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Cardoso, Tiago, João Sousa, and José Barata. "Digital Games Development Model." EAI Endorsed Transactions on Serious Games. 4.12 (2017): e2. Abstract

Nowadays technology follows us everywhere. However, it is often overlooked when dealing with social issues, despite how easily it might improve the life of countless handicapped individuals. In other words, small pieces of software, under the form of games, can help the individual remain focus and go through treatments and therapies effortlessly. But game development is tricky because simply adopting a software development approach is not enough, as it assumes that games as a software can be developed through the commonly used systematic processes, yet these do have specific requirements. This paper proposes a new game development model to successfully deliver a quality serious game, towards social causes, bearing in mind the specific aspects both from games as a special kind of software and from the target players introducing a therapeutic/clinical perspective in the games development model.

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Cardoso, Tiago, Vitor Santos, Carolina Santos, and José Barata. "Games’ Social Tech Booster." SGames 2015 - 5th International Conference on Serious Games, Interaction and Simulation. 2015. Abstract

The society has organized itself towards facing existing social needs like the care for children with Down syndrome, Deafness or Autism Spectrum Disorders, among several other pathologies. As a result, several organizations emerged towards handling these issues, composed of doctors, therapists, psychologists, among other professionals, but excluding technology experts. On the other hand side, the finalist students from technology universities usually have a final course where they have to create a complete project from scratch. This article proposes a method for applying the effort and enthusiasm of such students in the above mentioned social causes through games’ development.

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Galveia, Bruno, Tiago Cardoso, Vitor Santor, and Yves Rybarczyk. "Towards the creation of a gesture library." EAI Endorsed Transactions on Creative Technologies. 2 (2015): 1-8. Abstract

The evolution of technology has risen new possibilities in the so called Natural User Interfaces research area. Among distinct initiatives, several researchers are working with the existing sensors towards improving the support to gesture languages. This article tackles the recognition of gestures, using the Kinect sensor, in order to create a gesture library and support the gesture recognition processes afterwards.

Cardoso, Tiago, Vitor Santos, Carolina Santos, and José Barata. "Transferência de Tecnologia para Causas Sociais através dos Vídeo Jogos." VideoJogos 2015. Coimbra-Portugal 2015. Abstract

A sociedade organizou-se para fazer frente a necessidades como o tratamento e acompanhamento de crianças ou jovens com Síndrome de Down, Surdez, Autismo, entre outras patologias. Como resultado, surgiram distintas organizações com o objetivo de lidar com estes casos, compostas por médicos, terapeutas, psicólogos, sociólogos e outros profissionais, mas excluindo profissionais dedicados ao desenvolvimento de novas tecnologias. Por outro lado, alunos finalistas de cursos tecnológicos desenvolvem normalmente um projeto tecnológico do início na disciplina final dos seus cursos - Projeto/Dissertação de fim de curso. Este artigo propõe um método para aplicar o esforço e entusiasmo de tais alunos às causas sociais mencionadas através do desenvolvimento de Jogos.

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Santos, Vitor, Carolina Santos, and Tiago Cardoso. "Use of sociology concepts as the basis of a model for improving accessibility in Smart Cities." Procedia Computer Science. 67 (2015): 409-418. Abstract

The use of mobile devices and their use for Internet access, for georeferentiation and services consumption had a huge increase.

Today, these devices ability to establish cooperation networks and to interact intelligently and cooperatively with the surrounding environment has growing importance.

In this paper, we propose a system, based on a model which uses the social paradigms in mobile ubiquitous interactions, capable to effectively connect and integrate these devices in order to improve the accessibility in the cities. The model is inspired in concepts from the theory of organizations and sociology, as the notions of “social role”, “ownership” and “responsibility”, to be incorporated in each device.

We present an example for applying the model in the context of accessibility in smart cities for the pedestrian traffic light automatic management.

Santos, Vitor, Tiago Cardoso, and Eva Oliveira. "Using creativity techniques to create new computer games." VideoJogos'2014. 2014. Abstract

In the face of growing global game production competition, the ability to come out with new ideas to create computer games is widely recognized today as important. In this context, the chance to resort - in a practical way - to known creativity techniques or adaptations of these to help innovation in this field is a promising challenge, both in the field of entertainment games and the so called serious games. In this article we present the development of a research work in this area and the result proposal method for the introduction of creativity in Games Design. The main objective is the construction of innovative Games that have not been identified by the normal methods used in the analysis of games proposals. We present a case study of the method implemented for the identification of new games design opportunities in an MSc Games course.

Simao, José, Luisa Cotrim, Teresa Condeco, Tiago Cardoso, Miguel Palha, Yves Rybarczyk, and José Barata. "Using Games for the Phonetics Awareness of Children with Down Syndrome." International Conference on Serious Games, Interaction and Simulation. Springer, Cham, 2016. 1-8. Abstract

Computers and technology can play a key role in supporting learning, namely for students with special educational needs. Nevertheless, despite the emphasis the society puts on the use of technology and its fast proliferation in the area of education, few initiatives focus on the specific needs of children with disabilities. Motivated by this gap, this research work proposes a computer assisted education application that targets to teach talking and reading through games. The work described herein was carried out in close cooperation with - , a child-care institution that works with children with distinct growth disorders, namely the Down syndrome.

Franco, José, Fátima Trindade, Sandra Silva, Miguel Palha, and Tiago Cardoso. "“No Reino dos Fonemas” jogo sério para a aprendizagem da leitura." (2015). Abstract

Neste artigo é apresentado um jogo sério que visa auxiliar a iniciação da aprendizagem do Princípio Alfabético
(discriminação auditiva dos sons das vogais) em crianças com dificuldades na aprendizagem (em particular
com alterações na consciência fonológica). Para isso são estudados vários motores de jogo e o conceito de elearning. São mostrados os vários cenários do jogo bem como as suas funcionalidades e propósitos. Este jogo
foi criado para capacitar instituições de apoio a crianças com perturbações do neurodesenvolvimento.