2018
Autores
Cesário, V; Coelho, A; Nisi, V;
Publicação
Interactivity, Game Creation, Design, Learning, and Innovation - 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24-26, 2018, Proceedings
Abstract
Museums promote cultural experiences through exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, especially teenagers. Throughout this paper, we discuss teenagers as an important group to be considered within the Children-Computer Interaction field, and we report some techniques on designing with teens, in particular, arguing that participatory design methods can involve teenagers in the design process of technology for museums. For this purpose, we conceptualized, designed and deployed a co-design activity for teenagers (aged 15–17), where teenagers together with a researcher jointly created and designed a medium fidelity prototype. For this case study, participants were divided into groups and invited to think and create games and story plots for a selected museum. All the prototypes were made by the participants with the support and guidance of the researcher and the Aurasma software, an augmented reality tool. © 2019, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.
2019
Autores
Narciso, D; Bessa, M; Melo, M; Coelho, A; Vasconcelos Raposo, J;
Publicação
UNIVERSAL ACCESS IN THE INFORMATION SOCIETY
Abstract
Virtual Reality (VR) has been recently gaining interest from researchers and companies, contributing to the development of the associated technologies that aim to transport its users to a virtual environment by the stimulation of their senses. Technologies such as Head-Mounted Displays (HMD), capable of presenting 360 degrees video in 3D, are becoming affordable and, consequently, more common among the average consumer, potentiating the creation of a market for VR experiences. The purpose of this study is to measure the influence of (a) video format (2D/monoscopic vs 3D/stereoscopic), (b) sound format (2D/stereo vs 3D/spatialized), and (c) gender on users' sense of presence and cybersickness, while experiencing a VR application using an HMD. Presence and cybersickness were measured using questionnaires as subjective measures. Portuguese versions of the Igroup Presence Questionnaire for presence and the Simulator Sickness Questionnaire for cybersickness were used. Results revealed no statistically significant differences between (a) VIDEO and (b) SOUND variables on both senses of presence and cybersickness. When paired with (a) VIDEO, the independent variable (c) Gender showed significant differences on almost all subscales of presence. Results suggest that the widely acknowledged differences in spatial ability between genders were a major factor contributing to this outcome.
2018
Autores
Pinto, D; Costa, J; Nobrega, R; da Silva, H; Coelho, A;
Publicação
2018 1ST INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2018)
Abstract
This article presents a medical simulation solution. This solution allows a physician to train a clinical scenario by interacting with a graphical interface. The aim is to instigate the learning and internalization of clinical procedures. Currently these resources have been intensifying in the most diverse areas, being our focus, Medicine. Within this area, the focus is on medical simulation. There are numerous biomedical simulation centers, whose main objective is to create realistic simulations to aid health professionals. Thus, it is intended to optimize its performance, to meet the needs detected and to anticipate unexpected situations (critical or complex events). However, current simulation systems face some limitations, since they have enough difficulties in the development of new scenarios, since they are restricted to the level of modularity and the number of simulated situations. The training of these professionals is limited to simulation centers. The goal is to create a platform to simulate real scenarios and develop serious games that simulate various clinical situations, in order to facilitate access to this type of training and training.
2019
Autores
Campos, CJ; Pinto, HF; Miguel, J; Coelho, AF; Nobrega, R;
Publicação
2019 14TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)
Abstract
Conducting scientific experiments in driving simulators requires the modeling of reliable and complete road environments. These environments must provide extensive landscapes with the artifacts and natural element that can be usually found in the real world. This paper presents a method to efficiently produce models of natural vegetation. The produced models are then applied to populate existing terrain definitions, allowing the fast preparation of extensive environments with realistic landscapes. The human supervisor can interact in this generation process, in order to obtain custom landscapes definitions. After the landscape generation process, the road network definition can be then generated, producing a complete driving environment, in an integrated modeling process. The proposed method allows modeling a wide range of drive environments, with the realism and quality required to the realization of virtual training or experimental work in many terrain based activities, such driving simulators.
2019
Autores
Brito, M; Nóbrega, R; Jacob, J; Rodrigues, R; Coelho, A;
Publicação
Human-Computer Interaction - INTERACT 2019 - 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2-6, 2019, Proceedings, Part II
Abstract
The prevention of falls in older adults is an issue that can only be solved with regular exercises, sometimes with the supervision of therapists. This paper presents a game framework that uses devices such as the Wii Balance Board (WBB) to replicate fall-prevention programs, such as the Otago Exercise Programme. The objective is to increase the adherence of senior users to these exercises, while increasing their autonomy by enabling them to conduct unsupervised games. Two interactive games were developed and tested using the WBB and other available devices such as smartphones. The main contribution of this paper is the proposal of several metrics for exergames for the elderly and the combination of digital games with fall-prevention exercises and automatic balance measures based on Centre of Pressure (COP) tracking. © 2019, IFIP International Federation for Information Processing.
2019
Autores
Coelho, A; Reis, L; Monteiro, J;
Publicação
EDULEARN19: 11TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES
Abstract
Teaching in the scientific area of Digital Media has been evolving to meet the challenges facing our society, particularly to create technologies that effectively provide added value to the human being, both professionally and in the personal life. This article presents a new teaching methodology that combines "creative programming" and "creatively learning programming", intertwining the use of digital games as the metaphor for the programming constructs, and gamification to enhance engagement and regular work. This is backed up on the knowledge that the introductory learning of programming is a process that requires the acquisition of cognitive skills, which fit into what is defined as Computational Thinking, but also that the process of learning programming has a high level of complexity. This causes specific difficulties that have been observed over several years, mainly as the practice requires specific mathematical skills, not so common in Digital Media students. The teaching methodology is based on a constructionist approach, with PBL, defining learning paths supported on digital games development. The difficulty inherent in constructing a problematic base, coherent with the learning process, led to the development of the Creative Programming Matrix, based on the triadic certification method. This matrix enables the teacher to select, organize and develop the best game examples to support the learning process. This work has been preliminarily evaluated through questionnaires to students and surveys to faculty that teaches programming courses. This method was instantiated in the restructuring of a course on a Master program in Multimedia. A set of gamified activities promoted a natural progression in the learning, essential for a first approach to the programming. From a set of clear objectives, the target behaviours and the profile of the students were defined, the cycles of involvement and the necessary tools were developed, not forgetting that learning should be fun! The results validate a higher efficacy and engagement of the students.
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