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Keywords = game prototyping

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27 pages, 2130 KiB  
Article
Disaster Risk Reduction in a Manhattan-Type Road Network: A Framework for Serious Game Activities for Evacuation
by Corrado Rindone and Antonio Russo
Sustainability 2025, 17(14), 6326; https://doi.org/10.3390/su17146326 - 10 Jul 2025
Viewed by 206
Abstract
The increasing number of natural and man-made disasters registered at the global level is causing a significant amount of damage. This represents one of the main sustainability challenges at the global level. The collapse of the Twin Towers, Hurricane Katrina, and the nuclear [...] Read more.
The increasing number of natural and man-made disasters registered at the global level is causing a significant amount of damage. This represents one of the main sustainability challenges at the global level. The collapse of the Twin Towers, Hurricane Katrina, and the nuclear accident at the Fukushima power plant are some of the most representative disaster events that occurred at the beginning of the third millennium. These relevant disasters need an enhanced level of preparedness to reduce the gaps between the plan and its implementation. Among these actions, training and exercises play a relevant role because they increase the capability of planners, managers, and the people involved. By focusing on the exposure risk component, the general objective of the research is to obtain quantitative evaluations of the exercise’s contribution to risk reduction through evacuation. The paper aims to analyze serious games using a set of methods and models that simulate an urban risk reduction plan. In particular, the paper proposes a transparent framework that merges transport risk analysis (TRA) and transport system models (TSMs), developing serious game activities with the support of emerging information and communication technologies (e-ICT). Transparency is possible through the explicitation of reproducible analytical formulations and linked parameters. The core framework of serious games is constituted by a set of models that reproduce the effects of players’ choices, including planned actions of decisionmakers and travel users’ choices. The framework constitutes the prototype of a digital platform in a “non-stressful” context aimed at providing more insights about the effects of planned actions. The proposed framework is characterized by transparency, a feature that allows other analysts and planners to reproduce each risk scenario, by applying TRA and relative effects simulations in territorial contexts by means of TSMs and parameters updated by e-ICT. A basic experimentation is performed by using a game, presenting the main results of a prototype test based on a reproducible exercise. The prototype experiment demonstrates the efficacy of increasing preparedness levels and reducing exposure by designing and implementing a serious game. The paper’s methodology and results are useful for policymakers, emergency managers, and the community for increasing the preparedness level. Full article
(This article belongs to the Special Issue Sustainable Transportation Engineering and Mobility Safety Management)
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24 pages, 4583 KiB  
Article
Enhancing Forensic Analysis of Construction Project Delays Through Digital Interventions
by Serife Ece Boyacioglu, David Greenwood, Kay Rogage and Andrew Parry
Buildings 2025, 15(14), 2391; https://doi.org/10.3390/buildings15142391 - 8 Jul 2025
Viewed by 408
Abstract
Project delays remain a persistent challenge in the construction industry, having significant financial implications and contributing to disputes between project participants. Forensic Delay Analysis (FDA) has emerged as a specialised function that identifies the root causes of such delays, quantifies their duration, and [...] Read more.
Project delays remain a persistent challenge in the construction industry, having significant financial implications and contributing to disputes between project participants. Forensic Delay Analysis (FDA) has emerged as a specialised function that identifies the root causes of such delays, quantifies their duration, and assigns responsibility to the appropriate parties. While FDA is a widely practised process, it has yet to fully exploit the potential of emerging technologies. This study explores the integration of both existing and emerging technologies for enhancing FDA processes. A Design Science Research (DSR) approach is adopted, with data collection methods that involve the use of the literature, archival materials, case studies and survey methods. The research demonstrates how the use of technologies, such as database management systems (DBMSs), building information modelling (BIM), artificial intelligence (AI) and games engines, can improve the analytical efficiency, data management, and presentation of findings through a case study. The study showcases the transformative potential of these interventions in streamlining FDA processes, ultimately leading to more accurate and efficient resolution of construction disputes. The proposed process is exemplified by the development of a prototype: the Forensic Information Modelling Visualiser (FIMViz). The FIMViz is a practical tool that has received positive evaluation by FDA experts. The prototype and the enhanced FDA process model that underpins it demonstrate significant advancement in FDA practices, promoting improved decision-making and collaboration between project participants. Further development is needed, but the results could ultimately streamline the FDA process and minimise the uncertainties in FDA outcomes, thus reducing the incidence of costly disputes to the wider economic benefit of the industry generally. Full article
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25 pages, 878 KiB  
Article
AI-Powered Gamified Scaffolding: Transforming Learning in Virtual Learning Environment
by Xuemei Jiang, Rui Wang, Thuong Hoang, Chathurika Ranaweera, Chengzu Dong and Trina Myers
Electronics 2025, 14(13), 2732; https://doi.org/10.3390/electronics14132732 - 7 Jul 2025
Viewed by 404
Abstract
Gamification has the potential to significantly enhance student engagement and motivation in educational contexts. However, there is a lack of empirical research that compares different guiding strategies between AI-driven gamified and non-gamified modes in virtual learning environments to scaffold language learning. This paper [...] Read more.
