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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 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
This lecture • What is the problem (and the task) • Course structure • Outline • Course admin • Assignments • Fundamental concepts
The problem Gaming HCI Human Attention
Gaming • Make games better • Narrative • AI • Gameplay • “Natural” Interaction • Graphics • etc.
The HCI problem Fun Engaging Stimulating
Human attention problem • Flow or optimal experience • Effortless attention • Difference between • Effortless • Effortful • Captive
The task • Can Kinect games promote flow? • Develop games • Evaluate them
Course outline • Understand what is scientific research • Learn about • HCI • User Experience • Embodied Interaction • Movement Interaction • Kinect programming • Empirical studies
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.
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.
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
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?
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.