Project

PERGAMEX: PERVASIVE GAMING EXPERIENCES FOR ALL

Goal: The general objective of the project is the creation of personalized pervasive gaming experiences that act dynamically with older people promoting active ageing, by increasing their social relations, particularly intergenerational ones, and improving their overall health and wellbeing.

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Project log

Francisco J. Perales
added a research item
Older people represent a growing proportion of the world population, and in our occidental societies, these people often suffer from social and emotional isolation, and from ageism. The developed project is a disruptive vision of the intergenerational relations in the actual society, by using digital entertainment as a tool for motivating and for removing physical and social frontiers. The inclusion of older and young people users opened the door to the consideration of questions such as technology acceptance and personalization to take into account their diverse cognitive and physical abilities or even the way they interact each other. The project focused in the design of personalized pervasive gaming experiences that act dynamically with older people promoting active ageing, by increasing their social relations, particularly intergenerational ones, and improving their overall health and wellbeing. In the design of the games, co-creation, gender and ethical issues have been taken into account.
Sandra Baldassarri
added a research item
El uso pedagógico de la tecnología es una realidad y está impulsando un cambio importante en la atención educativa a los niños con necesidades educativas especiales. Sin embargo, pocos son los estudios centrados en cómo verificar el impacto de estas herramientas en las diversas intervenciones que se realizan. En este sentido y con el objeto de evaluar mediante wearables los cambios reales que se producen cuando se interviene en el ámbito de las habilidades sociales en niños con TEA y verificar la potencialidad didáctica de los dispositivos tecnológicos, se plantea una investigación de diseño mixto basada en el método estudio de casos. La muestra ha estado constituida por cuatro alumnos con TEA. La recolección de datos se ha llevado a cabo, por un lado, mediante la observación sistemática de las conductas durante las sesiones de intervención, y por otro, mediante la medición de parámetros fisiológicos (ritmo cardíaco y actividad electrodérmica) a través de un wearable -Empatica E4-, asociándose a estados emocionales de los niños. Los resultados reflejan un aumento del ritmo cardíaco y variaciones en la actividad electrodérmica en situaciones de incomprensión y espera de turnos y un estado más calmado (disminución del ritmo cardíaco) en momentos de fijación de la atención en el dispositivo tecnológico. Asimismo, se observa un descenso en comportamientos no sociales como estereotipias o la mirada perdida y un aumento en conductas sociales. En concreto, aparecen incrementos significativos en la atención conjunta y en el contacto ocular. The pedagogical use of technology is a reality and is driving a major change in educational care for children with special educational needs. In this sense, and in order to analyze and understand the didactic potential of technology in intervention in social skills in children with ASD, a mixed design investigation based on the case study method is proposed. The sample has been made up of four students with ASD. Data collection has been carried out, on the one hand, by systematic observation of behaviors during the intervention sessions, and on the other hand, by measuring physiological parameters (heart rate and electroconductivity of the skin) through a wearable -Empatica E4-, associating those factors with emotional states of children. The results reflect a decrease in non-social behaviors such as stereotypes or lost gaze and an increase in social behaviors. In particular, there are significant increases in joint attention and eye contact. Likewise, increases in heart rate and variations in the electroconductivity of the skin are observed in situations of misunderstanding and waiting for turns and a calmer state (decrease in heart rate) at times of attention fixation on the technological device. All this confirms that the use of technology enables a more effective intervention in social skills in children with ASD.