Gamification has the potential to significantly enhance student engagement and motivation in educational contexts. However, there is a lack of empirical research that compares different guiding strategies between AI-driven gamified and non-gamified modes in virtual learning environments to scaffold language learning. This paper presents an empirical study that examines the impact of AI-driven gamification and learning strategies on the learning experience and outcomes in virtual environments for English-language learners. A gamified English learning prototype was designed and developed. A between-group experiment was established to compare different gamified scaffolding groups: a traditional linear group (storytelling), an AI-driven gamified linear group (task-based learning), and a gamified exploration group (self-regulated learning). One hundred students learning English as a second language participated in this study, and their learning conditions were evaluated across three dimensions: engagement, performance, and experience. The results suggest that traditional learning methods may not be as effective as the other two approaches; there may be other factors beyond in-game interaction and engagement time that influence learning and engagement. Moreover, the results show that different gamified learning modes are not the key factor affecting language learning. The research presents guidelines that can be applied when gamification and AI are utilised in virtual learning environments. Full article
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20 pages, 2597 KiB  
Article
Nutriacción+: A Tool for Learning About Healthy Eating for Economically and Educationally Vulnerable Children
by Diana Arce-Cuesta, Evelyn Pesántez, Pablo Cevallos-Larrea, Cato Van Strijdonck and Michael Peralta
Eur. J. Investig. Health Psychol. Educ. 2025, 15(6), 115; https://doi.org/10.3390/ejihpe15060115 - 19 Jun 2025
Viewed by 507
Abstract
Ecuador has a high prevalence of malnutrition. In this scenario, Ecuador promotes education on healthy eating through informative materials and talks. However, their content is usually extensive and does not consider the age, economic status, and educational level of the receivers. In addition, [...] Read more.
Ecuador has a high prevalence of malnutrition. In this scenario, Ecuador promotes education on healthy eating through informative materials and talks. However, their content is usually extensive and does not consider the age, economic status, and educational level of the receivers. In addition, children and adolescents often show little interest in learning about healthy eating. In this regard, the literature points to the use of educational games as an effective alternative to improve attention in learning; however, there are few tools addressed to populations in situations of economic and educational vulnerability. This article presents the development and evaluation of an educational game designed to promote learning about healthy eating for children and adolescents in situations of economic and educational vulnerability in Ecuador. The Design Thinking methodology was applied, with three iterative cycles of design, prototyping, and evaluation. Also, a comparative experiment involving 34 participants was conducted to evaluate the observed differences in knowledge acquisition between Nutriacción+ and informative talks. The results analyze how Nutriacción+ contributes to the learning of healthy eating and offer a replicable game design process for similar populations. The results suggest that Nutriacción+ can improve healthy eating knowledge in children aged 8 to 11 years. Full article
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21 pages, 3304 KiB  
Article
Generative AI in Game Design: Enhancing Creativity or Constraining Innovation?
by Sultan A. Alharthi
J. Intell. 2025, 13(6), 60; https://doi.org/10.3390/jintelligence13060060 - 24 May 2025
Viewed by 1760
Abstract
Generative AI tools are increasingly being integrated into game design and development workflows, offering new possibilities for creativity, efficiency, and innovation. This paper explores the evolving role of these tools from the perspective of game designers and developers, focusing on the benefits and [...] Read more.
