Digital materials used in teaching and learning are called learning objects (LO). Traditionally, ... more Digital materials used in teaching and learning are called learning objects (LO). Traditionally, LOs were developed for use as support materials for teacher. However, they can be used by students or whoever is interested in learning something. LOs can be found in repositories and also on the Web, in teachers and institutions sites. In spite of that, they are not easily found. Repositories address few knowledge fields and few languages. Search engines return a large amount of information that makes it difficult for users to identify relevant LOs to meet their goals. In this context, this paper proposes a new mechanism for LOs retrieval, based on Web 2.0 principles. Among the options for Web 2.0.
2019 14th Iberian Conference on Information Systems and Technologies (CISTI)
Due to the loss of physical and cognitive skills, older people may need special support to help t... more Due to the loss of physical and cognitive skills, older people may need special support to help them in daily activities. These activities can be a source of fun and entertainment, and at the same time improve their physical and psychological wellbeing. One of the options to meet the needs and expectations of the older people may be to use virtual reality (VR) games. For this purpose, it's important to identify design elements that make virtual reality games more suitable for the elderly audience. This study aims to check design recommendations extracted from previous research and also to identify new information that can contribute to the design of VR games focused on older people. In order to achieve this objective, we developed a virtual reality game for user testing with older participants. Participants' experience was recorded for qualitative analysis based on grounded theory. Besides a grounded theory, the results include a list of recommendations for games in virtual reality aimed at the elderly.
Objetos de aprendizagem (OA) são materiais digitais utilizados para apoiar o ensino e a aprendiza... more Objetos de aprendizagem (OA) são materiais digitais utilizados para apoiar o ensino e a aprendizagem. Tradicionalmente, OAs são desenvolvidos como material de apoio a professores. Entretanto, eles podem ser utilizados por alunos ou qualquer pessoa interessada em aprender um determinado assunto. OAs podem ser encontrados em repositórios ou na Web, em sites de docentes e de instituições de ensino. Apesar disso, nem sempre os OAs são facilmente encontrados. Em geral, os repositórios abordam poucos campos do conhecimento e poucas opções de línguas. As máquinas de busca retornam um grande volume de informação, o que dificulta, para o usuário, identificar os OAs que são relevantes para as suas necessidades. Nesse contexto, este artigo propõe um mecanismo para recuperação de OAs, baseado nos princípios da Web 2.0. Dentre as opções de aplicações Web 2.0, o modelo de bookmarking social se destaca por facilitar o armazenamento de links a OAs e por permitir o compartilhamento e a classificação...
The use of technologies by the elderly is still restricted, especially concerning recent technolo... more The use of technologies by the elderly is still restricted, especially concerning recent technologies. To better understand the older user experience, while using virtual and augmented reality technologies, we performed a Systematic Literature Review. The databases selected for research were the digital libraries of ACM, IEEE, and Science Direct (computer publications only) as well as the proceedings of two Brazilian symposiums: Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) and Symposium on Virtual and Augmented Reality (SVR). During the literature review, we collected information about the characteristics of the participants of the studies selected, the experiences reported about the use of technology, the research method used, the technologies chosen for the tests, the results obtained and future work suggested. The main contributions of this work were to identify the state of art of virtual and augmented reality for older people, the possible applicati...
Concerns about users' privacy are currently attracting signi cant attention. Users usually do... more Concerns about users' privacy are currently attracting signi cant attention. Users usually do not approve of someone mining their actions and habits while they use the Web. On the other hand, having some information about the user's behavior is essential for providing personalized services. Thus, there is a clear demand for mechanisms that allow users to control their privacy without relying on the visited site's policies. In this paper we propose a tool that tells the user the level of privacy maintained throughout his/her interaction with a given site. By using our tool, the user can become aware of privacy violations and may use privacy preservation mechanisms.