Francisco J. Perales
added a research item
Basics concepts in social robotics. (En Español)
Cecilia Sanz
added a research item
Los juegos pervasivos son aquellos que se despliegan y entraman tanto en el ambiente físico como en el virtual [1]. Se basan en los principios de la computación ubicua y posibilitan integrar diferentes paradigmas de interacción persona-ordenador para ofrecer al usuario una experiencia interactiva, y en muchos casos inmersiva [2, 3]. Al mismo tiempo, los juegos serios educativos, son aquellos que tienen un objetivo caracterizante orientado al aprendizaje y que va más allá del entretenimiento [4]. En este trabajo se presenta un juego serio llamado Albores que se despliega en el entorno físico y combina el uso de una mesa interactiva, proyecciones y objetos activos que forman parte de la dinámica del juego y de la experiencia pervasiva. Como paradigma central de interacción se utilizan objetos que se apoyan sobre la mesa interactiva y permiten elegir diferentes caminos dentro de la historia de Albores. Al mismo tiempo, como producto de estas interacciones se abren cofres con sensores y luces led que permiten avanzar en la historia, y se presentan relatos de personajes vinculados a la Informática, en primera persona a partir de proyecciones. El juego tiene como objetivo educativo acercar las innovaciones y las personalidades de figuras que hicieron sus aportes a la Informática.
Carina Soledad González González
added 2 research items
In the following paper, we present a pilot study based on an online co-creation experience with older adults which aims to study the technological acceptance in this population. Our goals were to assess older adults' technological acceptance of voice assistants and to explore the possibilities of using voice assistants in the daily lives of older adults. To do so, we performed an exploratory, mixed-method, multi-method study following co-creation sessions. Our results inform that our cocreation session contributed to the increased technological acceptance of voice assistants in older adults.
Due to the COVID 19 pandemic, the use of video conferencing and video calls increased in education and work, but also in the family environment due to the dangers of face-to-face meetings. Many elderly people suffer from hearing problems, which makes it difficult to take full advantage of video calls, which is why an automatic subtitling tool for conversations was designed using Speech to Text. It uses the free Mozilla DeepSpeech tool. This platform independent video calling software enables the elderly or anyone with hearing impairments to enjoy video calls. A transparent interface was designed that is superimposed on the video call, and has simple options that allow us to change the settings for the size and color of the text. It must also be taken into account that many elderly people have visual problems, so it is important to be able to adapt the text. Tests have been done in Spanish and English, but we have trained models that allow us to easily add dozens of languages.
Sandra Baldassarri
added 2 research items
Tangible tabletops can be used for educational purposes with considerable advantages, especially when it involves children with intellectual disabilities or autism. The main problems for its use in the educational environment are the lack of equipment and software and the difficulty of creating tangible resources, mainly by teachers who do not master the logic of computer programming.This paper presents a proposal for a low-cost tangible tabletop use in inclusive education, involving a specification to build a tangible tabletop, a software for the creation of activities by the teachers themselves and aspects related to teacher training to use this technology.
This correspondence introduces a correction on the survey entitled “A Survey on Empathetic Dialogue Systems”, recently published in the Information Fusion journal. The authors of this correspondence first presented in 2010 a methodology for the scalable fusion of affective channels in a 2D continuous emotional space, including a novel “emotional kinematics” filtering technique. This methodology was inappropriately attributed to other authors in the survey. This manuscript shows and clarifies its origin.
Cecilia Sanz
added a research item
This paper presents a virtual reality serious game for mobile devices, called Innovática, whose educational goal is to introduce some central figures in the history of Computer Science. Innovática has been designed and developed from the consideration of a set of heuristics created for the development of serious games that served as guides from the moment of defining the concept of this game. The design considerations and guidelines addressed in the game creation process are presented here, as well as the application of Innovática with different users (N = 22), mainly teachers and students. With respect to the results, the participants have shown great interest in the virtual reality game, highlighting their preference for the history of some figures with stories they did not know, and with a high appreciation of the scenarios of each character. The game fulfilled its objective in this sense, since it managed to bring the contributions of innovators in Computer Science closer and make them known.