Generative AI tools are increasingly being integrated into game design and development workflows, offering new possibilities for creativity, efficiency, and innovation. This paper explores the evolving role of these tools from the perspective of game designers and developers, focusing on the benefits and challenges they present in fostering creativity. Through a mixed-method study, we conducted an online survey (n = 42) with game design professionals, followed by in-depth online interviews (n = 9), to investigate how generative AI influences the creative process, decision-making, and artistic vision. Our findings reveal that while generative AI accelerates ideation, enhances prototyping, and automates repetitive tasks, it also raises concerns about originality, creative dependency, and undermine of human-authored content. Future work will aim to address these challenges by investigating strategies to balance leveraging AI’s capabilities with preserving the integrity of human creativity. This includes developing collaborative human-AI workflows that maintain human oversight, designing systems that support rather than replace creative decision-making, and establishing ethical guidelines to ensure transparency, accountability, and authorship in AI-assisted content creation. By doing so, we aim to contribute to a more nuanced understanding of generative AI’s role in creative practices and its implications for the game design and development lifecycle. Full article
(This article belongs to the Special Issue Generative AI: Reflections on Intelligence and Creativity)
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11 pages, 1662 KiB  
Article
Engagement-Oriented Dynamic Difficulty Adjustment
by Qingwei Mi and Tianhan Gao
Appl. Sci. 2025, 15(10), 5610; https://doi.org/10.3390/app15105610 - 17 May 2025
Viewed by 686
Abstract
As an emerging and lively research field, game designers are employing Dynamic Difficulty Adjustment (DDA) in Game Artificial Intelligence (Game AI) to improve player experience. Traditional DDA methods focus little on player churn, which cannot always lead to enhanced player engagement. Hence, we [...] Read more.
As an emerging and lively research field, game designers are employing Dynamic Difficulty Adjustment (DDA) in Game Artificial Intelligence (Game AI) to improve player experience. Traditional DDA methods focus little on player churn, which cannot always lead to enhanced player engagement. Hence, we propose the Engagement-oriented Dynamic Difficulty Adjustment (EDDA) to meet the urgent need for a highly general and customizable solution in the game industry. EDDA directly considers players’ churn trend to ensure player engagement during gameplay. Its real-time monitoring algorithm and common parameter set are effective in quantifying and preventing player churn. We developed a prototype system integrating seven major game genres to verify the difficulty, gameplay time, and scores of the Game Engagement Questionnaire (GEQ) in multiple dimensions. EDDA has the largest mean and median of all genres in the above metrics with the highest confidence level and effect size, which demonstrates its generality and availability in improving player experience. It is fair to say that EDDA not only provides game designers with targeted player churn monitoring and intervention means, but also offers a deeper level of thinking for the generalized application of DDA and other Game AI technologies. Full article
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14 pages, 1689 KiB  
Article
Evaluating the Effectiveness of Tilt Gestures for Text Property Control in Mobile Interfaces
by Sang-Hwan Kim and Xuesen Liu
Multimodal Technol. Interact. 2025, 9(5), 41; https://doi.org/10.3390/mti9050041 - 29 Apr 2025
Viewed by 527
Abstract
The objective of this study is to verify the usability of gesture interactions such as tilting or shaking, rather than conventional touch gestures, on mobile devices. To this end, a prototype was developed that manipulates the text size in a mobile text messaging [...] Read more.
The objective of this study is to verify the usability of gesture interactions such as tilting or shaking, rather than conventional touch gestures, on mobile devices. To this end, a prototype was developed that manipulates the text size in a mobile text messaging application through tilt gestures. In the text input interface, three types of tilt gesture interaction methods (‘Shaking’, ‘Leaning’, and ‘Acceleration’) were implemented to select the text size level among five levels (extra-small, small, normal, large, and extra-large). Along with the gesture-based interaction methods, the conventional button method was also evaluated. A total of 24 participants were asked to prepare text messages of specified font sizes using randomly assigned interaction methods to select the font size. Task completion time, accuracy (setting errors and input errors), workload, and subjective preferences were collected and analyzed. As a result, the ‘Shaking’ method was generally similar to the conventional button method and superior to the other two ‘Leaning’ and ‘Acceleration’ methods. This may be because ‘Leaning’ and ‘Acceleration’ are continuous operations, while ‘Shaking’ is an individual operation for each menu (font size level). According to subjective comments, tilting gestures on mobile devices can not only be useful if users take the time to learn them, but also provide ways to convey intentions with simple text. Although tilting gestures were not found to significantly improve text editing performance compared to conventional screen touch methods, the use of motion gestures beyond touch on mobile devices can be considered for interface manipulations such as app navigation, gaming, or multimedia controls across diverse applications. Full article
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19 pages, 5105 KiB  
Article
Development and Assessment of a Soft Wearable for sEMG-Based Hand Grip Detection and Control of a Virtual Environment
by Lohith Chatragadda, Aiden Fletcher, Sam Zhong, Fabian A. Vargas, Nishtha Bhagat, Kunal Mankodiya, Matthew J. Delmonico and Dhaval Solanki
Sensors 2025, 25(8), 2431; https://doi.org/10.3390/s25082431 - 12 Apr 2025
Viewed by 1082
Abstract
Background: As the number of individuals diagnosed with neurodegenerative disorders (NDs) rises, there is a growing need to enhance both the quantity and quality of approaches used to treat these debilitating conditions. The progression of NDs can cause muscle weakness in the lower [...] Read more.
