Proceedings of the Annual Symposium on Computer-Human Interaction in Play
We report on the design research process of a game as experimental model to support a ludic conte... more We report on the design research process of a game as experimental model to support a ludic context between an occupational therapist and a child with intellectual disability. Having a multisensory stimulation environment as context for integration, the prototype was tested with eleven Children playing it for the first time. Test results were coded as time-based events taking place during the play sessions, from which the ability of the participants to use and control the game became evident. The content analysis of the video recordings accounts for gameplay instances that show the adequacy of the designed solution in mobilizing playfulness and describes a ludic context marked by abundant child-therapist verbal and non-verbal interactions. Authors draw lessons from this process to the design of games to support playfulness in such contexts: provide a context for player-therapist interaction, empower body as interface, enable flexibility of performance, coordinate multisensory stimulus, provide ludic cues, enable personalization of presence.
This paper describes the design, and early evaluation of a scale aimed at assessing the believabi... more This paper describes the design, and early evaluation of a scale aimed at assessing the believability of creatures in videogames. These creatures include all zoomorphic entities that do not qualify as fundamentally human-like, whether or not they have characteristics identifiable as anthropomorphic. The work is based on principles drawn from biology, animation, illustration and artificial intelligence. After developing the scale's 46 original items, it was administrated as a Likert Scale questionnaire. The results were analyzed through Principal Component Analysis and they suggest that 26 items, out of the original 46, spread across 4 dimensions, could be used to evaluate creature believability.
Anais Estendidos do Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais (IHC)
A fim de viabilizar a integração de processos consultivos e deliberativos, é proposto o Modelo In... more A fim de viabilizar a integração de processos consultivos e deliberativos, é proposto o Modelo Interativo Governo-Cidadão, organizado em fases, sendo o debate estruturado por meio da Linguagem de Interação Democrática, a DemIL, e os cidadãos sociabilizados em uma comunidade virtual. Com vistas a diagnosticar a efetividade da participação dos cidadãos em processos com fins e-democráticos, apresenta-se o método Maturidade na Tomada de Decisão – MTD. O Modelo e o método são testados em dois experimentos e os resultados sumarizados neste artigo.
The participation of citizens in the decision-making of a community is the essence of a democracy... more The participation of citizens in the decision-making of a community is the essence of a democracy. As the number of citizens grew, direct participation became utopia and delegated to elected representatives. The spread of internet allied to the population pressure for transparency in government's decisions brought mass participation back to the table. The communication channels are there, though citizens' participations have not been effective frequently because their suggestions are not mature. This paper presents a method, maturity in decision-making (MDM), for measuring the maturity of a group for a decision considering the risk of group-thinking, shallow analysis or even polarisation. We have applied the method in two scenarios with promising results.
Social networks change the way users relate on the Web. One type of social network is the virtual... more Social networks change the way users relate on the Web. One type of social network is the virtual community, which has a social structure that connects citizens and the government. Integrating consultation and deliberative environments for popular participation in democratic issues and creating virtual communities to enhance member relationships makes it possible to model decision-making processes. This was behind the development, testing and analyzing of the Democratic Citizenship Community (DCC). The DCC has interaction and communication resources such as citizens' profiles, debate, voting, an information library, a social space and users' help. An experimental analysis generated discussion about and suggestions for improving the interaction and communication resources.
The authors map some of the current Business Models in the Massively Multiplayer Online Player sc... more The authors map some of the current Business Models in the Massively Multiplayer Online Player scenario. These maps represent Value Creation Systems by resorting to Value Net constructs and notations, and are offered here as a proof of concept and utility. The authors claim that these mappings can enable "readers", managers and IT experts, to build new insights onto such Business Models and develop requirements for Information System infrastructure. When approaching the Value Creation System as a Value Net the goal is to think outside the conceptual box of Value Chains and understand how the different activities interact, by exposing the multiplicity of value types and flows. In doing this study the authors are attempting to synthesize a new Business Model proposal that could underlie the development of an infrastructure for the collaborative creation, distribution and exploration of online massively multiplayer games, beyond the traditional producer-consumer roles.
We believe creativity has not been a prevalent element in the videogame medium. While many issues... more We believe creativity has not been a prevalent element in the videogame medium. While many issues might be at fault, in this paper we propose that one of the underlying causes resides in the game design discipline itself, more specifically in the way scholars, journalists and audiences promulgate normative thinking. This notion is developed with arguments that explore how normative thinking has shaped three dimensions of the medium-form, value and expression. It takes into consideration major trends in journalism and production, as well as an analysis of books and scientific articles that concern the subject. We then propose alternatives on how to frame the currently available knowledge in the discipline in a way that can help foster creativity instead of constraining it.