Cecilia Sanz
added a research item
En este trabajo se presenta un juego serio de realidad virtual para dispositivos móviles, llamado Innovática, que tiene como objetivo educativo acercar algunas figuras centrales en la historia del desarrollo de la Informática. Innovática ha sido diseñado y desarrollado a partir de la consideración de un conjunto de heurísticas creadas para el desarrollo de juegos serios que sirvieron de guías desde el momento de definir el concepto de este juego. Se presentan aquí las consideraciones y guías de diseño abordadas en el proceso de diseño, así como la descripción de Innovática y su aplicación a docentes y estudiantes con los primeros resultados parciales obtenidos. Los participantes han mostrado gran interés en Innovática, destacando su preferencia por la historia de algunas figuras con relatos que desconocían. El juego cumplió su objetivo en este sentido, ya que logró acercar algunos relatos sobre los personajes y darlos a conocer.
Francisco J. Perales
added a research item
Ambient Intelligence (AmI) brings intelligence to everyday environments, making them more sensitive and adaptive to human needs, preferences, and interests. Practical settings and scenarios to integrate AmI applications include homes, buildings, or even outdoor environments. AmI is a multidisciplinary field which involves automation (sensors, control, and actuators), human-computer interaction, artificial intelligence, or ubiquitous computing. Intelligent interfaces spread and embedded in the environment are aware of the context and recognize the presence of persons and respond seamlessly to them, forecasting their needs and supporting them in their daily life.
Francisco J. Perales
added a research item
In this work an affective computing approach is used to study the human-robot interaction using a social robot to validate facial expressions in the wild. Our global goal is to evaluate that a social robot can be used to interact in a convincing manner with human users to recognize their potential emotions through facial expressions, contextual cues and bio-signals. In particular, this work is focused on analyzing facial expression. A social robot is used to validate a pre-trained convolutional neural network (CNN) which recognizes facial expressions. Facial expression recognition plays an important role in recognizing and understanding human emotion by robots. Robots equipped with expression recognition capabilities can also be a useful tool to get feedback from the users. The designed experiment allows evaluating a trained neural network in facial expressions using a social robot in a real environment. In this paper a comparison between the CNN accuracy and human experts is performed, in addition to analyze the interaction, attention and difficulty to perform a particular expression by 29 non-expert users. In the experiment, the robot leads the users to perform different facial expressions in motivating and entertaining way. At the end of the experiment, the users are quizzed about their experience with the robot. Finally, a set of experts and the CNN classify the expressions. The obtained results allow affirming that the use of social robot is an adequate interaction paradigm for the evaluation on facial expression.
Carina Soledad González González
added a research item
This work's main objective has been the projection and possible deployment of a toolkit that helps designers think about how to model a good inclusive product and/or service, considering gender aspects that allow avoiding stereotypical designs and human values, promoting responsible design. It is intended that the solution provided supports the design of gamified experiences that consider issues such as gender, age, ethical values, or disabilities. The interest in developing a design toolkit comes from the lack of tools that help design gamified technologies and experiences with an inclusive approach. There is a growing trend of inclusion at different levels and the exploration of new ways of digital entertainment for those who have not been considered until now, such as seniors. Using tools such as this proposal, the products and services generated may have a greater scope by developing new forms of interaction for people with cultural differences or physical characteristics. For their part, designers will consider a broader target population, and it would save time and/or costs by having this design support guide.
Francisco J. Perales
added a research item
We analyze the use of images from face parts to estimate soft-biometrics indicators. Partial face occlusion is common in unconstrained scenarios, and it has become mainstream during the COVID-19 pandemic due to the use of masks. Here, we apply existing pre-trained CNN architec-tures, proposed in the context of the ImageNet Large Scale Visual Recognition Challenge, to the tasks of gender, age, and ethnicity estimation. Experiments are done with 12007 images from the Labeled Faces in the Wild (LFW) database. We show that such off-the-shelf features can effectively estimate soft-biometrics indicators using only the ocular region. For completeness, we also evaluate images showing only the mouth region. In overall terms, the network providing the best accuracy only suffers accuracy drops of 2-4% when using the ocular region, in comparison to using the entire face. Our approach is also shown to outperform in several tasks two commercial off-the-shelf systems (COTS) that employ the whole face, even if we only use the eye or mouth regions.