Background: As the number of individuals diagnosed with neurodegenerative disorders (NDs) rises, there is a growing need to enhance both the quantity and quality of approaches used to treat these debilitating conditions. The progression of NDs can cause muscle weakness in the lower or upper limbs. We particularly focus on the area of the upper limb, specifically grip rehabilitation, by developing a system (VRGrip) that can reliably record electromyography (EMG) events of the hand flexor muscles to control an adaptive and engaging game using grip exertion. The purpose of this study was to determine the feasibility of using the VRGrip system. Methods: We prototyped a three-component wearable system consisting of an e-textile forearm band (E-band), data acquisition module (DAM), and a computer game. This allows participants to play a game by squeezing their dominant hand. A feasibility study was completed with 9 individuals who self-reported an ND (including Parkinson’s disease (PD), amyotrophic lateral sclerosis (ALS), multiple sclerosis (MS), Charcot–Marie–Tooth disease (CMT), spinal muscular atrophy (SMA), and essential tremor (ET)) and 12 individuals who self-reported to be relatively healthy (RH). Each participant completed 15 min of gameplay (three trials of five minutes), where they would squeeze a resistive ball to trigger in-game actions. The user experience was then evaluated via a User Satisfaction Evaluation Questionnaire (USEQ; scored 0–30, with 30 being best). Results: Analysis of the grip detection reliability during the feasibility study resulted in an F1 score of 0.8343 ± 0.1208 for the healthy participant group and 0.8401 ± 0.1034 for the ND participant group. The USEQ (Avg. score: 4.65 ± 0.51) indicated that participants found the system comfortable, engaging, and enjoyable. Additionally, we potentially identified age-related changes in muscle fatigue. Conclusion: The results of this study demonstrate that our VRGrip system could be used for hand grip detection in a virtual environment. In the future, we aim to conduct longitudinal studies to determine if repeated use of the system has merit for grip rehabilitation. Full article
(This article belongs to the Special Issue Smart Textile Sensors, Actuators, and Related Applications)
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30 pages, 4314 KiB  
Article
Game Mechanics and Artificial Intelligence Personalization: A Framework for Adaptive Learning Systems
by Fawad Naseer, Muhammad Nasir Khan, Abdullah Addas, Qasim Awais and Nafees Ayub
Educ. Sci. 2025, 15(3), 301; https://doi.org/10.3390/educsci15030301 - 27 Feb 2025
Viewed by 2203
Abstract
The phenomenal growth of digital learning platforms has brought new learner engagement and retention challenges to higher education. This study proposes a framework that integrates game mechanics—leveling systems, badges, and timely feedback—with artificial intelligence (AI)-driven personalization to meet the challenges of enhanced adaptability, [...] Read more.
The phenomenal growth of digital learning platforms has brought new learner engagement and retention challenges to higher education. This study proposes a framework that integrates game mechanics—leveling systems, badges, and timely feedback—with artificial intelligence (AI)-driven personalization to meet the challenges of enhanced adaptability, motivation, and learning outcomes in online environments. Key design elements were identified through literature reviews and consultations with instructional design experts, leading to the development an adaptive learning platform prototype. The prototype underwent an eight-week pilot study with 250 Prince Sattam Bin Abdulaziz University (PSAU) students randomly assigned to a control group (non-adaptive system) or an experimental group (adaptive system). Data sources included pre- and post-tests, platform engagement analytics, and learner perception surveys. The results showed that the adaptive group outperformed the control group in the post-test scores (M = 85.2, SD = 6.4 vs. M = 78.5, SD = 7.2) and motivation levels (M = 4.2, SD = 0.7 vs. M = 3.6, SD = 0.8). Additionally, 82% of the adaptive group achieved mastery-level performance compared to 64% in the control group. These findings demonstrate the potential of integrating game mechanics and AI-driven personalization to transform digital learning, offering a roadmap for scalable, data-driven adaptive platforms. Future research will address long-term retention and diverse subject applications. Full article
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15 pages, 2824 KiB  
Article
The Technical Development of a Prototype Lower-Limb Therapy Device for Bed-Resting Users
by Juan Fang, Adrien Cerrito, Simón Gamero Schertenleib, Patrick von Raumer and Kai-Uwe Schmitt
Actuators 2025, 14(2), 60; https://doi.org/10.3390/act14020060 - 26 Jan 2025
Viewed by 829
Abstract
It is generally recommended that bed-resting patients be mobilised early to promote recovery. The aim of this work was to develop and evaluate the usability of a prototype in-bed lower-limb therapy device that offers various training patterns for the feet and legs, featuring [...] Read more.
