs, as this is difficult to achieve where the full report has not been published. The author aimed to mitigate this by undertaking comprehensive searches of Local Authority and SAB websites, in addition to submitting Information requests to ensure that this research encompassed as many relevant review reports as possible.
Originality/value
This is an important and timely topic for debate, given that the UK Government is proposing reform of the MHA 1983. In addition, existing thematic reviews of SARS tend to be generalised, rather than specifically focused on the MHA.
Details
Keywords
Ellen Frances Fraser-Barbour, Ruth Crocker and Ruth Walker
Evidence from Australia and worldwide has highlighted the ongoing marginalisation, discrimination, abuse, violence and neglect of people with disability. One of the main areas of…
Abstract
Purpose
Evidence from Australia and worldwide has highlighted the ongoing marginalisation, discrimination, abuse, violence and neglect of people with disability. One of the main areas of concern is that despite such evidence there remain fundamental barriers for people with disability to report violence and/or access supports. Significantly few studies have canvased the perspectives of people with intellectual disability (ID), family members or disability service providers. Accordingly as a first step, the purpose of this paper is to explore the perceptions of disability and violence-response professionals’ regarding the barriers and facilitators of effective support for people with ID reporting sexual violence and accessing mainstream supports.
Design/methodology/approach
A qualitative research design informed the basis of this study. Semi-structured interviews were conducted with seven participants who held roles within disability services and mainstream violence response. Interviews were recorded and transcribed. These transcripts were then analysed individually using a combination of thematic analysis and discourse analysis to bring to light the social and material structures within service systems in terms of how they disempower or empower supports for people with ID.
Findings
Participants from both services reported that professionals (particularly those outside the disability sector) lacked awareness of practical ways in which they could support people with ID to report and access services outside of disability-specific services. Participants also felt the capacity for people with ID to have a voice about what happens in the “aftermath” of reporting sexual violence was rarely acknowledged. Participants called for education and development of resources which could guide professional practice across disability and wider violence-response services. Participants saw investment in building interagency relationships across sectors as key to supporting the citizenship of people with ID.
Originality/value
This study suggests that there is a strong need for better community engagement and understanding of the multi-faceted issues surrounding responses to violence concerning people with ID. The findings of this study also outline implications for practice and policy which may be of interest to professionals both within disability and wider violence-response sectors in Australia and internationally.
Details
Keywords
Manning Li, Patrick Y.K. Chau and Lin Ge
Inspired by the dynamic changes in our daily lives enabled via quantified-self technologies and the urgent need for more studies on the human-computer interaction design…
Abstract
Purpose
Inspired by the dynamic changes in our daily lives enabled via quantified-self technologies and the urgent need for more studies on the human-computer interaction design mechanisms adopted by these applications, this study explores the value of user affective experience mirroring and examines the empowerment effect of meaningful gamification in a psychological self-help system (PSS) that aids people in work stress relief.
Design/methodology/approach
Based on an analysis of the existing systems and theories in relevant fields, we conducted mixed-method research, involving semi-structured interviews, experience sampling experiments and user bio data triangulations, to identify the benefits of user affective experience mirroring and examine the impact of visual impact metaphor–based (VIM) meaningful gamification on PSS users.
Findings
For a gamified PSS, users generally perceive VIM as arousing more feelings of enjoyment, empathy, trust and usefulness, empowering them to gain more mastery and control over their emotional well-beings, especially with relieving their occupational stress and upbringing their level of perceived happiness. Overtime, VIM-based meaningful gamification further boosts such value of a PSS.
Research limitations/implications
Weaving together meaningful gamification and psychological empowerment theories, the results emphasized that successful empowerment of user through gamification in PSSs relies heavily on whether a deeper and meaningful affective connection can be established with the users, in short, “meaningful gamification for psychological empowerment”. Such an understanding, as demonstrated in our research framework, also sheds light on the design theories for persuasive technology and human influence tactics during human computer interactions.
Practical implications
The results of the study demonstrate to practitioners how to make the best use of gamification strategies to deeply relate to and resonate with users. Even without complicated game-play design, meaningful gamification mechanisms, such as VIM facilitate the empowerment of users while gaining their appreciation, establishing a deeper connection with them and eventually generating persuasive effects on intended future behavioural outcomes.
Social implications
The effective management of work-related stress with handy tools such as a VIM-based PSS can be beneficial for many organizations and, to a large extent, the society.
Originality/value
This study proposed and empirically demonstrated the empowerment effect of meaningful gamification for PSS users. In this cross-disciplinary study, theories from different research domains were synthesized to develop a more thorough and multi-faceted understanding of the optimal design strategies for emerging information systems like this VIM-based PSS.
Details
Keywords
The purpose of this paper is to discuss how educators can harness the natural momentum of learning to create a dramatic and exciting hero’s learning journey. Given the importance…
Abstract
Purpose
The purpose of this paper is to discuss how educators can harness the natural momentum of learning to create a dramatic and exciting hero’s learning journey. Given the importance of motivation, educators can borrow ideas from game designers by using gamification – a process to re-frame a real life goal to be more appealing and achievable. A series of learning activities, developed to meet both cognitive and emotional needs, results in an engaging learning journey.
Design/methodology/approach
The concept presented, based on PSI Theory, OCEAN Big Five character traits and player/learner archetypes, is that learners are motivated by three basic needs: affiliation, competence or certainty (assuming other physiological needs are met).
Findings
Armed with insight into types of motivations at different phases, learner experience designers can create different learning journeys and user profiles. Learning activities can be planned for each need and phase based on changing motivations: collaborate and curate (affiliation), choice and ownership (certainty), challenge and accountability (competence).
Research limitations/implications
Further research is needed in the area of gamification in education. A qualitative study should be conducted on preferred learning and assessment activities for each player archetype and, importantly, this research should represent broad samples and not be restricted to the online gaming community.
Originality/value
Rather than focussing on an isolated unit of study, and asynchronous eLearning modules, learning designers can use modern technologies to seed and nurture learning communities where each person has an appealing pathway to enable them to move from novice to expert at their own pace in a spiral of satisfying learning.