Carina Soledad González González
added a research item
The design of pervasive gaming experiences to promote active aging through the use of virtual voice assistants, make us raise two fundamental requirements such as respect for user privacy and the possibility of developing proactive applications. These two requirements make the use of the main commercial assistants unfeasible because in general, these devices are always listening and processing conversations without the need for explicit consent each time and because these virtual assistants usually restrict some functionalities such as proactivity in applications. For this reason, in this paper, we present different free and open-source solutions that can satisfy these requirements in the implementation of pervasive games. By using free software-based tools we can develop virtual assistants that meet our requirements and allow us to implement our pervasive gaming experiences to promote active aging. After analyzing the main free tools available, we highlight Mozilla DeepSpeech and Rasa on the one hand, and on the other hand, the tools offered by the Stanford Open Virtual Assitant Lab (OVAL). It is important to note that these tools are modular, so they can be mixed with each other depending on our tastes and needs.
Cecilia Sanz
added a research item
La Interacción Tangible, particularmente sobre tabletops, muestra un gran potencial en el ámbito educativo. Sus principales beneficios se encuentran relacionados con la motivación, el disfrute, el aprendizaje, el involucramiento, la tangibilidad, la multimodalidad y la posibilidad de realizar y enriquecer tareas colaborativas. Desde sus inicios se han realizado numerosas experiencias que muestran buenos resultados en diversos dominios. Los desafíos que se enfrentan al momento de crear aplicaciones basadas en IT son varios. La participación de expertos no técnicos en el desarrollo de este tipo de aplicaciones, ha ido aumentando en los últimos años. Es así, que han comenzado a gestarse herramientas que facilitan el proceso de creación de actividades basadas en IT para usuarios sin conocimientos en programación, de manera tal de que puedan tomar decisiones de diseño vinculadas a las interacciones entre objetos físicos e información digital. Estas herramientas varían en sus objetivos, en el grupo destinatario y en las posibilidades que ofrece cada una. Este escenario a dado pie a una de las motivaciones principales de este trabajo. Así, esta tesis se enfoca en el área de la Interacción Tangible aplicada al escenario educativo, y en particular en poder acercar estas tecnologías a los docentes para el diseño de actividades educativas basadas en IT. La tesis inicia su recorrido echando luz sobre marcos conceptuales relacionados con la IT, y para eso se analizan 20 marcos presentados en la literatura, de los cuales 6 se orientan a dar guías y fundamentaciones para la integración de la IT en el ámbito educativo. Al mismo tiempo, se ha elaborado un estado del arte siguiendo una metodología de revisión sistemática de la literatura, en el que se analizan 63 experiencias educativas basadas en IT, en particular sobre tabletops, que se vienen desarrollando en los últimos 10 años. Esto ha permitido conocer los principales dominios de aplicación de la IT, los tipos de tecnologías subyacentes, las principa- les motivaciones de su uso y los beneficios encontrados. También siguiendo un protocolo de revisión sistemática, se estudiaron herramientas orien- tadas a crear aplicaciones IT por parte de docentes, terapeutas y otros profesionales no informáticos. Se analizó un total de 7 herramientas que fueron comparadas según diferentes criterios, referenciados en el marco de la tesis. El principal aporte de este trabajo, se concentra en acercar la interacción tangible al ámbito educativo. Para ello, se creó una herramienta de autor, que se ha llamado EDIT por su acrónimo EDitor para aplicaciones educativas basadas en IT, cuyo objetivo es permitir la creación de aplicaciones IT sin requerir conocimientos en programación. El diseño de EDIT se fundamenta a partir del recorrido previo realizado en la tesis. Considera tanto los marcos conceptuales indagados, como aspectos no atendidos por las herramientas de creación de contenidos de IT existentes. Otro aporte de importancia ha sido el proceso de validación de la herramienta, a través de un estudio de caso, ya que ha permitido acercar la IT a los docentes. Se llevaron a cabo sesiones con 38 docentes de distintos niveles educativos. Durante las sesiones, estos interactuaron con aplicaciones IT y desarrollaron una propia, utilizando EDIT. En el estudio de caso, se propuso conocer la aceptación de EDIT por parte de los docentes, y sus