Este trabalho teve como objetivo identificar as principais características de jogos educacionais ... more Este trabalho teve como objetivo identificar as principais características de jogos educacionais necessárias para auxiliar adultos mais velhos (AMV) no processo de alfabetização. A pesquisa foi delineada por meio de um estudo de caso. AMV foram observados jogando quatro jogos educativos. Após cada sessão de jogos foi respondido um questionário sobre a experiência com os jogos e, ao término, foi feita uma entrevista. Além disso, dez especialistas na área de informática responderam a um questionário de avaliação dos jogos baseado em heurísticas de jogabilidade. Foi observado que para que haja o sucesso dos jogos digitais no processo de alfabetização é preciso considerar as especificidades dos AMV e suas limitações físicas e permitir adaptações didáticas necessárias a cada AMV individualmente.
D ue to the increasing life expectancy in the world, the number of elderly people is also augment... more D ue to the increasing life expectancy in the world, the number of elderly people is also augmenting. Thus, society will have to offer more and more products and services that meet the specific needs and desires of these people, who seek alternatives for entertainment, social interaction and learning. Serious games are an option to provide them learning combined with entertainment. In Brazil, it is known that a small part of the elderly has access to computers, and that a larger part already uses mobile phones. Therefore, we carried out a survey to identify the features that serious mobile games should have, so that older people could feel pleasure and desire to use them. This survey was based on a literature review and also on a case study with a group of seniors who evaluated five serious games for smart phones. From the data collected we compiled a list of guidelines for developing mobile serious games that meet the needs, interests and motivations of older players.
Currently it has been observed that the worldwide population of the elderly people is growing. So... more Currently it has been observed that the worldwide population of the elderly people is growing. So it becomes increasingly necessary to provide leisure, socialization, physical and mental challenges for the improvement of living conditions of these people. Such benefits can be found in digital games provided they are appropriate to the public in this study, considering inherent difficulties and limitations due to age. This paper presents a set of heuristics for evaluating gameplay compiled from a literature review. It also shows the results of an evaluation with 60-92 year-old users to evaluate the compiled heuristics, conducted through the use of the mobile game “Viajando pelo Mundo” (“Traveling the World”), which was designed exclusively for older adults. The evaluation results highlight the importance of developing specific mobile casual games for the elderly, and confirms the need for appropriate heuristics for evaluating gameplay geared towards older adults.
The current paper assessed the emotional experience of older adults while playing digital games o... more The current paper assessed the emotional experience of older adults while playing digital games on smartphones. A group of 39 people, aged 60 and above, were chosen in order to test the game "Viajando pelo Mundo", which consists of four minigames: "Memória", "Cinco Erros", Adivinhe" and "Quebra Cuca". The positive and negative feelings of the older adults towards each minigame were assessed in an attempt to relate these two groups of feelings, and better understand the special needs of the older adults. After analyzing the results, it is possible to state that the positive feelings of the older adults while playing the games were higher than the negative ones.
Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems
User-centered design (UCD) and participatory design (PD) are framework for developing application... more User-centered design (UCD) and participatory design (PD) are framework for developing applications suitable for the users' characteristics. However, UCD/PD provide little guidance on how to involve older people in the development process. We performed a Systematic Literature Review to know better how these processes are conducted with the participation of elderly people. We selected 51 papers published at ACM Digital Library, IEEE Xplore and Science Direct from 2013 to 2018, and extracted information about how and why UCD/PD has been used with the elderly, which were the used methods, what activities were performed with the elderly and also suggestions for future work. The main contributions of this work are to provide researchers with an understanding of the application of UCD and PD with older people and to show the need to improve traditional design methods in order to create suitable applications for them.
International Journal of Computer Games Technology
As people get older, their physical and cognitive functions decline. Meeting these needs is an im... more As people get older, their physical and cognitive functions decline. Meeting these needs is an important goal to be reached, to propose activities that may contribute to a better quality of life, including leisure and learning. As such, this paper aims to present a set of heuristics and recommendations for the design of mobile serious games for older adults. To elaborate these heuristics and recommendations, we conducted two studies with older people. In the first study, we invited people aged 60 or more to evaluate mobile games, intending to collect data that could help us to adapt the heuristics that were already published to the public of this research. In the period between the two studies, we developed a serious mobile game (Labuta Batuta) that met the set of adapted heuristics. In the second study, we invited another group of older people, aged 45 or over, to qualitatively evaluate Labuta Batuta, in order to develop a Grounded Theory about the desirable characteristics for...
