Aug 222023
 


Synplant: Cymatics Visualization of Plant-Environment Interaction Based on Plants Biosignals
Synplant is an installation consisting of multiple hybrid plant sensing units. By analyzing biosignals, it can interpret the natural environment from the perspective of plants and translate their experiences into audiovisual expressions that can be experienced by humans. This work is based on a supervised learning system that analyzes the changes in biosignals when plants receive environmental stimuli. The analysis results are used to control acoustic-lighting devices to generate variable cymatics patterns. Through the utilization of wind and rain as vehicles to bridge different sensing units, it creates an immersive audiovisual field that represents the trajectories of the invisible interaction between plants and different elements in the natural environment. This work combines an intelligent machine with botanical perception to extend our understanding of the natural environment and to connect with the land from a non-human perspective.”

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Lights! Dance! Freeze!: Exploring the dance-musical filmic space using embodied search in an interactive installation
Conventionally, spectators enjoy films passively. This paper describes an interactive film installation that invites participants to use their entire body as a query to search and explore a large corpus of musical films in a novel way. Using an RGB camera, ML-based skeleton tracking technology and a unique pose and film indexing system, this installation tracks a participant’s movements and mirrors them in real-time by finding matching poses among hundreds of thousands from well-known musicals. When the participant freezes in a pose, the installation instantly plays back the short film clip that begins with that pose, immersing them in the music and dance from musicals of different eras. This approach explores themes of tangible interfaces and the new possibilities that emerge from employing embodied interaction to traverse the dance pose space, which is traditionally difficult to index and interact with in real time. The pose indexing system and whole-body interaction we propose in this paper open new pathways for cultural participation, as they lend themselves to different datasets and require no technical skills from participants.”

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Streamlined approach to 2nd/3rd graders learning basic programming concepts
There is a growing need to teach schoolchildren programming at an increasingly younger age. The goal of this study is to determine if it is possible to teach schoolchildren basic programming concepts in a streamlined manner. In order to present the new knowledge in a way schoolchildren could understand easily, analogies between basic programming concepts and traffic were used. A simple video game was developed with this in mind and an effort was made to avoid design pitfalls commonly found in edutainment titles. The study involved 112 schoolchildren ages 7 to 9. Test group and control group were given a pre-test, a re-test and a post-test. The re-test and the post-test respectively showed 16% and 7% score difference in favor of the test group. Focusing on questions featuring content analogous to basic programming concepts showed 36% and 20% difference in scores.”

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Jul 012023
 

“A Mixed Method Approach for Evaluating and Improving the Design of Learning in Puzzle Games”
resumo: “Despite the acknowledgment that learning is a necessary part of all gameplay, the area of Games User Research lacks an established evidence based method through which designers and researchers can understand, assess, and improve how commercial games teach players game-specific skills and information. In this paper, we propose a mixed method procedure that draws together both quantitative and experiential approaches to examine the extent to which players are supported in learning about the game world and mechanics. We demonstrate the method through presenting a case study of the game Portal involving 14 participants, who differed in terms of their gaming expertise. By comparing optimum solutions to puzzles against observed player performance, we illustrate how the method can indicate particular problems with how learning is structured within a game. We argue that the method can highlight where major breakdowns occur and yield design insights that can improve the player experience with puzzle games.”
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Aug 272022
 

The War on Terror beyond the barrel of a gun: The procedural rhetorics of the boardgame Labyrinth
Thomas Ambrosio, Jonathan Ross

“Utilizing Bogost’s procedural rhetoric framework in his book Persuasive Games, this article examines Labyrinth, a boardgame that simulates the conflict between the United States and global terrorism. The authors systematically integrate ludology (rules/gameplay) and narratology (narratives/representations) to illustrate how Labyrinth was intentionally designed so that players became active participants in a narrative about how good governance undermines the sources of terrorism and the counterproductive nature of militarized counterterrorism, as well as bear witness to the agency of the Muslim world and the region’s political dynamism on the tabletop. This is a very different account of the War on Terror than has previously been studied in the literature, which has focused overwhelmingly on first-person shooter videogames and, in turn, has provided a very limited range of how this conflict can be represented in ludic form. However, Labyrinth is not alone, and the wargames that many players grew up with have given way to a variety of boardgames which approach complex historical or contemporary situations and environments beyond simply killing one’s enemies. This represents a diverse, but largely untapped, resource already in the public space and ready to be investigated. Media studies can therefore benefit from considering how boardgames similar to Labyrinth present alternative ways in which the ‘real world’ has been, and indeed can be, translated through popular culture objects.”

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Aug 272022
 

Top-down Design of a CS Curriculum for a Computer Games BA
Nuno Fachada e Nélio Códices

“Computer games are complex products incorporating software, design and art. Consequently, their development is a multidisciplinary effort, requiring professionals from several fields, who should nonetheless be knowledgeable across disciplines. Due to the variety of skills required, and in order to train these professionals, computer game development (GD) degrees have been appearing in North America and Europe since the late 1990s. Following this trend, several GD degrees have emerged in Portugal. Given the lack of specialized academic staff, not uncommon in younger scientific areas, some of these degrees “borrowed” computer science (CS) programs and faculty within the same institution, leading in some cases to a disconnect between CS theory and practice and the requirements of GD classes. In this paper, we discuss our experience in adapting the CS curriculum of a three-year computer games BA in accordance with GD requirements. We used a top-down approach, where the game engine used for GD informs the choice of CS topics and programming languages lectured in the CS curriculum. The discussion is centered around the choices taken and the theoretical and empirical rationale behind our decisions. Preliminary empirical results indicate a substantial increase in GD project quality and a clear improvement in the students’ technical skills, as well as in their experimentation and adaptation capabilities.”