As we outline a movement beyond the apparent creative stagnation in the videogames industry we en... more As we outline a movement beyond the apparent creative stagnation in the videogames industry we envision possible transformations, beyond the gridlock a producer-consumer dichotomy, that propose to mobilize players as creative actors in a holistic experience. We propose to recognize the authoring roles players develop in their relation to the industry and the gaming community, that configure an emancipation from the current producer-consumer dichotomy. Building on this conjecture we review possible meanings of a player as author perspective and conjecture modalities of authorship and participation. We close by outlining some of the design challenges for an infrastructure to support those roles.
Games have long been known for their potential in learning but, on the other hand, design challen... more Games have long been known for their potential in learning but, on the other hand, design challenges and issues in their use in real contexts have been recognized as well. In this paper we report on a design case for a learning game, "Living Forest", targeted at exploring sociotechnical aspects of the relationship between Human settlements and forests. The player is presented with a management exercise where she can promote development while balancing social, economic and ecological aspects in forest space. As part of an ethnographic analysis of our development praxis we synthesized a set of guidelines for the design of serious games, i.e. games with learning purposes, that have requirements of fidelity to the Body-of-Knowledge about the phenomena being modelled and learned.
The advent of multiplayer online games brings new actors into the development scene and redefines... more The advent of multiplayer online games brings new actors into the development scene and redefines traditional roles and interactions. Anchored on studies of the role of context in human interaction we argue for a view of multiplayer online games as sociotechnical constructs, and of their "development" as an ongoing process of context engineering. By recognizing the new interplay of actors that extends from design time well into play time we attempt to transcend the technological determinism of approaches that focus on technological devices as determinants of the game experience. Using Actor-Network Theory constructs we propose an alternative perspective that takes context as the development object and technical artifacts, social and game rules, roles, playing and organizational strategies and practices as media designed to influence the emergence of the heterogeneous sociotechnical networks governing online game experiences. Finally, we outline challenges for the innovation of designer and player roles.
... Como funções do Administrador do Sistema, há: registrar e administrar o calendário na agenda ... more ... Como funções do Administrador do Sistema, há: registrar e administrar o calendário na agenda do ambiente; registrar as localidades e ... no momento de abertura do processo; registrar as mensagens padronizadas, a serem enviadas por e-mail para os cidadãos, avisando das ...
Understanding teaching and learning as an interactive process through which language skills are b... more Understanding teaching and learning as an interactive process through which language skills are built, the authors are experimenting new strategies to foster learning within the Software Engineering and Interaction Design disciplines. This paper reports on those experiences ...
Proceedings of the Annual Symposium on Computer-Human Interaction in Play
We report on the design research process of a game as experimental model to support a ludic conte... more We report on the design research process of a game as experimental model to support a ludic context between an occupational therapist and a child with intellectual disability. Having a multisensory stimulation environment as context for integration, the prototype was tested with eleven Children playing it for the first time. Test results were coded as time-based events taking place during the play sessions, from which the ability of the participants to use and control the game became evident. The content analysis of the video recordings accounts for gameplay instances that show the adequacy of the designed solution in mobilizing playfulness and describes a ludic context marked by abundant child-therapist verbal and non-verbal interactions. Authors draw lessons from this process to the design of games to support playfulness in such contexts: provide a context for player-therapist interaction, empower body as interface, enable flexibility of performance, coordinate multisensory stimulus, provide ludic cues, enable personalization of presence.
This paper describes the design, and early evaluation of a scale aimed at assessing the believabi... more This paper describes the design, and early evaluation of a scale aimed at assessing the believability of creatures in videogames. These creatures include all zoomorphic entities that do not qualify as fundamentally human-like, whether or not they have characteristics identifiable as anthropomorphic. The work is based on principles drawn from biology, animation, illustration and artificial intelligence. After developing the scale's 46 original items, it was administrated as a Likert Scale questionnaire. The results were analyzed through Principal Component Analysis and they suggest that 26 items, out of the original 46, spread across 4 dimensions, could be used to evaluate creature believability.
Anais Estendidos do Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais (IHC)
A fim de viabilizar a integração de processos consultivos e deliberativos, é proposto o Modelo In... more A fim de viabilizar a integração de processos consultivos e deliberativos, é proposto o Modelo Interativo Governo-Cidadão, organizado em fases, sendo o debate estruturado por meio da Linguagem de Interação Democrática, a DemIL, e os cidadãos sociabilizados em uma comunidade virtual. Com vistas a diagnosticar a efetividade da participação dos cidadãos em processos com fins e-democráticos, apresenta-se o método Maturidade na Tomada de Decisão – MTD. O Modelo e o método são testados em dois experimentos e os resultados sumarizados neste artigo.
