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Publications

2023

Design Recommendations for Improving Immersion in Role-Playing Video Games: A Focus on Storytelling and Localisation

Authors
Cesário V.; Ribeiro M.; Coelho A.;

Publication
Interaction Design and Architecture(s)

Abstract
This article investigates the role of storytelling in video game localisation and its impact on players’ immersion and overall gaming experience. While these topics have been extensively studied and developed within the research community, there is still a lack of information combining them in a practical study specific to a particular genre or video game. Using grounded theory, we conducted a study using The Witcher III: Wild Hunt as a case study (role-playing game). We had 41 participants play the video game in two localised versions (English and Brazilian-Portuguese), complete questionnaires, and be interviewed about their gameplay experience after each version. The results provided design recommendations to enhance video game immersion (language and voice-acting) and highlight certain aspects that game designers should consider to further intensify players’ immersion during gameplay.

2023

Nyon: A Ubiquitous Fall Detection Device for Elders

Authors
dos Santos Jesus, CS; Rosa, AR; Dionísio, RP;

Publication
Lecture Notes in Networks and Systems

Abstract
Falls are one of the main causes of mortality and morbidity in the elderly worldwide. This had let to the research and development of electronic fall-detection systems. We propose a complete fall-detection system, that combines a wearable device (called Nyon) and a message microservice (for email and SMS) to alert caregiver every time a fall occurs. The wearable uses a simple threshold method and has the capability of search and switch between Wi-Fi and Bluetooth, using the available communication technology when a fall occurs. The results have shown that the wearable autonomy is adequate for a daily use and the server microservices are reliable and deliver a message to the caregiver every time a fall alert occurs. Several improvements are planned to increase the autonomy and range of the wearable device. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

2023

Machine Learning Data Markets: Evaluating the Impact of Data Exchange on the Agent Learning Performance

Authors
Baghcheband, H; Soares, C; Reis, LP;

Publication
PROGRESS IN ARTIFICIAL INTELLIGENCE, EPIA 2023, PT I

Abstract
In recent years, the increasing availability of distributed data has led to a growing interest in transfer learning across multiple nodes. However, local data may not be adequate to learn sufficiently accurate models, and the problem of learning from multiple distributed sources remains a challenge. To address this issue, Machine Learning Data Markets (MLDM) have been proposed as a potential solution. In MLDM, autonomous agents exchange relevant data in a cooperative relationship to improve their models. Previous research has shown that data exchange can lead to better models, but this has only been demonstrated with only two agents. In this paper, we present an extended evaluation of a simple version of the MLDM framework in a collaborative scenario. Our experiments show that data exchange has the potential to improve learning performance, even in a simple version of MLDM. The findings conclude that there exists a direct correlation between the number of agents and the gained performance, while an inverse correlation was observed between the performance and the data batch sizes. The results of this study provide important insights into the effectiveness of MLDM and how it can be used to improve learning performance in distributed systems. By increasing the number of agents, a more efficient system can be achieved, while larger data batch sizes can decrease the global performance of the system. These observations highlight the importance of considering both the number of agents and the data batch sizes when designing distributed learning systems using the MLDM framework.

2023

THE EFFECTIVENESS OF ADVERTISING IN ONLINE GAMES

Authors
Garcia, JE; Palha, J; Queirós, R;

Publication
International Conferences on Applied Computing 2023, AC 2023 and WWW/Internet 2023, ICWI 2023

Abstract
The world of video games has more and more users, and today it is considered as an alternative to the existing reality. Online games like Second Life have independent economies with independent businesses and there is a growing interest to create rich experiences with high levels of presence, to create an alternative to reality, where you can work, be with friends, socialize and much more. With this new era that could be true virtual reality, and with advertising agents always trying to innovate the way they convey their advertising messages, it will be necessary to keep up with the medium to also reach new consumers. This integration of advertising in video games is not recent, however, and the practice itself has become increasingly popular in sports games, car racing games and many others that already have the presence of brands and advertising messages. This study intends to work as an introductory study to the theme, proposing some questions regarding the influence of the way advertising is inserted in the game. In this sense, an initial descriptive investigation of acquired data was developed, using a game created on the Unity platform, specifically for this research. The game was developed in 3 different versions, in which each one integrates advertising messages in a distinct way. Subsequently, a questionnaire survey was conducted to assess the respondents' opinion about the game, the effectiveness of advertising and the players' opinion regarding the practice of inserting advertising in video games. The influence and effectiveness of in-game advertising was also analyzed in order and to acquire their opinion regarding the practice used. The descriptive research indicates preliminarily that the way advertising is integrated may influence the effectiveness of in-game advertising. It was also possible to perceive that although the opinion is generally neutral, the respondents that have as a habitual leisure activity the consumption of videogames have a higher retention to in-game advertising when compared with non-gamers. At the end of this study, proposals and recommendations for future research involving this theme are presented. © ICWI 2023.All rights reserved.

2023

The Design of Digital Platform Ecosystem Supporting Circular Economy

Authors
Marantes, G; Soares, AL; Silva, HD;

Publication
COLLABORATIVE NETWORKS IN DIGITALIZATION AND SOCIETY 5.0, PRO-VE 2023

Abstract
Circular Economy business models rely on complex data exchange between organizations, which require a supporting digital infrastructure facilitating the circularity-related processes. In a digital platform context, value is generated not by the underlying technologies but by its allied ecosystem: community, users, developers, and integrated applications. These ecosystems come with an intrinsically complex interorganisational structure often overlooked during the development phase, leading to low platform adoption and obsolete platforms in the mid to long-term. Developed through a combined action-research and design science research approach, we propose a framework to support the design and deployment of circular economy ecosystems from a sociotechnical perspective, including practices from the requirements engineering, circular innovation ecosystems and digital platforms literature.

2023

Digital Influencers' Attributes and Perceived Characterizations and Their Impact on Purchase Intentions

Authors
Pereira, MJD; Cardoso, A; Canavarro, A; Figueiredo, J; Garcia, JE;

Publication
SUSTAINABILITY

Abstract
Research into the role of digital influencers in marketing strategies is a rapidly developing area that has attracted the interest of researchers and organizations. In recent years, organizations have become increasingly interested in using digital influencers to promote their brands and disseminate advertising messages with a high impact on their target audience. Digital influencers are beginning to be used as models for sustainable consumption behavior (for example in the fashion, food, and health sectors) by promoting environmental and sustainable values. By promoting sustainable content and disseminating messages of environmental awareness, digital influencers can help achieve the Sustainable Development Goals (SDGs). This study aims to identify the attributes (attitude homophily, physical attractiveness, and social attractiveness) and perceived characterizations (trustworthiness, perceived expertise, and parasocial relationship) of digital influencers and their impact on purchase intention among a sample of Portuguese consumers. It also aims to identify the most relevant types of digital influencers according to their areas of influence (fashion, sports, beauty, and cinema/TV/music) and their impact on purchase intention. For data collection, an online questionnaire was developed and administered to a non-probabilistic convenience sample. Only respondents who had experience purchasing a product or service after watching a YouTuber's advertisement (screening question) or following or searching for a digital influencer could complete the questionnaire. A total of 243 valid questionnaires were received. The main findings are that the attributes and perceived characterizations of digital influencers have a positive and significant impact on purchase intention. It was also found that digital influencers can enhance shopping experience and credibility, which has a strong impact on consumers' purchase intentions. In terms of sector, the data show that the most important influencer in the 'Fashion' sector is Helena Coelho, in the 'Sports' sector is Cristiano Ronaldo, in the 'Beauty' sector is Sara Sampaio, and in the 'Music, TV, Cinema' sector is Ricardo Araujo Pereira. This study can help companies use digital influencers more effectively in their digital marketing strategies, as credibility, experience, and parasocial relationships have a strong impact on consumers' purchase intention.

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