2017
Authors
Cassola, F; Iria, J; Paredes, H; Morgado, L; Coelho, A; Soares, F;
Publication
GAMES AND LEARNING ALLIANCE, GALA 2017
Abstract
Building automation systems contribute to reduce electricity costs by managing distributed energy resources in an efficient way. However, a large share of consumption cannot be optimized through automation alone, since it mainly depends on human interactions. Gamification can be used as one form of changing users’ behaviours [1], but its implementation does require assumptions on the behaviour patterns that need to
be identified, encouraged, or discouraged. To tackle this problem, we propose a framework that joins building automation solutions with gamification techniques to enable behavioural demand response.
2017
Authors
Cesario, V; Coelho, A; Nisi, V;
Publication
INTERACTIVE STORYTELLING, ICIDS 2017
Abstract
Museums promote cultural experiences through the exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, particularly teenagers. This Ph.D. proposal in Digital Media explores how digital technologies can facilitate Natural History and Science Museums in fostering and creating immersive museum experiences for teenagers. Especially by using digital storytelling along with location-based gaming. The overall objectives of the work are to establish guidelines, design, develop and study interactive storytelling and gamification experiences in those type of museums focusing in particular on delivering pleasurable and engaging experiences for teens of 15-17 years old.
2017
Authors
Bedkowski, J; Majek, K; Pelka, M; Maslowski, A; Coelho, A; Goncalves, R; Baptista, R; Sanchez, JM;
Publication
Search and Rescue Robotics - From Theory to Practice
Abstract
2017
Authors
Cesario, V; Nisi, V; Coelho, A;
Publication
SERIOUS GAMES, INTERACTION AND SIMULATION
Abstract
This paper introduces ClueKing, a children's pervasive game which encompasses context-aware and parents mediation to create an informal learning environment. In this paper we review related theories of inquiry-based learning and parent involvement, the basic pedagogical model, and mobile learning and pervasive games as the technological framework. The basic concept of ClueKing defines an interactive environment where teachers define the learning goals and challenges and parents mediate their application on the home setting, the children schedule and how to promote their engagement. The system's architecture is also presented, as well as the workflows for the development of ClueKing. Since this is work in progress the paper concludes with the next steps and future work to be carried out.
2017
Authors
Silva, D; Coelho, A; Duarte, C; Henriques, PC;
Publication
SERIOUS GAMES, INTERACTION AND SIMULATION
Abstract
Software developers usually work as a team and in order to improve the team organization and performance several companies use agile methodologies. The efficiency of this methodologies can be improved by the use of project management tools. Several software developers are difficult to motivate on the usage of these tools, as they often claim being disruptive to their workflow. This paper presents the use of gamification to incite software developers to use this kind of tools with the necessary regularity. The main focus of this work is on the tasks completion and the regular use of the project management tool, while insuring the respect of the values proposed by the agile manifesto to software development. The gamification process is described in detail, followed by an application the project management software SCRAIM.
2017
Authors
de Carvalho, CV; Coelho, A; Escudeiro, P;
Publication
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
Abstract
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