Le projet annonçait ainsi ses objectifs en 2006 : « Lutin Game Lab, projet de plate-forme de 24 mois, se propose de fédérer les forces de recherche académiques et de développement des entreprises pour faire faire un pas significatif aux... more
Purpose. This paper focuses on social (informal, interpersonal) relationships and identifies their positive effects on business activity in -a rarely empirically analyzed -the video game industry. Methodology. Given the lack of previous... more
In this paper, for a two graded manpower system, a mathematical model is constructed using a Bivariate CUM policy of recruitment based on shock model approach. The mean time to recruitment is obtained based on the assumptions,(i) the loss... more
The development of cooperative serious games has specific challenges related to enabling players to achieve both gaming and learning goals in a cooperative fashion. The complexity of gameplay and learning objectives leads to the lack of... more
Virtual reality and virtualization are currently used to design complex systems and demonstrate that they represent the functionalities of real systems. However, the design refinement of the virtual environment (VE) and distributed... more
Neste artigo argumenta-se que as simulações numéricas fomentam e exploram relações complexas entre o jogador e o sistema cibernético da máquina que com este se relaciona através da jogabilidade, ou seja, da real aplicação às regras de... more
The experiential learning cycle by Kolb is used as a basic framework for connecting abstract concepts like creativity with the design thinking process in a digital online course environment. The students contemplated each step in the... more
Introduction 22 The adoption of the Europe 2020 strategy puts social policy at the core of EU economic strategy for the first time. The EU has set social headline targets for raising the employment rate, reducing early school leaving, 21... more
Software projects teem with choices that have a temporal component – i.e. they involve uncertain future outcomes that are spread in time. In the field of Judgment and Decision Making, such decisions are called “Intertemporal Choice”... more
In The Power of Smell in American Literature, Daniela Babilon argues that realist fiction is characterized by a relative "olfactory silence" wherein smells are either nonexistent or primarily "employed for descriptive purposes." 1 Amid... more
General Game Playing aims to create AI systems that can understand the rules of new games and learn to play them effectively without human intervention. The recent proposal for general game-playing robots extends this to AI systems that... more
General Game Playing aims at AI systems that can understand the rules of new games and learn to play them effectively without human intervention. Our paper takes the first step towards general game-playing robots, which extend this... more
This research, a theoretical construction based on a bibliographic study, aims to discuss the role of the Portuguese Language teacher within the curriculum. It draws from the memory of an experience lived by the author-researcher with... more
Cultural heritage is an essential reflection of a society's identity, values, and historical continuity. Its preservation is crucial, not only for maintaining traditions but also for transferring collective memory and cultural knowledge... more
The development of cooperative serious games has specific challenges related to enabling players to achieve both gaming and learning goals in a cooperative fashion. The complexity of gameplay and learning objectives leads to the lack of... more
Tabletop role-playing games (TTRPGS) and live-action role-playing (LARP) games have recently risen in popularity in the cultural zeitgeist with the advent of popular gaming shows like Critical Roll and The Adventure Zone, as well as... more
Reconhece-se uma fragilidade de materiais e recursos pedagógicos disponíveis para a aprendizagem dos estudantes surdos. A fim de colaborar com a educação de surdos, utilizando a aprendizagem baseada em jogos digitais, tem-se como objetivo... more
Serious gaming has become popular in healthcare education as an engaging way to train learners. When coronavirus disease 2019 forced the cancellation of in-person simulation sessions, we designed a serious game to deliver content in an... more
Ranging from purchasing single digital items through bundles to packages that contain several digital objects under one umbrella, microtransactions represent an increasingly popular and yet controversial business model within many video... more
In this study, we explore the unique role of video games within the realm of transmedia storytelling, a concept initially defined by Henry Jenkins in 2006. Using "Cyberpunk 2077" and its anime counterpart "Cyberpunk: Edgerunners" as case... more
In recent years, studies have focused on exploring the use of colour in audio-visual language, which has mainly been approached from the context of cinematography. However, research related to colour as a communicative element in the... more
This article examines the co-evolution of players ’ individual performance and their interaction network in a Massively Multiplayer Online Game (MMOG). The objective is to test whether the application of theories from the real world is... more
e incansável orientadora (de tantos anos!), que sempre me inspira e a quem admiro tanto. Às professoras Rita Lenira Bittencourt e Eliana Inge Pritsch, pelas sugestões que tornaram esta tese melhor. Aos meus colegas professores, pelas... more
e incansável orientadora (de tantos anos!), que sempre me inspira e a quem admiro tanto. Às professoras Rita Lenira Bittencourt e Eliana Inge Pritsch, pelas sugestões que tornaram esta tese melhor. Aos meus colegas professores, pelas... more
Games to teach or Games to learn elaborado por Yan San Chee, es un libro que todo investigador de la educación y las tecnologías deberían leer, especialmente los que realizan trabajos relacionados con los juegos y el aprendizaje. Se... more
This research presents a novel 3D audio playback method in which real-time head-tracking is maintained with an unlimited number of simultaneous sound sources. The method presented relies on using a 500-900MByte sound buffer which contains... more
Games currently feature simple models of morality and moral reasoning. These typically take the form of a simple binary opposition between good and evil, in which game actions are sorted into these categories, and reputation systems that... more
This paper addresses the implications of combining learning analytics and serious games for improving game quality, monitoring and assessment of player behavior, gaming performance, game progression, learning goals achievement, and user's... more
La sperimentazione dei videogiochi a supporto dei musei rappresenta un'interessante frontiera nell'ambito della valorizzazione culturale e dell'educazione visiva. Negli ultimi anni, diversi istituzioni museali hanno iniziato ad adottare... more
Human-Computer Interaction (HCI) and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the... more
Parkinson's Disease • Is one of the commonest neurodegenerative diseases • Affects 1% of individuals over 60 years; 4% over 75 years • Is progressivehas Subtle symptoms that go unnoticed • Diagnosis may take 10 years after disease onset... more
Human-Computer Interaction (HCI) and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the... more
Digitalisation permeates all areas of social life. The use of digital games in research settings to analyse social phenomena is thereby no exception. However, games that can successfully achieve research objectives and at the same time... more
Education is rapidly evolving from co-located settings to remote and online learning. However, many proven educational tools are designed for collaborative, co-located classroom work. Effective sketching and ideating tools, such as... more
With advancing digitalisation and the associated ubiquitous data processing, people face frequent privacy decisions. As personal data is often collected and processed in non-transparent ways, decision-making is tedious and regularly... more
The increasing digitalisation of daily routines confronts people with frequent privacy decisions. However, obscure data processing often leads to tedious decision-making and results in unreflective choices that unduly compromise privacy.... more
Educational institutes are currently facing the new normality that an ongoing pandemic situation has brought to teaching and learning. Distributed learning with content that blends over several platforms and locations needs to be created... more
The increasing digitalisation of daily routines confronts people with frequent privacy decisions. However, obscure data processing often leads to tedious decision-making and results in unreflective choices that unduly compromise privacy.... more
Digitalisation permeates all areas of social life. The use of digital games in research settings to analyse social phenomena is thereby no exception. However, games that can successfully achieve research objectives and at the same time... more
With advancing digitalisation and the associated ubiquitous data processing, people face frequent privacy decisions. As personal data is often collected and processed in non-transparent ways, decision-making is tedious and regularly... more