The participation of citizens in the decision-making of a community is the essence of a democracy... more The participation of citizens in the decision-making of a community is the essence of a democracy. As the number of citizens grew, direct participation became utopia and delegated to elected representatives. The spread of internet allied to the population pressure for transparency in government's decisions brought mass participation back to the table. The communication channels are there, though citizens' participations have not been effective frequently because their suggestions are not mature. This paper presents a method, maturity in decision-making (MDM), for measuring the maturity of a group for a decision considering the risk of group-thinking, shallow analysis or even polarisation. We have applied the method in two scenarios with promising results.
Social networks change the way users relate on the Web. One type of social network is the virtual... more Social networks change the way users relate on the Web. One type of social network is the virtual community, which has a social structure that connects citizens and the government. Integrating consultation and deliberative environments for popular participation in democratic issues and creating virtual communities to enhance member relationships makes it possible to model decision-making processes. This was behind the development, testing and analyzing of the Democratic Citizenship Community (DCC). The DCC has interaction and communication resources such as citizens' profiles, debate, voting, an information library, a social space and users' help. An experimental analysis generated discussion about and suggestions for improving the interaction and communication resources.
The authors map some of the current Business Models in the Massively Multiplayer Online Player sc... more The authors map some of the current Business Models in the Massively Multiplayer Online Player scenario. These maps represent Value Creation Systems by resorting to Value Net constructs and notations, and are offered here as a proof of concept and utility. The authors claim that these mappings can enable "readers", managers and IT experts, to build new insights onto such Business Models and develop requirements for Information System infrastructure. When approaching the Value Creation System as a Value Net the goal is to think outside the conceptual box of Value Chains and understand how the different activities interact, by exposing the multiplicity of value types and flows. In doing this study the authors are attempting to synthesize a new Business Model proposal that could underlie the development of an infrastructure for the collaborative creation, distribution and exploration of online massively multiplayer games, beyond the traditional producer-consumer roles.
We believe creativity has not been a prevalent element in the videogame medium. While many issues... more We believe creativity has not been a prevalent element in the videogame medium. While many issues might be at fault, in this paper we propose that one of the underlying causes resides in the game design discipline itself, more specifically in the way scholars, journalists and audiences promulgate normative thinking. This notion is developed with arguments that explore how normative thinking has shaped three dimensions of the medium-form, value and expression. It takes into consideration major trends in journalism and production, as well as an analysis of books and scientific articles that concern the subject. We then propose alternatives on how to frame the currently available knowledge in the discipline in a way that can help foster creativity instead of constraining it.
As we outline a movement beyond the apparent creative stagnation in the videogames industry we en... more As we outline a movement beyond the apparent creative stagnation in the videogames industry we envision possible transformations, beyond the gridlock a producer-consumer dichotomy, that propose to mobilize players as creative actors in a holistic experience. We propose to recognize the authoring roles players develop in their relation to the industry and the gaming community, that configure an emancipation from the current producer-consumer dichotomy. Building on this conjecture we review possible meanings of a player as author perspective and conjecture modalities of authorship and participation. We close by outlining some of the design challenges for an infrastructure to support those roles.
Games have long been known for their potential in learning but, on the other hand, design challen... more Games have long been known for their potential in learning but, on the other hand, design challenges and issues in their use in real contexts have been recognized as well. In this paper we report on a design case for a learning game, "Living Forest", targeted at exploring sociotechnical aspects of the relationship between Human settlements and forests. The player is presented with a management exercise where she can promote development while balancing social, economic and ecological aspects in forest space. As part of an ethnographic analysis of our development praxis we synthesized a set of guidelines for the design of serious games, i.e. games with learning purposes, that have requirements of fidelity to the Body-of-Knowledge about the phenomena being modelled and learned.
The advent of multiplayer online games brings new actors into the development scene and redefines... more The advent of multiplayer online games brings new actors into the development scene and redefines traditional roles and interactions. Anchored on studies of the role of context in human interaction we argue for a view of multiplayer online games as sociotechnical constructs, and of their "development" as an ongoing process of context engineering. By recognizing the new interplay of actors that extends from design time well into play time we attempt to transcend the technological determinism of approaches that focus on technological devices as determinants of the game experience. Using Actor-Network Theory constructs we propose an alternative perspective that takes context as the development object and technical artifacts, social and game rules, roles, playing and organizational strategies and practices as media designed to influence the emergence of the heterogeneous sociotechnical networks governing online game experiences. Finally, we outline challenges for the innovation of designer and player roles.
... Como funções do Administrador do Sistema, há: registrar e administrar o calendário na agenda ... more ... Como funções do Administrador do Sistema, há: registrar e administrar o calendário na agenda do ambiente; registrar as localidades e ... no momento de abertura do processo; registrar as mensagens padronizadas, a serem enviadas por e-mail para os cidadãos, avisando das ...
Understanding teaching and learning as an interactive process through which language skills are b... more Understanding teaching and learning as an interactive process through which language skills are built, the authors are experimenting new strategies to foster learning within the Software Engineering and Interaction Design disciplines. This paper reports on those experiences ...
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