The use of technologies by the elderly is still restricted, especially concerning recent technolo... more The use of technologies by the elderly is still restricted, especially concerning recent technologies. To better understand the older user experience, while using virtual reality technology, we performed a Systematic Literature Review. The databases selected for research were the digital libraries of ACM, IEEE, Science Direct and Google Scholar. During the literature review, we col- lected information about the characteristics of the participants of the studies selected, the experiences reported about the use of technology, the research method used, the technologies chosen for the tests, the results obtained and future work suggested. The main contributions of this work were to identify the state of art of virtual and augmented reality for older people, the possible applications of these technologies to them, the most used devices and also the considerations reported by previous experiences.
Digital materials used in teaching and learning are called learning objects (LO). Traditionally, ... more Digital materials used in teaching and learning are called learning objects (LO). Traditionally, LOs were developed for use as support materials for teacher. However, they can be used by students or whoever is interested in learning something. LOs can be found in repositories and also on the Web, in teachers and institutions sites. In spite of that, they are not easily found. Repositories address few knowledge fields and few languages. Search engines return a large amount of information that makes it difficult for users to identify relevant LOs to meet their goals. In this context, this paper proposes a new mechanism for LOs retrieval, based on Web 2.0 principles. Among the options for Web 2.0.
2019 14th Iberian Conference on Information Systems and Technologies (CISTI)
Due to the loss of physical and cognitive skills, older people may need special support to help t... more Due to the loss of physical and cognitive skills, older people may need special support to help them in daily activities. These activities can be a source of fun and entertainment, and at the same time improve their physical and psychological wellbeing. One of the options to meet the needs and expectations of the older people may be to use virtual reality (VR) games. For this purpose, it's important to identify design elements that make virtual reality games more suitable for the elderly audience. This study aims to check design recommendations extracted from previous research and also to identify new information that can contribute to the design of VR games focused on older people. In order to achieve this objective, we developed a virtual reality game for user testing with older participants. Participants' experience was recorded for qualitative analysis based on grounded theory. Besides a grounded theory, the results include a list of recommendations for games in virtual reality aimed at the elderly.
Objetos de aprendizagem (OA) são materiais digitais utilizados para apoiar o ensino e a aprendiza... more Objetos de aprendizagem (OA) são materiais digitais utilizados para apoiar o ensino e a aprendizagem. Tradicionalmente, OAs são desenvolvidos como material de apoio a professores. Entretanto, eles podem ser utilizados por alunos ou qualquer pessoa interessada em aprender um determinado assunto. OAs podem ser encontrados em repositórios ou na Web, em sites de docentes e de instituições de ensino. Apesar disso, nem sempre os OAs são facilmente encontrados. Em geral, os repositórios abordam poucos campos do conhecimento e poucas opções de línguas. As máquinas de busca retornam um grande volume de informação, o que dificulta, para o usuário, identificar os OAs que são relevantes para as suas necessidades. Nesse contexto, este artigo propõe um mecanismo para recuperação de OAs, baseado nos princípios da Web 2.0. Dentre as opções de aplicações Web 2.0, o modelo de bookmarking social se destaca por facilitar o armazenamento de links a OAs e por permitir o compartilhamento e a classificação...
The use of technologies by the elderly is still restricted, especially concerning recent technolo... more The use of technologies by the elderly is still restricted, especially concerning recent technologies. To better understand the older user experience, while using virtual and augmented reality technologies, we performed a Systematic Literature Review. The databases selected for research were the digital libraries of ACM, IEEE, and Science Direct (computer publications only) as well as the proceedings of two Brazilian symposiums: Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) and Symposium on Virtual and Augmented Reality (SVR). During the literature review, we collected information about the characteristics of the participants of the studies selected, the experiences reported about the use of technology, the research method used, the technologies chosen for the tests, the results obtained and future work suggested. The main contributions of this work were to identify the state of art of virtual and augmented reality for older people, the possible applicati...
