Journal on Interactive Systems

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EISSN : 2236-3297
Total articles ≅ 180
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Luiz Paulo Carvalho, José Antonio Suzano, Ingrid Gonçalvez, Silas Pereira Filho, Flávia Maria Santoro, Jonice Oliveira
Journal on Interactive Systems, Volume 12, pp 35-57; https://doi.org/10.5753/jis.2021.1896

Abstract:
Every month, millions of users worldwide play the online digital game League of Legends, which also contains a server dedicated to the Brazilian region. Social oppression by race, skin color, sexual orientation, among others, occurs within the game and is reported constantly. In this paper, we analyzed possible indications of depressive disorder by using an online questionnaire as a basis. We used quantitative and qualitative methods, analyzing the relationship between the interactions and the social identities of the players. We define quantitative hypotheses and qualitative syntheses related to different social factors of the game through the analysis of 604 responses. League of Legends has a negative influence on the mental health of socially peripheral players, and the qualitative analysis exposes specific and widespread cases of oppression and discrimination. We present a discussion on ethics, possible collusion with oppression, and proposals for mitigation or solution.
Aline E. C. Verhalen, , Patricia C. de Souza, Kamila R. da Hora Rodrigues
Journal on Interactive Systems, Volume 12, pp 102-111; https://doi.org/10.5753/jis.2021.975

Abstract:
The number of senior citizens who use mobile phones is increasing each year in Brazil. This trend means they are producers of digital assets (which may eventually become a legacy), due to constant data generation. This exploratory study follows a quantitative and qualitative approach and uses a survey as a data collection technique to address the research subject – investigating the perspective of senior citizens regarding digital legacy and assets. The authors conclude, given the importance of the results, that it is still necessary to pursue a larger study with the elderly for the development of initiatives that help improve knowledge and technology use as well as to increase their perception about their own digital assets.
Daniel Rogério Ferreira, Caio Kaufman Baptista, Bruno Da Silva Rodrigues, Barbara Campos Siqueira, Silvana M. Blascovi-Assis,
Journal on Interactive Systems, Volume 12, pp 58-68; https://doi.org/10.5753/jis.2021.1916

Abstract:
Congenital clubfoot is the most common disease of the musculoskeletal system, causing deformities in the musculature of the foot and requiring long-term motor rehabilitation. This article shows the design and development of a serious game to support the process of motor rehabilitation of clubfoot through dorsiflexion and plantarflexion exercises. The game is controlled by a wearable device (Papeteshoes), where the accelerometers are responsible for detecting the movement of the foot. A pilot test was carried out withtwo children with and without clubfoot (Congenital Talipes Equi-novarus-CTE) to examine the feasibility of the game as a therapy instrument. Usability and applicability questionnaires were applied after using the game. The results show that both children reacted in the same way to the proposals, performing the necessary movements for the motor recruitment of the muscles related to the leg and foot and maintaining the range of motion of the ankle joint.
Lais Tono Cardozo, , , Lucila Ludmila Paula Gutierrez, Érica Maria Granjeiro,
Journal on Interactive Systems, Volume 12, pp 21-34; https://doi.org/10.5753/jis.2021.1879

Abstract:
Cardiac physiology is a basic subject in the curriculum of health Science undergraduate courses, which allow students to understand the functional mechanisms of cardiovascular organs as well as the physiopathology of cardiovascular diseases. The puzzle of cardiac cycle has been developed to help students to understand and integrate the concepts of morphology and physiology of normal and pathological states of the heart. Considering the good acceptance of the printed puzzle by students and professors, its online version has been developed as a digital educational tool. The aims of this work were to describe the development of the online digital version of this educational game and to evaluate the students’ perception of the utility of the digital game for their learning. The digital version was developed using the figures and answers of the original printed cardiac cycle puzzle, including stages 1 and 2, in three languages: Portuguese, English and Spanish. The digital version was tested by professors of Physiology from different university institutions for validation. The final version of game was used in remote teaching in three courses in the health area, during the COVID-19 pandemic. The opinion of students about the usefulness of the game activity for their learning was analyzed by using a survey. In the opinion of participants in this study, the activity with the online digital version of the cardiac cycle puzzle was useful for their learning.
Franklin M. Da C. Lima, Gabriel A. M. Vasiljevic, Leonardo Cunha De Miranda, M. Cecília C. Baranauskas
Journal on Interactive Systems, Volume 12, pp 1-20; https://doi.org/10.5753/jis.2021.997

Abstract:
Analyzing how the conferences of a given research field are evolving contributes to the academic community in that the researchers can better situate their research towards the advancement of knowledge in their area of expertise. Thus, in this work we present the results of a correlation analysis performed within and between-conferences of the field of Human-Computer Interaction, using data from the conference on Human-Computer Interaction International (HCII) and from the Brazilian Symposium on Human Factors in Computing Systems (IHC). More than 209 thousand words from the titles of over 18 thousand publications from both conferences were analyzed in total, using different quantitative, qualitative and visualization methods, including statistical tests. The analysis of words from the tiles of publications from both conferences and the comparison of the ranking of these words indicate, amongst other results, that there is a significant difference in relation to the main and most covered topics for each one of these conferences.
Flávia Maria Santoro,
Journal on Interactive Systems, Volume 12, pp 69-82; https://doi.org/10.5753/jis.2021.961

