ISEP - GILT - Graphics Interaction Learning Technologies
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The research group of GILT is located in the College of Engineering (ISEP) of the Polytechnic Institute of Porto. It focuses on the analysis, design and development of scientific and technical knowledge in the fields of Virtual Reality, Multimedia, Interaction, and Learning-Technologies.
GILT seeks to establish the basis for a systematic work on research and development and to promote the group’s mission, linking it with post-graduate activities, especially at Masters and PhD and through joint initiatives with other institutions, public or private, national or international
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Browsing ISEP - GILT - Graphics Interaction Learning Technologies by Author "Bessa, Pedro"
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- Creating Competitive Opponents for Serious Games through Dynamic Difficulty AdjustmentPublication . Kristan, David; Bessa, Pedro; Costa, Ricardo; Vaz de Carvalho, CarlosCompetition is a basic element of our society. It drives us to rise above previously perceived limitations, increases our engagement and makes the world more interesting. Competition rewards our existing skills and prompts us to identify and improve our weaker skills. In games, player engagement is achieved, at least in part, by providing him/her with competition at the right amount of difficulty. Achieving and maintaining this exact level of challenge is one of the most difficult tasks for a game designer. The use of Dynamic Difficulty Adjustment techniques allows the game to dynamically adjust the challenge according to player performance, therefore keeping him/her always on edge, immersed and fully active. New information can then be more easily acquired, which is especially important in Serious Games. This paper describes how DDA techniques were used to create two strategic, goal-oriented computer-controlled (CC) players in order to deliver a higher level of competitiveness for the user in Transform@, a Serious Game aimed at developing entrepreneurship skills. As a result, the strength of the computer controlled player increased by more than 100%. By developing a good strategy for the AI and using DDA the game includes now a powerful opponent which has increased the engagement level of the player.
- Developing Emotional Intelligence with a Game: The League of Emotions Learners ApproachPublication . Santos, Jaione; Jesmin, Triinu; Martis, António; Maunder, Michelle; Cruz, Sandra; Novo, Carolina; Schiff, Hannah; Bessa, Pedro; Costa, Ricardo; Vaz de Carvalho, CarlosBeing able to understand, express, and communicate emotions is widely recognized as a fundamental competence. For the younger generation entering the professional market, this is particularly relevant as, in this context, emotions are managed and communicated in ways (and channels) that are different from what they are used to and that can easily lead to misunderstandings. Therefore, it is important to analyze how young people deal with, understand, and interpret emotions, particularly in the context of a professional career where the ability to dialogue with different people and how to get around problems in a healthy and resilient way is essential. This analysis will allow one to design and create tools that allow the younger generation to improve their emotional intelligence and competence. This article introduces the League of Emotions Learners (LoEL) project, an innovative initiative that, through a game app, develops the emotional competence and intelligence of young people. The article then presents the results obtained in the initial validation that led to the positive understanding of its impact.
- LearnIt: A Serious Game to Support Study Methods in Engineering EducationPublication . Vaz de Carvalho, Carlos; Bessa, Pedro; Costa, Ricardo; Barata, Ana; Costa, AlexandraThe systematic application of study methods allows students to obtain better results in terms of knowledge acquisition and competences development. The successful application of those methods is directly related to the improvementof cognitive areas, such as memory, attention, and concentration in a simultaneously beneficial way. In the scope of the collaboration between a Student Support Center in a Higher Education Engineering Institution and an R&D group in Educational Technologies, an application was designed to foster both vectors, the development of cognitive capabilities and the adoption of study methods. The application integrates a serious game and a repository of contextualized educational resources. This combination motivates students to adopt these tools more regularly. This article describes the developed application and the positive results of its use with a first group of students.