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  • Gamificação: uma experiência pedagógica no ensino Superior
    Publication . Lopes, Rui Pedro; Mesquita, Cristina; Tavares, Rogério Júnior Correia
    O Conceito de Gamificação, enquanto estratégia de ensino aprendizagem no Ensino Superior, sustenta-se na ideia de que aprendizagem através do jogo favorece a motivação e a autonomia dos estudantes. As oportunidades criadas pela gamification podem constituir-se como experiências ricas e motivadoras e, consequentemente, como meios de aprendizagens mais bem sucedidos, uma vez que os estudantes estão mais envolvidos na ação. A experiência pedagógica que se apresenta desenvolveu-se com uma turma de 23 alunos do 3o ano, do curso de Engenharia Informática, no âmbito da unidade curricular de Gestão de Sistemas e Redes (GSR). O objetivo deste estudo centra-se na potenciação da concentração, motivação e autonomização dos estudantes, face à aprendizagem dos conteúdos em estudo. Quer a experiência quer o seu impacto foram avaliados com dois objetivos principais.. Por um lado, permitir ao professor e à instituição compreenderem a relevância de abordagens pedagógicas desta natureza. Adicionalmente, incluir os alunos no desenvolvimento das experiências de aprendizagem. Trata-se de uma abordagem metodológica que se inscreve nos princípios da investigação-ação. O impacto da aprendizagem através da gamificação revelou-se bastante bem sucedido, havendo diferenças significativas entre os níveis de concentração e envolvimento dos alunos nas aulas de carácter mais transmissivo e demostrativo e naquelas onde foram utilizados os jogos. A cooperação entre os alunos evidencia bons níveis de interação e entreajuda. A criatividade e persistência foi também muito saliente. Todos os alunos envolvidos terminam com classificações positivas na UC. O projeto e os resultados estão, neste momento, a ser divulgados pela comunidade de professores, havendo já docentes de outras UC e de outros cursos interessados em envolver-se em experiências pedagógicas semelhantes.
  • The play personalities pursuant to the interpretants in peirce's sign theory
    Publication . Tavares, Rogério Júnior Correia; Lopes, Rui Pedro
    The experience in digital gaming is usually expressed in a very generic way. Therefore, in order to accurately collate the studies of gamer experience, this paper seeks to assess gaming experiences in both digital and non-digital environments through potential player personalities, how their gaming is structured, and what games meet the needs of certain personalities. Such research will not only be beneficial in terms of creating new games or interfaces, but it will also benefit a wider host of professionals such as psychologists and teachers who are constantly seeking ways to meet the needs of a very diverse audience. The methodology is qualitative and stems from the personalities proposed by Stuart Brown whilst being driven by Peirce’s semiotics, and observing games and players through their Interpretants Immediate, Dynamical and Final. In the likely continuation of this study, we intend to confirm these possibilities through interviews and known examples.
  • Literature Review on the XR Technologies in Tourism: one Decade of Virtual Continuum in Tourism
    Publication . Tavares, Rogério; Sousa, João Paulo; Correia, Ricardo; Fernandes, Tiago
    This chapter begins with a concise overview of recent studies and reports on how the tourism industry is embracing digital transformation. This initial section aims to provide context for the current significance of technology adoption in tourism and an insight into the prevailing strategies and challenges faced by the industry. In light of this context, it becomes essential to delve into the scientific literature to comprehend how it reflects the evolution of technology adoption within tourism, including themes under investigation and potential trends. Hence, the following section delves into a bibliometric analysis of scientific production related to the use of technologies in tourism over the past decade. This study enables us to gain a comprehensive understanding of the evolving scientific literature on technology adoption in tourism and it sets forth an agenda for future research, paving the way for advancements in the realm of new digital technologies in the tourism sector.
  • 12th International Conference on Videogame Sciences and Arts: book of abstracts
    Publication . Barroso, Bárbara (Ed.); Legerén, Beatriz (Ed.); Mainer Blanco, Belén (Ed.); Costa, Carlos Casimiro da (Ed.); Barbedo, Inês (Ed.); Valadares, Jeferson (Ed.); Sousa, João Paulo (Ed.); Palinhos, Jorge (Ed.); Roque, Licínio (Ed.); Wiemker, Markus (Ed.); Gomes, Rogério Azevedo (Ed.); Tavares, Rogério Júnior Correia (Ed.); Tanja Korhonen (Ed.)
    Livro de resumos do 12th International Conference on Videogame Sciences and Arts, realizado na Escola Superior de Comunicação, Administração e Turismo em 26-28 Novembro de 2020
  • The foggy frontier: exploring the fog and edge computing for online games
    Publication . Sousa, João Paulo; Tavares, Rogério Júnior Correia; Torres, Jesús M.
    Currently, online games are based on Cloud Computing, where data is transferred from Gaming Devices to be saved or processed in the Cloud. This type of scenario has associated several problems, volume of external data among them, latency, geographic restriction of contents, matchmaking of players in multiplayer games. This article aims to present a review of the main features of Fog Computing, where they are exposed, their main components and ways of use, as well as real-life case studies. It is then discussed how Fog and Edge computing can be a powerful ally for video game studios in different contexts.
