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Proyecto de Investigación

Proyecto de Investigación. Pablo Romero IIMAS, UNAM pablor@unam.mx. 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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Proyecto de Investigación

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  1. Proyecto de Investigación Pablo Romero IIMAS, UNAM pablor@unam.mx

  2. 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

  3. This lecture • What is the problem (and the task) • Course structure • Outline • Course admin • Assignments • Fundamental concepts

  4. The problem Gaming HCI Human Attention

  5. Gaming • Make games better • Narrative • AI • Gameplay • “Natural” Interaction • Graphics • etc.

  6. The gaming problem

  7. The HCI problem Fun Engaging Stimulating

  8. Human attention problem • Flow or optimal experience • Effortless attention • Difference between • Effortless • Effortful • Captive

  9. The task • Can Kinect games promote flow? • Develop games • Evaluate them

  10. Course outline • Understand what is scientific research • Learn about • HCI • User Experience • Embodied Interaction • Movement Interaction • Kinect programming • Empirical studies

  11. 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.

  12. 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.

  13. Course Evaluation

  14. Plan of activities

  15. Plan of activities (cont.)

  16. What is scientific research?

  17. Developing an application to promote exercise for diabetic children in collaboration with doctors of the National Institute of Diabetes • Finding out the level of air pollution with air quality measurement stations in strategic parts of the city • Performing a big-brother type of experiment to find out whether men or women are more likely to develop aggressive behaviours in those situations • Trying to find evidence of ghosts in old haciendas by using video and audio recordings

  18. The ‘what’ vs the ‘why’ questions

  19. Everything is up for grabs

  20. It’s all about generalisations

  21. Adventure author: an example research project

  22. 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?

  23. 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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