It is generally recommended that bed-resting patients be mobilised early to promote recovery. The aim of this work was to develop and evaluate the usability of a prototype in-bed lower-limb therapy device that offers various training patterns for the feet and legs, featuring an intuitive user interface and interactive exergames. Based on clinical interviews, the user requirements for the device were determined. The therapy device consisted of two compact foot platforms with integrated electric motors and force sensors. Movement control strategies and a user interface with computer games were developed. Through a touch screen, the target force and position trajectories were defined. Using automatic position and force control algorithms, the device produced leg flexion/extension with synchronised ankle plantarflexion/dorsiflexion as well as leg pressing with adjustable resistive loading. An evaluation test on 12 able-bodied participants showed that the device produced passive (mean position control errors: 8.91 mm linearly and 1.62° in the ankle joints) and active leg training (force control error: 2.52 N). The computer games were proven to be interesting, engaging, and responsive to the training movement. It was demonstrated that the device was technically usable in terms of mechatronics, movement control, user interface, and computer games. The advancements in well-controlled movement, multi-modal training patterns, convenient operation, and intuitive feedback enable the compact therapy device to be a potential system for bed-resting users to improve physical activity and cognitive functionality. Full article
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17 pages, 2608 KiB  
Article
Playing for the Planet? A Serious Game Approach to Land Use Planning with Students in Rural Iceland
by Benjamin D. Hennig, Ben F. Roberts, Johannes T. Welling, Marissa Pinal and Jón Ólafsson
Societies 2025, 15(1), 14; https://doi.org/10.3390/soc15010014 - 16 Jan 2025
Cited by 1 | Viewed by 1560
Abstract
Effective nature conservation and citizen participation are essential for sustainable development and biodiversity preservation. This paper introduces the ‘Land Use Game’, a prototype serious game designed to engage citizens—particularly younger demographics—in participatory land use planning. Developed within the context of the EU Horizon [...] Read more.
Effective nature conservation and citizen participation are essential for sustainable development and biodiversity preservation. This paper introduces the ‘Land Use Game’, a prototype serious game designed to engage citizens—particularly younger demographics—in participatory land use planning. Developed within the context of the EU Horizon 2020 PHOENIX project, the game was tested with students in two rural Icelandic municipalities as part of a pilot study. The game enables participants to assign land use preferences through interactive mapping, supporting a better understanding of land use complexities while promoting active learning and dialogue. The study evaluates the game’s feasibility, technological features, and practical applications, highlighting insights from gameplay observations, participant feedback, and spatial analysis. The results demonstrate the potential of serious games to collect meaningful data, support inclusive decision-making, and empower citizens to contribute to sustainable policies. By incorporating such tools, planners can enhance public understanding, promote equitable land use, and strengthen participatory democracy. Full article
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15 pages, 22426 KiB  
Article
Codesigning More-than-Human Ecosystems with Social and Environmental Systems: The Gamification of NetWall and BioDiveIn
by Marie Davidová, María Claudia Valverde Rojas and Hanane Behnam
Land 2025, 14(1), 165; https://doi.org/10.3390/land14010165 - 15 Jan 2025
Viewed by 1211
Abstract
This study explores the integration of gamification into social and environmental systems to enhance urban biodiversity and foster the co-creation of ecosystems. It focuses on two key contributions: the development of tangible ecosystemic interventions, such as habitat extensions and edible landscapes, and the [...] Read more.