opiniones, percepciones y reflexiones acerca de la IT y sus posibilidades para sus contextos educativos. Los instrumentos de recogida de datos y la metodología aplicada en las sesiones se basan en los estudios previos analizados, pero se adaptan según los objetivos de esta tesis. Los resultados alcanzados durante el estudio de caso permiten afirmar que EDIT presenta una alta aceptación por parte de los docentes participantes. Al mismo tiempo, todos los participantes han logrado crear sus aplicaciones basadas en IT, y han dado opiniones positivas tanto sobre EDIT como de las posibilidades de la IT en sus ámbitos de trabajo. Al mismo tiempo, se encontraron aspectos de mejora y algunas percepciones que pueden resultar en barreras para su incorporación en los contextos áulicos. Finalmente, esta tesis ha logrado alcanzar todos los objetivos que se propusieron al inicio, y abre la puerta hacia un conjunto de líneas de trabajo futuro, entre las que se mencionan: atender las sugerencias de mejoras por parte de los docentes, integrar nuevas plantillas para crear otros tipos de actividades con EDIT, desarrollar un entorno donde los docentes puedan compartir sus aplicaciones IT, y así fomentar la colaboración. Por último, dejar disponible EDIT y su código y continuar con las acciones de transferencias de estas tecnologías a partir de talleres con docentes y en sus contextos educativos.
Francisco J. Perales
added 2 research items
The recognition of human activities is usually considered to be a simple procedure. Problems occur in complex scenes involving high speeds. Activity prediction using Artificial Intelligence (AI) by numerical analysis has attracted the attention of several researchers. Human activities are an important challenge in various fields. There are many great applications in this area, including smart homes, assistive robotics, human-computer interactions, and improvements in protection in several areas such as security, transport, education, and medicine through the control of falling or aiding in medication consumption for elderly people. The advanced enhancement and success of deep learning techniques in various computer vision applications encourage the use of these methods in video processing. The human presentation is an important challenge in the analysis of human behavior through activity. A person in a video sequence can be described by their motion, skeleton, and/or spatial characteristics. In this paper, we present a novel approach to human activity recognition from videos using the Recurrent Neural Network (RNN) for activity classification and the Convolutional Neural Network (CNN) with a new structure of the human skeleton to carry out feature presentation. The aims of this work are to improve the human presentation through the collection of different features and the exploitation of the new RNN structure for activities. The performance of the proposed approach is evaluated by the RGB-D sensor dataset CAD-60. The experimental results show the performance of the proposed approach through the average error rate obtained (4.5%).
The recognition of human activities is usually considered to be a simple procedure. Problems occur in complex scenes involving high speeds. Activity prediction using Artificial Intelligence (AI) by numerical analysis has attracted the attention of several researchers. Human activities are an important challenge in various fields. There are many great applications in this area, including smart homes, assistive robotics, human–computer interactions, and improvements in protection in several areas such as security, transport, education, and medicine through the control of falling or aiding in medication consumption for elderly people. The advanced enhancement and success of deep learning techniques in various computer vision applications encourage the use of these methods in video processing. The human presentation is an important challenge in the analysis of human behavior through activity. A person in a video sequence can be described by their motion, skeleton, and/or spatial characteristics. In this paper, we present a novel approach to human activity recognition from videos using the Recurrent Neural Network (RNN) for activity classification and the Convolutional Neural Network (CNN) with a new structure of the human skeleton to carry out feature presentation. The aims of this work are to improve the human presentation through the collection of different features and the exploitation of the new RNN structure for activities. The performance of the proposed approach is evaluated by the RGB-D sensor dataset CAD-60. The experimental results show the performance of the proposed approach through the average error rate obtained (4.5%).
