Papers by David Whittinghill

Leonardo, 2011
A b s T r A C T In 1975 Aldo Giorgini developed a software program in FOrTrAN called FIELDs, a nu... more A b s T r A C T In 1975 Aldo Giorgini developed a software program in FOrTrAN called FIELDs, a numerical visual laboratory devoted entirely to art production. Working extensively as both artist and scientist, Giorgini was one of the first computer artists to combine software writing with early printing technologies, leaving an aesthetic legacy in the field of the digital arts. His individual process was innovative in that it consisted of producing pen-plotted drawings embellished by the artist's hand with painting, drawing, and screen-printing. This paper is the product of a multi-year study of Giorgini's primary source materials provided by his estate. The authors examine the methods used by Giorgini during the 1970s that allowed him to create computer-aided art, in the hope that publishing this work will ensure that future generations of digital artists, technologists and scientists can be educated in Giorgini's contribution to the history of the digital arts.
Lecture Notes in Computer Science, 2015

Http Dx Doi Org 10 1162 Leon_A_00207, Jul 11, 2011
A b s T r A C T In 1975 Aldo Giorgini developed a software program in FOrTrAN called FIELDs, a nu... more A b s T r A C T In 1975 Aldo Giorgini developed a software program in FOrTrAN called FIELDs, a numerical visual laboratory devoted entirely to art production. Working extensively as both artist and scientist, Giorgini was one of the first computer artists to combine software writing with early printing technologies, leaving an aesthetic legacy in the field of the digital arts. His individual process was innovative in that it consisted of producing pen-plotted drawings embellished by the artist's hand with painting, drawing, and screen-printing. This paper is the product of a multi-year study of Giorgini's primary source materials provided by his estate. The authors examine the methods used by Giorgini during the 1970s that allowed him to create computer-aided art, in the hope that publishing this work will ensure that future generations of digital artists, technologists and scientists can be educated in Giorgini's contribution to the history of the digital arts.
International Journal of Emerging Technologies in Learning (iJET)
This paper analyzes students' experience with Cogent, a virtual economy system used throughout th... more This paper analyzes students' experience with Cogent, a virtual economy system used throughout the 4 years of a B.S. degree in a Technology major. The case study explains the rules of the Cogent system and investigates its effectiveness to motivate students to learn. Using focus groups and interviews, we collected qualitative data from students about their experience and perceptions of Cogent. The results indicate that Cogent played an encouraging and motivational role for these students and suggest potential for the successful design and implementation of meaningful gamification systems to promote student motivation and engagement within an educational context.
The Computer Games Journal
The Engineering Reality of Virtual Reality 2014, 2014
ABSTRACT
The Computer Games Journal, 2015
International Journal of Game-Based Learning, 2015
ABSTRACT
International Journal of Emerging Technologies in Learning (iJET), 2015
This paper analyzes students' experience with Cogent, a virtual economy system used throughout th... more This paper analyzes students' experience with Cogent, a virtual economy system used throughout the 4 years of a B.S. degree in a Technology major. The case study explains the rules of the Cogent system and investigates its effectiveness to motivate students to learn. Using focus groups and interviews, we collected qualitative data from students about their experience and perceptions of Cogent. The results indicate that Cogent played an encouraging and motivational role for these students and suggest potential for the successful design and implementation of meaningful gamification systems to promote student motivation and engagement within an educational context.

Games for Health Journal, 2015
The main objective of this study was to explore, via a systematic review of available literature,... more The main objective of this study was to explore, via a systematic review of available literature, the effectiveness of videogame-based rehabilitation interventions on the motivation and health outcomes of stroke patients. Using a systematic literature review of 18 articles, we sought to address three key research questions: (1) Do videogames improve function or health outcomes among stroke survivors? (2) Do videogames increase stroke patients' motivation to engage in rehabilitation exercise and activities? (3) Which motivational techniques, principles, and theoretical frameworks have been applied in the reviewed studies? A key word search was conducted, and articles were coded for inclusion of motivational theories or principles, intervention effectiveness, and participants' motivation to perform tasks. Three motivational frameworks and principles were used (self-determination theory [SDT], flow theory, and operant conditioning) to investigate intrinsic and extrinsic approaches. Past research suggests videogame-based interventions are effective at improving and increasing a variety of health-related outcomes, including motor functioning, energy expenditure, muscle strength, and recovery times in stroke patients. Past evidence shows videogame-based interventions are a promising tool to motivate stroke patients' engagement in effective rehabilitation activities. This study also identifies an opportunity for future research to apply motivational theories from SDT to studies on stroke rehabilitation and videogames.
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology - VRST '13, 2013
ABSTRACT

