Emerging Media

  • Partnership
    • The Emerging Media Work Package is managed by the Human Technology Lab at the Department of General Psychology of the University of Padua. HTLab is directed by Prof. Luciano Gamberini.

      HTLab research activity concerns the study of mediated interaction in several situations and with different technologies, with methods centered on the analysis of action (discourse analysis, gesture analysis, User Interface Events) along with more classic psychological methods (Psychophysics, Cognitive methods). The Laboratory has a great expertise in the analysis of hybrid situations generated by the use of technologies to mediate people’s presence in their life place. It have been involved in several European Funded Projects dealing with: virtual reality systems to support clinical practices (VEPSY UPDATED, 2001- 2003), or to trigger emotional responses (EMMA, 2002-2005); mixed reality to stimulate elderly people´s cognitive activity (ELDERGAMES, 2006-2009); augmented mediated communication to enhance group activity in collaborative work and gaming (PASION, 2006-2009), ubiquitous persuasive technologies to encourage energy sustainable consumption behaviors (BeAware, 2008-2011), social networking tools to improve participation and safe behavior in European citizens (DC&D, 2008-2010), integrated technologies for experiencing, analyzing and understanding massive datasets through the analysis of unconscious information (CEEDS, 2010-2014); interactive television to increase elderly people inclusion (SENIORCHANNEL, 2009-2012), for the Ambient Assisted Living Joint Programe; augmented reality for experiencing cultural heritage (CultAR, 2013-2016) and information retrieving systems adapting to users’ implicit behavior (MindSee, 2013-2016). HTLab also had private contracts for usability and human-technologies interaction research with companies such as Honda Motor, FIAT Elasis, Electrolux and Telecom.

      Several efforts are allocated to designing “serious games” alerting people on the consequences of risky behaviors (driving style, alcohol and drugs abuse) and promoting youth participation to the social and political life of their cities. See for
      examples

      HTLab is already collaborating and networking with other EU projects exploiting e-health solutions to drug abuse (a seminars of the CORRELATION project was hosted in March2011 by the University of Padua).
  • Context
    • WP7 aimed at designing, developing and assessing the use of emerging media and interactive technologies in innovating and supporting safe night interventions and, more in general, social communication about drugs- and alcohol-related risks.

      The general idea is that new technologies are able to better vehicle sensible contents to young generations than more traditional face-to-face interaction or campaigns. Emerging media and interactive environments are able to attract party- or rave-goers’ attention longer and deeper, and to offer an interactive learning environment that makes it easier to acquire new information and that facilitates the contextual exchange of information with peers and operators. “NEWIP” tools also provide young people with a safe environment where they can experience cause-effect relations of risky behaviors.

      The BASICS network was involved in the design of the content besides, the association Psychologists without Borders supported the initiatives resulting from adoption of the “NEWIP technologies” with special attention to intercultural issues.
  • Objectives
    • 1.To develop innovative technologies and communication tools for harm-reduction/prevention practices

      2. To improve and innovate field work interventions (attractiveness, interactivity, participation...)

      3. To adapt responses to partygoers’ lifestyle, language, taste, mobility

      4. To test the efficiency and efficacy of NEWIP solutions.


      5. To train peers/professionals in the use of new media in night interventions settings


  • Methodology
    • Since the very beginning, the WP7 activity took place in the field by involving young people in the collection and generation of ideas, narratives, scenarios, language, graphics, sound that are subsequently included in the digital environment.

      A direction taken during the computer programming phases of the digital environment was on: context of usage adaptability and constant contents updates. Given the heterogeneous serious games field of adoption, the system gives the possibility to easily and quickly adjust the contents (languages, text, graphics, videos, and sounds) to the final usage context. Moreover, the serious game was designed in order to allow constant updates and revisions without specific computer programming skills.

      Brainstorming sessions, focus groups and affinity diagram exercises were adopted within WP7 to collect target users’ ideas and organize them into a meaningful framework; NEWIP partners and external experts were also involved in refining and checking the validity of the content.

      NEWIP devices were preliminarily tested and validated (ergonomics, user’s satisfaction, attractiveness…) and then adopted during the project interventions. This evaluation process was based on questionnaires, interviews and observations as well as on the analysis of the data automatically collected when users interacted with NEWIP prototypes. 


  • Good Practice Standards for Serious Games in NIghtlife Settings
    • NEWIP Good Practice Standards | Serious Games in NIghtlife Settings

      In accordance with the NEWIP steering committee, UNIPD used the structure of pre-existing standards (European Drug Prevention Quality Standards developed by the Prevention Standards EU funded project) and, when they did not suit the specificities of serious games, readapted them. The work on emerging media standards was also informed by the experience accumulated during the NEWIP project and in particular during the occasions provided by the project to test our approach in different contexts. In particular:


      the existing scientific literature, which was scanned using keywords such as “serious game”, “ICT & social intervention”, “persuasive technology”, and databases such as PsycInfo, Medline and ACM Digital Library. Evidence-based best practices for using media in prevention interventions were sought.

      a series of focus groups involving different experts, developers and operators.

      an evaluation of the effect of the adoption of our new-media (the serious game “What the Dope!”) on the target population. Results have directed the re-design of the media and have also supported the development of standards. Large parts of these results have been presented/submitted inside international scientific journals and conferences in the field of Social Psychology, Cyberpsychology, Human Computer Interaction.

      • semi-structured interviews accomplished during night events to different stakeholders, offering an additional perspective that also oriented the standards final version.

      The standard text was edited in its final version by the research group at the University of Padua and was revised with the contribution of some partners, of volunteers who took part in the interventions and of some external experts.
  • Contact

    •      

      Prof. Luciano Gamberini
      Human Technology Lab
      luciano.gamberini@gmail.com
      Department of General Psychology, University of Padova
      luciano.gamberini@gmail.com
      via Venezia, 8
      35131 Padova. Italy
      Website: htlab.psy.unipd.it
  • Partners

    • Basics Network
      PSF