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Dec 312021
 

Gostava de ter acesso a:
“M. Kuwahara and N. Umezu, “Learning Environment based on an Interactive Projection Table for Children,” 2021 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR), 2021, pp. 109-113, doi: 10.1109/AIVR52153.2021.00026.
Abstract: This paper proposes a tabletop learning environment for children. Some physics-based phenomena such as reflection and refraction of light are difficult for children to understand. Our interactive projection significantly help children understand behaviors of light through watching simulated light particles and interacting with them by moving real objects on the table. Our system consists a PC, video projector, and depth sensor. Depth-based object detection is performed with each of captured frames at 60 FPS. In the prototype of our implemented system for learning behaviors of light, simulated light particles reacts in realtime with actual objects moved by a user hand, which would greatly help people including children understand behaviors of light such as propagation and reflection. Our future work includes to conduct a series of user experiments in local museums to evaluate usability of the proposed system. Development of other learning applications are also of high importance”

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Dec 182021
 

Gostava de ter acesso a:
“LEGO: THE TOY OF SMART INVESTORS” de Victoria Dobrynskaya, Julia Kishilova

Do resumo surge:
“We study financial returns on alternative collectible investment assets, such as toys, using LEGO sets as an example. Such iconic toys with diminishing over time supply and high collectible values appear to yield high returns on the secondary market. We find that LEGO investments outperform large stocks, bonds, gold, and alternative investments, yielding an average return of at least 11% (8% in real terms) in the sample period 1987–2015. LEGO returns are not exposed to market, value, momentum, and volatility risk factors but have an almost unit exposure to the size factor. A positive multifactor alpha of 4%–5%, a Sharpe ratio of 0.4, a positive return skewness, and low exposure to standard risk factors make the LEGO toy and other similar collectibles an attractive alternative investment with good diversification potential.”

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Aug 302016
 

Viswanath Venkatesh e alguns colegas lançaram um novo artigo intitulado Guidelines for Conducting Mixed-methods Research: An Extension and IllustrationLINK

É um artigo bastante extenso com 34 páginas de reflexões num total de 61.

Feb 252016
 

Gostava de ter acesso/access to your article,

Selection and critical success factors in successful ERP implementation
http://www.emeraldinsight.com/doi/abs/10.1108/CR-10-2013-0082

Sustaining ICT adoption and use in Micro-enterprises
http://aisel.aisnet.org/mwais2014/18/

Learning Management System Transformation
http://aisel.aisnet.org/mwais2014/11/

Enhanced Use of IT: A New Perspective on Post-Adoption
http://aisel.aisnet.org/jais/vol15/iss7/3/

A MULTI-LEVEL MODEL OF ENTERPRISE SYSTEMS ADOPTION
http://aisel.aisnet.org/pacis2014/312/

AN INVESTIGATION INTO ENTERPRISE RESOURCE PLANNING IMPLEMENTATION SUCCESS: EVIDENCE FROM PRIVATE AND PUBLIC SECTOR ORGANIZATIONS
http://aisel.aisnet.org/pacis2014/339/

HOW TO UNDERSTAND POST-ACCEPTANCE INFORMATION SYSTEM USAGE BEHAVIORS: PESPECTIVE FROM IS SUCCESS MODEL
http://aisel.aisnet.org/pacis2014/250/

ANTECEDENTS OF EMPLOYEES’ EXTENDED USE OF ENTERPRISE SYSTEMS: A PROACTIVE BEHAVIOR PERSPECTIVE
http://aisel.aisnet.org/pacis2014/344/

UNPACKING THE SUBJECTIVE NORM: APPLYING STRUCTURATION THEORY TO TRADITIONAL MEASURES OF SOCIAL INFLUENCE
http://aisel.aisnet.org/pacis2014/238/

UNDERSTANDING THE UTILISATION OF INFORMATION SYSTEMS EVALUATION: FOUR CASE STUDIES
http://aisel.aisnet.org/pacis2014/321/

THEORIZING IN DESIGN SCIENCE RESEARCH: AN ABSTRACTION LAYERS FRAMEWORK
http://aisel.aisnet.org/pacis2014/126/

ARTIFACT EVALUATION IN INFORMATION SYSTEMS DESIGN-SCIENCE RESEARCH – A HOLISTIC VIEW
http://aisel.aisnet.org/pacis2014/23/

Changes in Post-Adoption Use of Information Systems
http://aisel.aisnet.org/digit2013/12/

Design Science as Design of Social Systems – Implications for Information Systems Research
http://aisel.aisnet.org/jitta/vol14/iss4/2/

Enhanced Use of IT: A New Perspective on Post-Adoption
http://aisel.aisnet.org/jais/vol15/iss7/3/

IT acceptance: understanding the words which describe what happens between users and technology
http://aisel.aisnet.org/amcis2014/Posters/ISPhilosophy/14/

Which Factors Influence ERP Implementation Projects in Small and Medium-Sized Enterprises?
http://aisel.aisnet.org/amcis2014/EnterpriseSystems/GeneralPresentations/4/

Variation in Individuals’ Post-Adoption Behaviors: Use of Information Systems
http://aisel.aisnet.org/amcis2014/AdoptionofIT/GeneralPresentations/25/