Research
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Expanding the Magic Circle in Pervasive Casual Play |
Typically, in digital entertainment, the screen is the center of the player's attention. If the
real world was part of the gameplay, the player would also pay attention to what is
happening around her. That is the case of pervasive games. Our objective is to find ways
of making pervasive play available for a large casual audience, but in a way that casual games
are not deprived of their intrinsic characteristics. Casual games are easy to play, have simple
rules and easy to understand interfaces and the introduction of real world elements must thus not
deprive them of these characteristics.
S. Reis, N. Correia, Casual Games with a Pervasive Twist, Entertainment Computing, Elsevier,
Volume 5, Issue 2, 2014, pp. 115–125 PDF
S. Reis, Expanding the Magic Circle in Pervasive Casual Play,
in: Repositório Universidade Nova, 2013 PDF
S. Reis, Expanding the Magic Circle in Pervasive Casual Play, in: Proceedings of the 11th
International Conference on Entertainment Computing (ICEC'12), Springer-Verlag, 2012,
pp. 486-489 PDF
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The Enchanted Moor |
This game stimulates curiosity about Enchanted Moors' legends while encouraging social engagement among players. In this game the player will not be isolated in front of the monitor and will have to call upon others to be successful.
S. Reis, N. Correia,
Co-located Interaction in Casual Games for the Dissemination of Traditional Stories,
in: Proceedings of the 5º Science and Video Games Conference - 2012,
Portuguese Society for Video Games Science, 2012 PDF
S. Reis, N. Correia, Encouraging Co-located Players Social Interaction,
in: Designing and Evaluating Sociability in Online Video Games - A CHI 2013 Workshop,
2013 PDF
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Weather Wizards |
Weather Wizards is the first Android game that resorts to real time weather data.
This adaptronic, multiplayer, location based game, where real time weather data is key to
the gameplay, was created to gauge the contribution of weather to player engagement.
S. Reis, N. Correia, Playing with the Weather, in: Proceedings of the 11th
International Conference on Entertainment Computing (ICEC'12), Springer-Verlag,
2012, pp. 172-184 PDF
S. Reis, N. Correia, Engaging the Players with the Use of Real-Time Weather Data,
in: Proceedings of the 4º Science and Video Games Conference - 2011,
Portuguese Society for Video Games Science, 2011,
pp. 173-179 PDF
S. Reis, T. Romão, N. Correia, Pervasive Play for Everyone Using the Weather,
in: Proceedings of 7th International Conference on Advances in Computer
Entertainment Technology (ACE'10), ACM, 2010,
pp. 104-105 PDF Poster
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WaggleBee |
WaggleBee is a proof-of-concept research Android prototype, which is designed to enhance social experiences
by providing an easy means of interacting with and sharing mobile Web content among co-located groups.
S. Reis, K. Church, Insights into Co-located Shared Mobile Search, in: CHI'13 Extended
Abstracts on Human Factors in Computing Systems (CHI EA '13),
ACM, 2013 PDF Poster
S. Reis, K. Church, N. Oliver, Rethinking Mobile Search: Towards Casual, Shared, Social Mobile
Search Experiences, in: Searching 4 Fun! 2012, CEUR-WS.org, 2012,
pp. 1-4 PDF
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The Imaginary Friend |
Sometimes, one wants a friendly shoulder to lean on or someone with whom to share the
good and the bad times. Here, we propose a metaphor of an imaginary friend who accompanies the user
and to whom the user can confide her emotions. Due to a special bond with the user,
the Imaginary Friend can see the emotions that the human companion is feeling glowing around
her. As the user moves around she leaves behind emotion cookies that the Imaginary Friend will
collect and treasure. In order to enable rich and playful interactions in the virtual-real continuum
the implementation of the Imaginary Friend responds to motion, to the electrodermal activity and
resorts to GPS coordinates.
S. Reis, N. Correia, An Imaginary Friend that Connects with the User's Emotions,
in: Proceedings of the 8th International Conference on Advances in Computer Entertainment
Technology (ACE'11), ACM, 2011 PDF
S. Reis, N. Correia, Encouraging Co-located Players Social Interaction,
in: Designing and Evaluating Sociability in Online Video Games - A CHI 2013 Workshop,
2013 PDF
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The Castle of Count Pat |
The Castle of Count Pat was a game designed to access if the quantitative and graphical perception
of sound, by students, can influence how they behave in the classroom. The game captures sound and shows
the sound wave or the frequency spectrum, integrated with an animated character, to students in
real time. The quieter the students are the higher the score.
S. Reis, N. Correia, The Perception of Sound and its Influence in the Classroom, in: Proceedings of
the 13th IFIP TC 13 International Conference on Human-Computer Interaction - Volume Part I (INTERACT'11),
Springer-Verlag, 2011, pp. 609-626 PDF
S. Reis, S. Cavaco, N. Correia, Educative Sound Game, in: Proceedings of the 3º Science and Video Games
Conference - 2010, Portuguese Society for Video Games Science, 2010,
pp. 159-164 PDF
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Path Improvement in the Automatic Generation of Guided Tours |
Here we present a new method for improving a user's path, inside a model, reducing or
eliminating the unnecessary detours.
S. Reis, M. Santos, Path Improvement in the Automatic Generation of Guided Tours,
in: Proceedings of the 15th Portuguese Computer Graphics Encounter (EPCG'2007),
Portuguese Computer Graphics Group, 2007,
pp. 29-38 PDF
S. Reis, Guided Tours through Volumetric Models,
in: Repositório Universidade Nova, 2006 PDF
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