  • Timecrax: time-travelling to learning history
    Publication . Lopes, Rui Pedro; Mesquita, Cristina; Tavares, Rogério Júnior Correia
    The work described in this paper, focus on the conceptual development of an educational game for History learning. One of the challenges for this task is to avoid a logical sequentialization of historical events, giving the player an opportunity to contact with a reality in construction. Another challenge is that the game should have a cooperative mechanics. According to this model, players are on the same side and win, or lose, together (VASEL; PHILLIES, 2012). To cope with these challenges, we choose to ignore one of the basic rules of game design (ADAMS, 2014), taking the role of a hero to the player and giving him the role to assist the other players. An analogy can be made with an astronaut, supported by a team on earth with different functions and personalities. According to the cooperation proposal, players should work together to repair a time machine allowing a safe return to the present, collecting materials and information necessary to keep it working and preventing breaking the spacial-temporal continuum. We seek player engagement, allowing them to make decisions, feel tension and assume risks, and, at the same time, exchange information between them, associated to the game narrative. We hope that this approach builds a collaborative learning context, responsibility for the decisions and collaborative teamwork to achieve a common goal: to win.
  • Review and analysis of research on video games and artificial intelligence: a look back and a step forward
    Publication . Sousa, João Paulo; Gomes, João Pedro; Tavares, Rogério Júnior Correia; Mendonça, Vítor
    This article shows the intimate relationship between Artificial Intelligence (AI) and video games research in 13 categories of analysis based on a bibliometric survey carried out in the Scopus database. We first briefly reviewed the relation between video games and AI. Then, we introduced the methodology of literature collection, presented and discussed the query, as well the flow of data treatment in the applications and plugins used. Since the article is concerned with a historical point of view of the relationship between digital games and AI the results were many and, therefore, we focused on the top 10 of each ranking, and discussed these results separately. Finally, we discuss the limitations of our review, proposing future research directions for scholars.
  • Artificial intelligence and the tourism film: Challenges and possibilities
    Publication . Fernandes, Tiago; Tavares, Rogério; Sousa, João Paulo; Correia, Ricardo
    Today, the importance of audiovisual production in the tourism industry is undeniable. Whether it’s through products designed specifically to promote a particular territory, such as tourism films, or the recent phenomenon known as “film tourism,” in which tourists travel to places they know from the movies, this reality ends up being valued and celebrated at festivals dedicated specifically to this area, such as the Portuguese festival “Art&Tur - International Tourism Film Festival,” the German festival “The Golden City Gate,” part of “ITB Berlin,” or the “World Tourism Film Awards,” organized by the CIFFT - International Committee of Tourism Film Festivals. With the recent massification of artificial intelligence, which even though it’s not a recent technology has become the order of the day due to the recent events involving the company Open AI and, more specifically, its online chatbot Chat GPT, the population in general and the scientific community in particular have begun to take a closer look at AI. In the specific case of audiovisual production, while there were a number of tools that already made use of technology in the past and were mainly used in the post-production process (special effects, sound manipulation, etc.), the truth is that AI currently presents some challenges and, on the other hand, some potential, precisely in the first phase of designing an audiovisual work, more specifically, in pre-production. The aim of this chapter is to focus an analysis on the specific case of audiovisual productions conceived in the context of the tourism industry and, from there, try to understand how AI can be an important tool in the creative phase of script design for these works. In the absence of a specific bibliography on the case under analysis, some possibilities for using artificial intelligence to enhance the reach and effectiveness of an audiovisual product designed, above all, to highlight a particular territory or tourist experience will be raised.
  • Gamers’ reaction to the use of NFT in AAA video games
    Publication . Tavares, Rogério Júnior Correia; Sousa, João Paulo; Maganinho, Bruno; Gomes, João Pedro
    The use of non-fungible tokens (NFTs) in AAA games is a very controversial topic, which leads to negative reactions from the gamer community. The objective of this article is to relate some of these cases that presented visibility in the press and to analyze the reactions this theme generates. To achieve this, we present some cases that had more relevance in the specialized press and, in the sequence, we present a discussion about the main problems pointed out, such as the state of the art of blockchains, energy efficiency, frauds, and currency evasions. Finally, we present some hypotheses to glimpse how NFTs, and their use in games, may happen in the near future.
  • The play personalities pursuant to the interpretants in pierce`s sign theory
    Publication . Tavares, Rogério Júnior Correia; Lopes, Rui Pedro
    The experience in digital gaming is usually expressed in a very generic way. Therefore, in order to accurately collate the studies of gamer experience, this paper seeks to assess gaming experiences in both digital and non-digital environments through potential player personalities, how their gaming is structured, and what games meet the needs of certain personalities. Such research will not only be beneficial in terms of creating new games or interfaces, but it will also benefit a wider host of professionals such as psychologists and teachers who are constantly seeking ways to meet the needs of a very diverse audience. The methodology is qualitative and stems from the personalities proposed by Stuart Brown whilst being driven by Peirce’s semiotics, and observing games and players through their Interpretants Immediate, Dynamical and Final. In the likely continuation of this study, we intend to confirm these possibilities through interviews and known examples.