Sandra Baldassarri
added 2 research items
Contribution: Significant gender differences are observed on primary school students' perception of self-efficacy and test anxiety in mathematics. Girls perceive themselves to be significantly worse than boys in mathematics and report higher test anxiety toward mathematics exams. Gender differences in self-efficacy become more pronounced as students grow up, and test anxiety increases for all students. However, the present study shows that teachers' do not perceive differences in self-efficacy in mathematics between boys and girls.
Technology and videogames have been proven as motivating tools for working attention and complex communication skills, especially in children with autism spectrum disorder (ASD). In this work, we present two experiences that used interactive games for promoting communication and attention. The first game considers emotions in order to measure children’s attention, concentration and satisfaction, while the second uses tangible tabletops for fostering cognitive planning. The analysis of the results obtained allows to propose a new study integrating both, in which the tangible interactive game is complemented with the emotional trainer in a way that allows identifying and classifying children’s emotion with ASD when they collaborate to solve cognitively significant and contextualized challenges. The first application proposed is an emotional trainer application in which the child can work out the seven basic emotions (happiness, sadness, fear, disgust, anger, surprise and neutral). Further, a serious videogame is proposed: a 3D maze where the emotions can be captured. The second case study was carried out in a Special Education Center, where a set of activities for working cognitive planning was proposed. In this case, a tangible interactive tabletop was used to analyze, in students with ASD, how the communication processes with these interfaces affect to the attention, memory, successive and simultaneous processing that compose cognitive planning from the PASS model. The results of the first study, suggest that the autistic children did not act with previous planning, but they used their perception to adjust their actions a posteriori (that explains the higher number of collisions). On the second case study, the successive processing was not explored. The inclusion of the mazes of case study 1 to a semantic rich scenario could allow us to measure the prior planning and the emotions involved in the maze game. The new physiological sensors will also help to validate the emotions felt by the children. The first study has as objective the capability to imitate emotions and resolve a maze without semantic context. The second study organized all the actions from a semantic context close to users. The attention results presented by the second study are coherent with the first study and complement it showing that attention can be receptive or selective. In the first study case, the receptive attention was the focus of analysis. In the second case, both contributed to explain and understand how it can be developed from a videogame.
Carina Soledad González González
added a research item
Dark patterns are used in game design and development, and it influences the player experience. We have studied in past research what hooks are most successful in game design for kids from 8 to 12 years old, focused on the Fortnite game. The consequence for some kids was the change of mood, no outdoor activity, isolation, and even in some cases little robberies. We claim to avoid dark patterns in player experience design to minimize bad consequences for kids. In this paper, we enumerate some dark patterns in games and we insist that this phenomenon has to be eradicated from player experience and game design.
Verónica Violant
added 30 research items
The present communication deals with the interdisciplinary Learning Units as strategies of the teaching-learning process, designed to encourage the learning to learn competence. This strategy is based on the collaborative work between the involved subjects (Psychology of Education and Childhood, Health and Education) with the subject Practicum, configuring a teaching team to design, apply and follow the learning of this competence. At the same time, the study is part of a broader project, of institutional characteristics, focused on the improvement and innovation of the initial training for the teachers of the double degree Childhood and Primary Education at ‘University of Barcelona’.
