Object Oriented Programming

Proyecto de Investigación
Pablo Romero
IIMAS, UNAM
[email protected]
Course overview
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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
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
This lecture
What is the problem (and the task)
 Course structure

– Outline
– Course admin
– Assignments

Fundamental concepts
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
The problem
Gaming
HCI
Human
Attention
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
Gaming

Make games better
– Narrative
– AI
– Gameplay
– “Natural” Interaction
– Graphics
– etc.
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
The gaming problem
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
The HCI problem
Fun
Engaging
Stimulating
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
Human attention problem
Flow or optimal
experience
 Effortless attention
 Difference between
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– Effortless
– Effortful
– Captive
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
The task

Can Kinect games promote flow?
– Develop games
– Evaluate them
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
Course outline

Understand what is scientific research
 Learn about
–
–
–
–
–
–
HCI
User Experience
Embodied Interaction
Movement Interaction
Kinect programming
Empirical studies
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
Basic bibliography
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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.
Lecture 1 Introduction
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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.
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
Course Evaluation
No. Description
Week % of
mark
Group/Ind
ividual
1
Presentation of design
7
15%
Group
2
Presentation of implementation
14
25%
Group
3
Final report
16
60%
Individual
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
Plan of activities
Week Class
Work outside class
1
Intro
Play Kinect games
2
Kinect programming
Kinect programming exercises
3
Kinect programming?
Kinect programming exercises
4
Java introduction
Kinect programming exercises /
participation in empirical study
5
Greenfoot introduction
Participation in empirical study
/ prepare presentation
6
Flow
Prepare presentation
7
Design presentations
Discuss feedback
8
Kinect in Greenfoot
Modify design
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
Plan of activities (cont.)
Week Class
Work outside class
9
Gaming and user
experience
Program prototype
10
Empirical studies
Program prototype
11
Presentation of prototypes
Program prototype
12
Embodied Interaction
Program prototype and write
final report
13
The scientific method and
report
Discuss feedback and Write
final report
14
Presentation of
implementation
Write final report
15
Demos of prototypes
Write final report
16
Lecture 1 Introduction
Submit final report
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Pablo Romero, IIMAS, UNAM
What is scientific research?
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
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
1)
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
The ‘what’ vs the ‘why’ questions
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
Everything is up for grabs
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
It’s all about generalisations
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
Adventure author: an example
research project
Lecture 1 Introduction
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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?
Lecture 1 Introduction
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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.
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM