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
4
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
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Graphics
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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
–
Effortless
–
Effortful
–
Captive
Lecture 1 Introduction
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Pablo Romero, IIMAS, UNAM
The task
Can Kinect games promote flow?
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Develop games
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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
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Embodied Interaction
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Movement Interaction
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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?
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“Beats asda anytime”
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Good life style
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The country needs it
So how do I become a researcher?
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Learn English!
–
MSc, PhD, postdoc, lecturer, etc.
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