El presente estudio forma parte de una investigación más amplia basada en la integración de tres conceptos habitualmente estudiados por separado (Investigación, Formación, Innovación) que busca la mejora de la calidad de la enseñanza a partir del estudio de las estrategias didácticas. Los modelos basados en la mera reflexión no se han mostrado eficaces para el cambio docente así como tampoco los que se han quedado en la mera práctica, descontextualizada del lugar de trabajo. Por ello, esta investigación intenta dar sentido conjunto a estos tres conceptos: generación de conocimiento, formación e innovación. Se define el concepto de estrategia didáctica, (Torre, 1997, 2000) en base a sus seis componentes: perspectiva teórica, finalidad o meta perseguida, carácter adaptativo, realidad contextual, personas implicadas, y aspectos organizativos, funcionalidad y eficacia. Se describe así mismo el modelo holodinámico de análisis en el contexto del aula (Torre, 2003) tomando en consideración ocho parámetros: supuestos implícitos del docente, contexto, rol docente, rol discente, recursos, organización espacio-temporal, clima o interacción, evaluación. Estos son los indicadores que se toman en cuenta en el estudio de casos que se describe utilizando como soporte informativo el cine comercial y como técnica de representación los perfiles. El cine formativo es una estrategia que el grupo GAD de la Universidad de Barcelona viene utilizando desde hace diez años tanto en forums anuales como en las aulas. Por otra parte, la técnica de representar en perfiles una compleja información cualitativa facilita la comprensión global de aquellos puntos fuertes y débiles en la mejora de la docencia.
Carina Soledad González González
added a research item
Resumen Las formas de interacción de los usuarios de la Generación Z suponen un nuevo desafío para los diseñadores de software. El diseño de videojuegos y aplicaciones que "enganchen" puede fomentar la aparición de ciertos patrones de conducta inesperados en los usuarios, como la adicción a los videojuegos (o IGD, "Internet Game Disorder" que, actualmente, es objeto de investigación. En este artículo se presenta un estudio donde se analiza el videojuego Fortnite junto con los elementos de mayor enganche entre un grupo de usuarios de dicha generación (561 niños/as entre 8 y 11 años). Los resultados permiten observar las conductas y hábitos desarrollados principalmente respecto a la demografía de los grupos de juego. Con esto, se pretende destacar la importancia de la inclusión de hábitos más saludables en el diseño de los videojuegos orientados a niños/as y de la necesidad de dar información a los padres y madres sobre los aspectos positivos y negativos de los videojuegos. El objetivo final es tener un mayor conocimiento del jugador Generación Z, que pueda ser incorporado en el análisis de requisitos del proceso de diseño de los videojuegos, y así poder crear nuevos paradigmas éticos en su desarrollo. Abstract The ways of interaction of users of Generation Z pose a new challenge for software designers. The design of video games and applications that "engage" (or "hook") can encourage the appearance of certain unexpected behavior patterns in users, such as the "Internet Game Disorder" that is currently under investigation. In this article, we present a study where the Fortnite videogame is analyzed together with the elements of greater engagement among a group of users of that generation (561 children between 8 and 11 years old). The results allow observing the behaviors and habits developed, mainly regarding the demographics of the playgroups. With this, it is intended to highlight the importance of the inclusion of healthier habits in the design of video games aimed at children and in the information to fathers and mothers about the positive and negative aspects of video games. The ultimate goal is to get a bigger picture of the Generation Z player, in order to incorporate it into the requirements analysis of video game design, and thus be able to create new ethical paradigms in the development.
Sandra Baldassarri
added a research item
In this paper, some use cases of active objects in educational activities with tangible interaction (TI) are reviewed. As part of this review, several criteria are defined to characterize and compare the experiences being analyzed. These criteria are focused on the possibilities for active objects within the educational experience with TI. Criteria were grouped into 4 categories: A) overviews, B) TI-related aspects, C) tangible user interface (TUI) design-related aspects, and D) educational and methodological aspects. The relations between the categories proposed are analyzed, and the results show that the use of active objects helps develop new learning experiences, taking advantage of visual, auditory, and haptic feedback, and encourages students to participate in activities.
Carina Soledad González González
added a research item
Presentación utilizada con las conceptos fundamentales necesarios para realizar el taller de creación de videojuegos inclusivos en las V Jornadas Iberoamericanas de HCI (Puebla, México).
Jesús Gallardo
added a project goal
The general objective of the project is the creation of personalized pervasive gaming experiences that act dynamically with older people promoting active ageing, by increasing their social relations, particularly intergenerational ones, and improving their overall health and wellbeing.