Pub Date : 2018-08-01DOI: 10.1109/GEM.2018.8516555
Andrea Isabel Sotelo Guadalupe
User-Centered Design (UCD) is a multi-stage methodology focused on designing experiences through the understanding of the final user. This method was proposed as a solution to the low visitor's influx to the National Afro-Peruvian Museum and to preserve the Afro-Peruvian musical heritage. The research presents a preliminary prototype of a transmedial transdigital Digital Cultural Heritage (DCH) design to preserve the musical legacy and provide future users with an interactive experience. Along the paper it is described the design methodology based on SCAMPER and user persona techniques, a beta prototype, and an exploratory test which display the potential use of transmedial technologies for cultural heritage exhibitions. This first module presents a UCD and what are the aspects that need to be developed for achieving a positive impact from a specific technology. Further modules will concentrate on enhancing the installation and interactive museums' practices in Peru.
{"title":"User-Centered Design to a Digital Cultural Heritage Installation Based on Afro-Peruvian Musical Legacy","authors":"Andrea Isabel Sotelo Guadalupe","doi":"10.1109/GEM.2018.8516555","DOIUrl":"https://doi.org/10.1109/GEM.2018.8516555","url":null,"abstract":"User-Centered Design (UCD) is a multi-stage methodology focused on designing experiences through the understanding of the final user. This method was proposed as a solution to the low visitor's influx to the National Afro-Peruvian Museum and to preserve the Afro-Peruvian musical heritage. The research presents a preliminary prototype of a transmedial transdigital Digital Cultural Heritage (DCH) design to preserve the musical legacy and provide future users with an interactive experience. Along the paper it is described the design methodology based on SCAMPER and user persona techniques, a beta prototype, and an exploratory test which display the potential use of transmedial technologies for cultural heritage exhibitions. This first module presents a UCD and what are the aspects that need to be developed for achieving a positive impact from a specific technology. Further modules will concentrate on enhancing the installation and interactive museums' practices in Peru.","PeriodicalId":250951,"journal":{"name":"IEEE Games Entertainment Media Conference","volume":"636 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121985177","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2015-10-01DOI: 10.1109/GEM.2015.7377222
A. Schneider, T. Graham
In exergames, players sometimes over-exert themselves, risking adverse health effects. Informing such players to slow down is necessary, but might distract from gameplay and damage the drive to continue exercising. We used the concept of nudges to create a set of design principles that can be incorporated into a game, to influence player behaviour without breaking their immersion. We created a game that uses these principles, testing them against no feedback at all, and against a precise text-based interface. We found that nudging techniques worked as well as textual feedback to keep players from over-exerting. We saw no significant difference in immersion between nudge and textual feedback, but players considered the nudge feedback to be more natural.
{"title":"Pushing without breaking: Nudging exergame players while maintaining immersion","authors":"A. Schneider, T. Graham","doi":"10.1109/GEM.2015.7377222","DOIUrl":"https://doi.org/10.1109/GEM.2015.7377222","url":null,"abstract":"In exergames, players sometimes over-exert themselves, risking adverse health effects. Informing such players to slow down is necessary, but might distract from gameplay and damage the drive to continue exercising. We used the concept of nudges to create a set of design principles that can be incorporated into a game, to influence player behaviour without breaking their immersion. We created a game that uses these principles, testing them against no feedback at all, and against a precise text-based interface. We found that nudging techniques worked as well as textual feedback to keep players from over-exerting. We saw no significant difference in immersion between nudge and textual feedback, but players considered the nudge feedback to be more natural.","PeriodicalId":250951,"journal":{"name":"IEEE Games Entertainment Media Conference","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124339901","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rafael Fernandes de Oliveira, Anselmo Eduardo Jorge Cortellazzi Filho, Paulo Henrique Iengo Nakamura, Reynaldo Oioli Neto, E. Belo, Á. Abdalla
This work describes the development of a Multidisciplinary Optimization Framework for the conceptual design and optimization of a business aircraft, through the use of genetic algorithms, in-house algorithms for Weight Estimation, Performance and Mission Analysis, and commercial and open-source softwares for evaluation of important characteristics of each aircraft, such as Aerodynamics, Propulsion and Static and Dynamic Stability Derivatives. The variables being optimizated are related to airfoil, wing planform, control surfaces planform, fuselage geometry and motorization. The framework is capable of optimizating many aircraft parameters, performing tasks such as drag reduction, lift improvement, weight reduction, mission optimization and cost reduction.
{"title":"Genetic Optimization Applied in Conceptual and Preliminary Aircraft Design","authors":"Rafael Fernandes de Oliveira, Anselmo Eduardo Jorge Cortellazzi Filho, Paulo Henrique Iengo Nakamura, Reynaldo Oioli Neto, E. Belo, Á. Abdalla","doi":"10.4271/2008-36-0198","DOIUrl":"https://doi.org/10.4271/2008-36-0198","url":null,"abstract":"This work describes the development of a Multidisciplinary Optimization Framework for the conceptual design and optimization of a business aircraft, through the use of genetic algorithms, in-house algorithms for Weight Estimation, Performance and Mission Analysis, and commercial and open-source softwares for evaluation of important characteristics of each aircraft, such as Aerodynamics, Propulsion and Static and Dynamic Stability Derivatives. The variables being optimizated are related to airfoil, wing planform, control surfaces planform, fuselage geometry and motorization. The framework is capable of optimizating many aircraft parameters, performing tasks such as drag reduction, lift improvement, weight reduction, mission optimization and cost reduction.","PeriodicalId":250951,"journal":{"name":"IEEE Games Entertainment Media Conference","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-10-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123255527","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}