Object Oriented Programming - UNAM

blabbedharborAI and Robotics

Feb 23, 2014 (3 years and 8 months ago)

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Proyecto de Investigación


Pablo Romero

IIMAS, UNAM

pablor@unam.mx

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

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.


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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


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


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 outsid
e 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

P
repare 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 outsid
e 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

Submit final report

Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM

What is scientific research?

Lecture 1 Introduction
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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

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.