Games for Health Journal, 2014
The objective of this study was to examine the influence of pregame tutorials on player performan... more The objective of this study was to examine the influence of pregame tutorials on player performance in Kinect(®) (Microsoft(®), Redmond, WA)-based health games and to determine whether the additional exertion caused by longer playtime introduced by the tutorial would influence in-game performance. Thirty-two college-age test participants were randomly assigned to two groups: pregame training tutorial and pregame verbal instructions. The variable of interest was the degree to which players were able to accurately perform a series of static arm gestures in order to duplicate specific reference poses. Participants played a Kinect-based bird simulator game called "Burnie" that required the player to hold specific, static poses that correspond to physical therapy treatment actions. This study is a pilot conducted in advance of testing the game with its target audience of pediatric cerebral palsy patients. Analysis of variance did not detect a significant difference in pose accuracy between the tutorial and nontutorial groups. However, the tutorial group's pose accuracy was higher on average than that of the nontutorial group. Given the limited sample size in this study, it cannot be stated with certainty that greater pose accuracy will occur if a pregame tutorial level is administered. However, a trend was observed along most measures that the tutorial group achieved greater accuracy scores than the verbal instruction group. Further study with greater statistical power is strongly recommended.

Proceedings of the 2011 conference on Information technology education - SIGITE '11, 2011
Enterprise application development requires a skill set that is broader than that provided by tra... more Enterprise application development requires a skill set that is broader than that provided by traditional programming courses. Enterprise applications are distributed, networked, multi-user, and, in most instances, fairly complex. As such, competent software developers must possess more than the basic understanding of a programming language. Developers of enterprise applications must also possess an understanding of networking fundamentals, network and application security, relational database management systems, concurrency, and application deployment and scaling. They should additionally be knowledgeable with the mechanics of at least one specific application platform, for example J2EE or Microsoft's .NET. This collection of competencies tend not to be taught in the software development curriculum as a collective whole, rather they are touched upon in many different courses in the curriculum. Though this traditional approach is more or less successful in creating adaptable skills for students who are then positioned to learn application domainspecific technologies and concepts, this approach is likely to fail in providing in-depth knowledge of the principles, patterns, and techniques used for developing these types of large enterprise applications. The acquisition of this knowledge must therefore be obtained in either an on-the-job or self-taught fashion.
abstract={The last ten years have seen profound changes in algorithms, techniques, and applicatio... more abstract={The last ten years have seen profound changes in algorithms, techniques, and applications of visualization. Additionally, we see changes in the sophistication and expectations of our students in visualization courses. This panel will reflect changes in teaching visualization courses through the personal reflections of renowned researchers and educators on their alterations on course content over the past 10 years}

nt.ntnu.no
The development of pharmaceutical products and processes involves laboratory scale, pilot plant s... more The development of pharmaceutical products and processes involves laboratory scale, pilot plant scale and commercial scale manufacturing. Through these steps, data on synthesis routes, material properties, processing steps, and scale up parameters are collected and used. Recent advances in process analytical technologies resulted in a large volume of heterogeneous data, which requires a systematic model of the associated information for optimal use. In addition, software tools are used to support decision-making and process modeling during process development. However, each tool creates and uses information in a specific form, making connection difficult amongst the tools and allowing little interaction with experimental data. In this work, an integrated information management system based on structured information is presented. This system is built to explicitly specify important concepts like physical properties and experiments using ontologies. Based on the developed ontologies, an information access and repository system is developed to allow convenient access to the repository for both the user and software tool. The infrastructure, designed to be accessible from the web, would allow simple search and browse as well as complicated queries, which can only be efficiently answered through the use of semantics in the information. This structure is extended to consider integration with software tools through the definition of an applicationagnostic medium. Such an integrated information infrastructure provides a systematic approach to managing, sharing and reusing information, and is expected to result in considerable reduction in pharmaceutical process development time and better quality assurance.
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Papers by David Whittinghill