Abstract:
Information Systems (IS) plays an essential role in shaping almost all sectors of society, such as, commerce, politics, services, entertainment, information, relationships, among others. Digital technologies have enabled a new dimension of products, transmission, storage, and access to information. The outcome of this whole transformation process is intended to provide improvement and facilitating the lives and practices of individuals in society. However, we have also to face its negative impacts. We argue that situations involving both the design and the adoption or use of IS should be analyzed from the point of view of Ethics through a well-defined process that might help the professional and/or the citizen in making decisions in sensitive contexts when conceptual conflicts show up. To justify the definition of this process, we discuss the significance of the new technologies based on Andrew Feenberg's Philosophy of Technology. Grounded on this theory, we highlight the benefits and problems of the new technologies in the contemporary world. Finally, we present the process proposal and analyze the results of its application in the context of two well-known real cases and discuss the results in light of the theoretical foundation.
Breno M. F. Viana, Selan R. Dos Santos
Journal on Interactive Systems, Volume 12, pp 83-101; https://doi.org/10.5753/jis.2021.999

Abstract:
Procedural content generation (PCG) is a method of content creation entirely or partially done by computers. PCG is popularly employed in game development to produce game content, such as maps and levels. Representative examples of games using PCG are Rogue (1998), which introduced the rogue­like genre, and No Man’s Sky (2016), which generated whole worlds with fauna and flora. PCG may generate final contents, ready to be added to a game, or intermediate contents, which might be polished by human designers or work as an input level sketch to be interpreted by a level translator. In this paper, we survey the current state of procedural dungeon generation (PDG) research, a PCG subarea, applied in the context of games. For each work we selected in this survey, we examined and compared how they created game features, what type of level structure and representation they propose, which content generation strategy they applied, and, finally, we classify them according to the taxonomy of procedural content generation proposed by Togelius et al. (2016). The most relevant findings of our survey are: (1) PDG for 3D levels has been little explored; (2) few works supported levels with barriers, a game mechanic which temporarily blocks the player progression, and; (3) mixed-initiative approaches, i.e., software that helps human designers by making suggestions to the levels being created, are little explored.
João Bosco Borges, Carmen Li Juy, Izac Sidarta De Andrade Matos, Paulo Vitor Angelo Silveira, Ticianne De Gois Ribeiro Darin
Journal on Interactive Systems, Volume 11, pp 74-91; https://doi.org/10.5753/jis.2020.765

Abstract:
The influences, metrics, and applications of User Experience (UX) have been investigated in various contexts and is acknowledged as a driving force to promote game development choices. Recently, there has been a growing interest and need to explore the experience in the context of digital games, which require particular forms of Player Experience (PX) components due to their interaction. These particularities of digital games bring some specific models, characteristics and evaluation methods based on this field. Therefore, both industry professionals and researchers must make informed choices when planning these assessments. This research aims to provide a brief panorama on how PX have been evaluated, and discuss its related concepts, based on the analysis 58 PX evaluation instruments. The data analysis provides a glance on the directions the research on PX evaluation is taking and indicates future research opportunities.
, , Carolina Moreira Oliveira, Júlia S. B. Ortiz,
Journal on Interactive Systems, Volume 11, pp 92-109; https://doi.org/10.5753/jis.2020.757

Abstract:
Designing games to encourage players' positive and healthy behaviors is both a necessity and a challenge. Although the game research field has relevant contributions in literature, especially regarding gamification, serious games and persuasive computing, when the application domain is critical, such as education or health, it is necessary to understand the context in which a game will be inserted before actually proposing and designing it. This paper presents a collaborative workshop for problem understanding and requirements elicitation in the early stages of game design. The workshop stresses the importance of problem-understanding from a sociotechnical perspective before developing a game and before directly engaging other stakeholders. The paper presents the workshop in practice where designers must understand how to support children to perform speech therapy exercises outside hospital settings. The workshop was conducted to produce a systemic understanding of the problem domain, of human and technical aspects, possible solutions and their implications to be used as inputs for game design and evaluation. The paper presents the workshop and its main results, discussing lessons learned and highlighting the need for early and lean practices to promote the socially aware design of games.
Journal on Interactive Systems, Volume 11, pp 27-44; https://doi.org/10.5753/jis.2020.751

Abstract:
We have developed an autonomous virtual character guided by emotions. The agent is a virtual character who lives in a three-dimensional maze world. We found that emotion drivers can induce the behavior of a trained agent. Our approach is a case of goal parameterized reinforcement learning. Thus, we create conditioning between emotion drivers and a set of goals that determine the behavioral profile of a virtual character. We train agents who can randomly assume these goals while trying to maximize a reward function based on intrinsic and extrinsic motivations. A mapping between motivation and emotion was carried out. So, the agent learned a behavior profile as a training goal. The developed approach was integrated with the Advantage Actor-Critic (A3C) algorithm. Experiments showed that this approach produces behaviors consistent with the objectives given to agents, and has potential for the development of believable virtual characters.
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