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Browsing by Subject "ICT"

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  • Björn, Marko (2021)
    Abstract: The EEG measurement protocol is standardized and in use globally. The skull is measured to ensure that the electrodes are placed in the correct position. Measurements are necessary because skull sizes and shapes are different. Studies for placing electroencephalograph (EEG) electrodes on a human head are typically introduced theoretically before students are granted the opportunity to practice. Due to the limited availability of EEG equipment and supervisory staff, students encounter shortened practical training sessions and lengthy waiting periods transitioning from theory to practical components. The main aim of this project was to create a learning environment with game technologies to help students study electrode placement during the idle time between theory lessons and practical training. We set out to determine whether students experienced some learning gain and if they had a positive experience with the learning environment. We simultaneously assessed if fuzzy feedback is preferred over exact feedback. Additionally, the aim was to make use of a design-based approach with the information from a User Experience Questionnaire (UEQ) the EEG-simulator. Our group developed and tested a digital learning application that provides a 3D model of a human head, on which learners can practice placing EEG electrodes. We followed a user-centric design science approach to ensure our application appeals to our target audience. We used an observational post-test only design with two experimental groups and a control group. We applied a widely accepted user experience questionnaire to ascertain which of our two feedback systems elicited the best user experience. We also qualitatively analyzed diaries the students kept, as they worked with the learning environment, to better understand future development options for further maximizing the environment’s learning benefit. The overall application was well-received, and students opined that the application significantly enhanced their practical session experience. Although the post-test evaluation showed no difference between the two experimental groups, the user experience questionnaire showed that the fuzzy feedback system was preferred over the exact feedback. Furthermore, it was evident that students who had not used the learning environment struggled more to come to terms with the practical session. The personal experience recording by the students revealed several suggested improvements to the learning environment. We conclude that, with further development, this EEG placement learning application could address the idle period between demonstration lessons and practical training. We also venture to state that fuzzy feedback is preferred because of the high-fidelity mimicry of real teacher feedback. The last part of the research was to develop the EEG simulator so that it will increase theory learning with a simulator, that works, and this is ongoing. We have developed the last EEG simulator version with AR (augmented reality) mobile version that can be used with any smart devices. The future work is to test EEG application and does application influence student's theory learning process.
  • Syrjälä, Sami (2021)
    Electronic waste is the fastest growing type of waste stream in the world, and this development results from the rapidly accelerating digitalization. Electronic devices become obsolete on an accelerating speed, as there are constantly more powerful devices coming to the market. The most significant environmental impacts of this development are greenhouse gas emissions and natural resource consumption. Circular economy has been proposed as a solution to these environmental challenges, and the goal of this approach is to preserve the value of the materials in the circulation as efficiently as possible. One way of implementing the principles of circular economy is the product-as-a-service-based business model. This research examines the differences between the product-as-a-service-based model and ownership-based model in terms of the environmental impacts that are related to the laptop and tablet procurements. The results of this thesis will be utilized in implementing the actions of the City of Helsinki’s Roadmap for Circular and Sharing Economy. This research was conducted as streamlined life cycle assessment, in which the systematic literature review was used for tracking the environmental impacts of the products’ life cycle stages and components. In addition, expert interviews were carried out in order to collect information about the reuse and recycling practices of the supplier companies that follow these previously mentioned business models. Finally, based on the results of the systematic literature review and the interviews, the company specific differences were assessed in terms of the greenhouse gas emissions and material waste that result from the procurements. The City of Helsinki’s annual procurement volumes were used in this assessment. Based on the results of this research, production and use are the most significant life cycle stages in terms of the devices’ greenhouse gas emissions. Printed circuit boards/printed wiring boards, integrated circuits, displays, and casings are the components with the most significant impact. The results suggest that increasing the lifespan of the devices provides opportunities for significantly lowering impacts in both impact categories, if the devices are efficiently recycled after this.