This study explores the integration of gamification into social and environmental systems to enhance urban biodiversity and foster the co-creation of ecosystems. It focuses on two key contributions: the development of tangible ecosystemic interventions, such as habitat extensions and edible landscapes, and the gamification of these interventions to engage communities. The interventions were codesigned using systems-oriented design methods, including gigamapping and prototyping, to produce scalable DIY solutions that empower communities to replicate these practices on their own. Additionally, urban games were created to incentivize participation by rewarding individuals for their contributions to biodiversity restoration. Full article
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18 pages, 2122 KiB  
Article
Children’s Perceived Ease of Use of a Projected Augmented Reality Game Designed for Balance and Coordination Training
by Yishi Liu, Leigh Achterbosch, Grant Meredith, Evan Dekker, Suryani Lim and Andrew P. Lavender
Technologies 2025, 13(1), 9; https://doi.org/10.3390/technologies13010009 - 27 Dec 2024
Cited by 1 | Viewed by 3703
Abstract
Developing balance and coordination skills is essential for children, especially those aged 4–8, but limited Health and Physical Education (HPE) programs in schools hinder effective training. Game-based learning and Augmented Reality (AR) technologies offer promising ways to enhance these skills by providing immersive [...] Read more.
Developing balance and coordination skills is essential for children, especially those aged 4–8, but limited Health and Physical Education (HPE) programs in schools hinder effective training. Game-based learning and Augmented Reality (AR) technologies offer promising ways to enhance these skills by providing immersive HPE experiences. An AR exercise-game prototype was developed to train children’s balance and coordination, with 19 children aged 4 to 9 testing the prototype. Post-activity surveys revealed high engagement and interactivity ratings. The difficultly of the current prototype was found to be appropriately challenging for 4- to 6-year-olds. Feedback emphasized a preference for interactive, challenging elements, suggesting improvements in difficulty customization, visuals, and technical stability. Competitive play between multiple children testing the prototype encouraged repeated attempts, but also highlighted the need for improved tracking solutions and lab setup. Overall, the innovative design shows educational potential but requires further large-scale testing on a refined version to assess its effectiveness in balance and coordination training. Full article
(This article belongs to the Section Assistive Technologies)
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7 pages, 2081 KiB  
Proceeding Paper
Prototype of a Public Computer System with Fast Automatic Touchscreen Disinfection by Integrated UVC LEDs and Total Reflection
by Sebastian Deuschl, Ben Sicks, Helge Moritz and Martin Hessling
Phys. Sci. Forum 2024, 10(1), 3; https://doi.org/10.3390/psf2024010003 - 17 Dec 2024
Viewed by 738
Abstract
Public touchscreens, such as those used in automated teller machines or ticket payment systems, which are accessed by different people in a short period of time, could transmit pathogens and thus spread infections. Therefore, the aim of this study was to develop and [...] Read more.
Public touchscreens, such as those used in automated teller machines or ticket payment systems, which are accessed by different people in a short period of time, could transmit pathogens and thus spread infections. Therefore, the aim of this study was to develop and test a prototype of a touchscreen system for the public sector that disinfects itself quickly and automatically between two users without harming any humans. A quartz pane was installed in front of a commercial 19” monitor, into which 120 UVC LEDs emitted laterally. The quartz plate acted as a light guide and irradiated microorganisms on its surface, but—due to total reflection—not the user in front of the screen. A near-infrared commercial touch frame was installed to recognize touch. The antibacterial effect was tested through intentional staphylococcus contamination. The prototype, composed of a Raspberry Pi microcomputer with a display, a touchscreen, and a touch frame, was developed, and a simple game was programmed that briefly switched on the UVC LEDs between two users. The antimicrobial effect was so strong that 1% of the maximum UVC LED current was sufficient for a 99.9% staphylococcus reduction within 25 s. At 17.5% of the maximum current, no bacteria were observed after 5 s. The residual UVC irradiance at a distance of 100 mm in front of the screen was only 0.18 and 2.8 µW/cm2 for the two currents, respectively. This would allow users to stay in front of the system for 287 or 18 min, even if the LEDs were to emit UVC continuously and not be turned off after a few seconds as in the presented device. Therefore, fast, automatic touchscreen disinfection with UVC LEDs is already possible today, and with higher currents, disinfection durations below 1 s seems to be feasible, while the light guide approach virtually prevents the direct irradiation of the human user. Full article
(This article belongs to the Proceedings of The 1st International Online Conference on Photonics)
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