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This course offers an immersive experience in scientific research by engaging students in the fields of Human-Computer Interaction (HCI), User Experience, and embodied interaction through Kinect technology. Scheduled lectures cover key concepts in gaming, narrative, artificial intelligence, and movement interaction. Students will work on assignments that evaluate whether Kinect games can promote optimal experiences, while collaborating on projects related to health and environmental studies. This is a unique opportunity to learn about game design and research methodologies.
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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.