Proyecto de Investigación Pablo Romero IIMAS, UNAM [email protected] 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 Lecture 1 Introduction 2 Pablo Romero, IIMAS, UNAM This lecture What is the problem (and the task) Course structure – Outline – Course admin – Assignments Fundamental concepts Lecture 1 Introduction 3 Pablo Romero, IIMAS, UNAM The problem Gaming HCI Human Attention Lecture 1 Introduction 4 Pablo Romero, IIMAS, UNAM Gaming Make games better – Narrative – AI – Gameplay – “Natural” Interaction – Graphics – etc. Lecture 1 Introduction 5 Pablo Romero, IIMAS, UNAM The gaming problem Lecture 1 Introduction 6 Pablo Romero, IIMAS, UNAM The HCI problem Fun Engaging Stimulating Lecture 1 Introduction 7 Pablo Romero, IIMAS, UNAM Human attention problem Flow or optimal experience Effortless attention Difference between – Effortless – Effortful – Captive Lecture 1 Introduction 8 Pablo Romero, IIMAS, UNAM The task Can Kinect games promote flow? – Develop games – Evaluate them Lecture 1 Introduction 9 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 11 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. Lecture 1 Introduction 12 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 13 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 14 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 15 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 16 Pablo Romero, IIMAS, UNAM What is scientific research? Lecture 1 Introduction 17 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 18 Pablo Romero, IIMAS, UNAM The ‘what’ vs the ‘why’ questions Lecture 1 Introduction 19 Pablo Romero, IIMAS, UNAM Everything is up for grabs Lecture 1 Introduction 20 Pablo Romero, IIMAS, UNAM It’s all about generalisations Lecture 1 Introduction 21 Pablo Romero, IIMAS, UNAM Adventure author: an example research project Lecture 1 Introduction 22 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 23 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 24 Pablo Romero, IIMAS, UNAM
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