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Publicações

Publicações por HumanISE

2019

Fall-Prevention Exergames Using Balance Board Systems

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

A NEW GAME-BASED APPROACH FOR THE CREATIVE LEARNING OF PROGRAMMING IN THE DIGITAL MEDIA AREA

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.

2019

Preserving story choreographies across multiple platforms: An approach to platform-independent reuse of characters' behaviors for games, simulations, animations and interactive videos

Autores
Lacet, D; Penicheiro, F; Morgado, L; Coelho, A;

Publicação
ARTECH 2019: 9th International Conference on Digital and Interactive Arts, Braga, Portugal, October 23-25, 2019

Abstract
The main goal of the conference is to promote the interest in the current digital culture and its intersection with art and technology as an important research field, and also to create a common space for discussion and exchange of new experiences. It seeks to foster greater understanding about digital arts and culture across a wide spectrum of cultural, disciplinary, and professional practices. To this end, many scholars, teachers, researchers, artists, comput-er professionals, and others who are working within the broadly defined areas of digital arts, culture and education across the world, submitted their innovative work to the conference. © 2019 ACM.

2019

"This Is Nice but That Is Childish": Teenagers Evaluate Museum-Based Digital Experiences Developed by Cultural Heritage Professionals

Autores
Cesario, V; Coelho, A; Nisi, V;

Publicação
CHI PLAY'19: EXTENDED ABSTRACTS OF THE ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY

Abstract
To contribute in filling in the gap regarding experiences targeted at and evaluated by teenagers in museums, we involved 78 teenagers aged 16-19 to test three different gamified tours developed by cultural heritage professionals from the Natural History Museum of Funchal, Portugal. The digital tours can be described as follows: 1) expositive - through which teens become aware of a scientific library in the museum; 2) gastronomic - teens are exposed to curiosities and recipes regarding a selection of marine species exhibited in the museum; 3) digital manipulation manipulated characters (image and voice) guide the visitor through videos of the marine species in their natural habitats. We report on measuring the teenagers' overall experience with each of the prototypes, particularly their engagement with the exhibition, the usefulness and usability of the prototypes, as well as their feelings and emotions at the end of each tour. We report on lessons learned from the evaluation of these prototypes as well as which approaches and mechanics engaged the teens the most.

2019

Age and level of education impact on expectancy and perceived similarity between virtual and real touristic environments

Autores
Magalhaes, M; Melo, M; Coelho, A; Bessa, M;

Publicação
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)

Abstract
This paper focuses on the combination of 360-degree video and virtual reality for improving the touristic experience. Three scenarios were considered in this study: two 360-degree video visualizations, each one related to different touristic places, both presented in an immersive way, followed by an actual visit to those places. By comparing these situations, it was intended to determine the degree of perceived similarity between the virtual and the corresponding real sites, and to analyze if the users' expectancy was fulfilled. This research comprised a qualitative analysis using data collection based on questionnaires, which were applied to a sample consisted of 45 participants. The independent variables of the study were the participants' age and level of education. The results show no statistically significant impact between the two independent variables (users' age and level of education) and perceived similarity and users' expectancy. Our findings suggest that virtual tourism can act as an efficient promotion tool, considering that users' perceived destination image is not compromised regarding their age or level of education.

2019

Knowledge Analysis Automatic Evaluation in Virtual Reality Immersive Experiences

Autores
Vieira, J; Nobrega, R; Pereira, V; Coelho, A; Jacinto, A; Morais, C;

Publicação
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)

Abstract
Museums and exhibitions usually attempt to evaluate visitors' obtained knowledge through the use of traditional evaluation methods such as questionnaires. These are intrusive and may not provide correct results, especially due to the fact that visitors are usually not interested in being evaluated and may consider such questionnaires as intelligence tests. This paper proposes methods of design and creation of automatic evaluation techniques that make use of Virtual Reality (VR) in order to evaluate users' obtained knowledge after playing through a VR museum game experience. This Analysis System is non-intrusive (its methodology does not impact users' immersion and engagement), valid (can draw conclusions regarding users' obtained knowledge), and replicable (designed techniques can be used in a variety of experiences). Results indicate that the designed assessment techniques can be used to automatically evaluate the knowledge obtained by users throughout the experience, as well as some considerations to keep in mind when designing game experiences with these techniques.

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