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Proyecto de Investigación Pablo Romero IIMAS, UNAM pablor@unam.mx
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Lecture 1 Introduction 2 Pablo Romero, IIMAS, UNAM Course overview Learning what is scientific research by doing scientific research User Experience and Embodied Interaction in the Kinect Lecture/Seminar: –Monday 10.00 am – 11.30 am –Wednesday 10.00 am – 11.30 am
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Lecture 1 Introduction 3 Pablo Romero, IIMAS, UNAM This lecture What is the problem (and the task) Course structure –Outline –Course admin –Assignments Fundamental concepts
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Lecture 1 Introduction 4 Pablo Romero, IIMAS, UNAM The problem Gaming HCI Human Attention
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Lecture 1 Introduction 5 Pablo Romero, IIMAS, UNAM Gaming Make games better –Narrative –AI –Gameplay –“Natural” Interaction –Graphics –etc.
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Lecture 1 Introduction 6 Pablo Romero, IIMAS, UNAM The gaming problem
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Lecture 1 Introduction 7 Pablo Romero, IIMAS, UNAM The HCI problem Fun Engaging Stimulating
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Lecture 1 Introduction 8 Pablo Romero, IIMAS, UNAM Human attention problem Flow or optimal experience Effortless attention Difference between –Effortless –Effortful –Captive
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Lecture 1 Introduction 9 Pablo Romero, IIMAS, UNAM The task Can Kinect games promote flow? –Develop games –Evaluate them
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Lecture 1 Introduction 10 Pablo Romero, IIMAS, UNAM The task Game creation –Different types of challenges Support systems –Flow and postures –Flow and quality of movement Do (commercial) kinect games promote flow? –As they are –With some modifications –Compared with conventional versions
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Lecture 1 Introduction 11 Pablo Romero, IIMAS, UNAM Course outline Understand what is scientific research Learn about –HCI –User Experience –Embodied Interaction –Movement Interaction –Kinect programming –Empirical studies
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Lecture 1 Introduction 12 Pablo Romero, IIMAS, UNAM Basic bibliography Kölling, M. (2009). Introduction to Programming with Greenfoot. New Jersey, USA: Pearson Education. Salen, K., & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals: The MIT Press. Sharp, H., Rogers, Y., & Preece, J. (2007). Interaction design: Beyond human-computer interaction. Hoboken, N.J.: Wiley. Csikszentmihalyi, M., & Nakamura, J. (2010). Effortless Attention in Everyday Life: A Systematic Phenomenology. In B. Bruya (Ed.), Effortless Attention. Boston: The MIT Press. Dourish, P. (2001). Where the Action Is: The Foundations of Embodied Interaction: The MIT Press.
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Lecture 1 Introduction 13 Pablo Romero, IIMAS, UNAM Complementary bibliography Hassenzahl, M., & Tractinsky, N. (2006). User Experience – a Research Agenda. Behaviour and Information Technology, 25(2), 91-97. Csikszentmihalyi, M. (1997). Finding flow: The psychology of engagement with everyday life. New York: Basic Books. Jungmann, M., & Fitzpatrick, G. (2009). Sim-Suite. Paper presented at the Proceeding of the seventh ACM conference on Creativity and cognition. Carter, C. (2007). Microsoft XNA Unleashed: Graphics and Game Programming for Xbox 360 and Windows: Sams Publishing.
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Lecture 1 Introduction 14 Pablo Romero, IIMAS, UNAM Course Evaluation No.DescriptionWeek% of mark Group/Ind ividual 1Presentation of design715%Group 2Presentation of implementation1425%Group 3Final report1660%Individual
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Lecture 1 Introduction 15 Pablo Romero, IIMAS, UNAM Plan of activities WeekClassWork outside class 1IntroPlay Kinect games 2Kinect programmingKinect programming exercises 3Kinect programming?Kinect programming exercises 4Java introductionKinect programming exercises / participation in empirical study 5Greenfoot introductionParticipation in empirical study / prepare presentation 6FlowPrepare presentation 7Design presentationsDiscuss feedback 8Kinect in GreenfootModify design
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Lecture 1 Introduction 16 Pablo Romero, IIMAS, UNAM Plan of activities (cont.) WeekClassWork outside class 9Gaming and user experience Program prototype 10Empirical studiesProgram prototype 11Presentation of prototypesProgram prototype 12Embodied InteractionProgram prototype and write final report 13The scientific method and report Discuss feedback and Write final report 14Presentation of implementation Write final report 15Demos of prototypesWrite final report 16Submit final report
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Lecture 1 Introduction 17 Pablo Romero, IIMAS, UNAM What is scientific research?
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Lecture 1 Introduction 18 Pablo Romero, IIMAS, UNAM 1) Developing an application to promote exercise for diabetic children in collaboration with doctors of the National Institute of Diabetes 2) Finding out the level of air pollution with air quality measurement stations in strategic parts of the city 3) Performing a big-brother type of experiment to find out whether men or women are more likely to develop aggressive behaviours in those situations 4) Trying to find evidence of ghosts in old haciendas by using video and audio recordings
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Lecture 1 Introduction 19 Pablo Romero, IIMAS, UNAM The ‘what’ vs the ‘why’ questions
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Lecture 1 Introduction 20 Pablo Romero, IIMAS, UNAM Everything is up for grabs
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Lecture 1 Introduction 21 Pablo Romero, IIMAS, UNAM It’s all about generalisations
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Lecture 1 Introduction 22 Pablo Romero, IIMAS, UNAM Adventure author: an example research project
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Lecture 1 Introduction 23 Pablo Romero, IIMAS, UNAM Adventure author: an example research project Generalisation: Children's learning can be enhanced by creating video games Up for grabs: video games cannot be educational What and why questions: –What can children learn from creating video games? –Why do they learn that way?
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Lecture 1 Introduction 24 Pablo Romero, IIMAS, UNAM A research career Why would I like to be a researcher? –“Beats asda anytime” –Good life style –The country needs it So how do I become a researcher? –Learn English! –MSc, PhD, postdoc, lecturer, etc.
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