Concerns about users' privacy are currently attracting signi cant attention. Users usually do... more Concerns about users' privacy are currently attracting signi cant attention. Users usually do not approve of someone mining their actions and habits while they use the Web. On the other hand, having some information about the user's behavior is essential for providing personalized services. Thus, there is a clear demand for mechanisms that allow users to control their privacy without relying on the visited site's policies. In this paper we propose a tool that tells the user the level of privacy maintained throughout his/her interaction with a given site. By using our tool, the user can become aware of privacy violations and may use privacy preservation mechanisms.
Este trabalho teve como objetivo identificar as principais características de jogos educacionais ... more Este trabalho teve como objetivo identificar as principais características de jogos educacionais necessárias para auxiliar adultos mais velhos (AMV) no processo de alfabetização. A pesquisa foi delineada por meio de um estudo de caso. AMV foram observados jogando quatro jogos educativos. Após cada sessão de jogos foi respondido um questionário sobre a experiência com os jogos e, ao término, foi feita uma entrevista. Além disso, dez especialistas na área de informática responderam a um questionário de avaliação dos jogos baseado em heurísticas de jogabilidade. Foi observado que para que haja o sucesso dos jogos digitais no processo de alfabetização é preciso considerar as especificidades dos AMV e suas limitações físicas e permitir adaptações didáticas necessárias a cada AMV individualmente.
D ue to the increasing life expectancy in the world, the number of elderly people is also augment... more D ue to the increasing life expectancy in the world, the number of elderly people is also augmenting. Thus, society will have to offer more and more products and services that meet the specific needs and desires of these people, who seek alternatives for entertainment, social interaction and learning. Serious games are an option to provide them learning combined with entertainment. In Brazil, it is known that a small part of the elderly has access to computers, and that a larger part already uses mobile phones. Therefore, we carried out a survey to identify the features that serious mobile games should have, so that older people could feel pleasure and desire to use them. This survey was based on a literature review and also on a case study with a group of seniors who evaluated five serious games for smart phones. From the data collected we compiled a list of guidelines for developing mobile serious games that meet the needs, interests and motivations of older players.
Currently it has been observed that the worldwide population of the elderly people is growing. So... more Currently it has been observed that the worldwide population of the elderly people is growing. So it becomes increasingly necessary to provide leisure, socialization, physical and mental challenges for the improvement of living conditions of these people. Such benefits can be found in digital games provided they are appropriate to the public in this study, considering inherent difficulties and limitations due to age. This paper presents a set of heuristics for evaluating gameplay compiled from a literature review. It also shows the results of an evaluation with 60-92 year-old users to evaluate the compiled heuristics, conducted through the use of the mobile game “Viajando pelo Mundo” (“Traveling the World”), which was designed exclusively for older adults. The evaluation results highlight the importance of developing specific mobile casual games for the elderly, and confirms the need for appropriate heuristics for evaluating gameplay geared towards older adults.
The current paper assessed the emotional experience of older adults while playing digital games o... more The current paper assessed the emotional experience of older adults while playing digital games on smartphones. A group of 39 people, aged 60 and above, were chosen in order to test the game "Viajando pelo Mundo", which consists of four minigames: "Memória", "Cinco Erros", Adivinhe" and "Quebra Cuca". The positive and negative feelings of the older adults towards each minigame were assessed in an attempt to relate these two groups of feelings, and better understand the special needs of the older adults. After analyzing the results, it is possible to state that the positive feelings of the older adults while playing the games were higher than the negative ones.
Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems
User-centered design (UCD) and participatory design (PD) are framework for developing application... more User-centered design (UCD) and participatory design (PD) are framework for developing applications suitable for the users' characteristics. However, UCD/PD provide little guidance on how to involve older people in the development process. We performed a Systematic Literature Review to know better how these processes are conducted with the participation of elderly people. We selected 51 papers published at ACM Digital Library, IEEE Xplore and Science Direct from 2013 to 2018, and extracted information about how and why UCD/PD has been used with the elderly, which were the used methods, what activities were performed with the elderly and also suggestions for future work. The main contributions of this work are to provide researchers with an understanding of the application of UCD and PD with older people and to show the need to improve traditional design methods in order to create suitable applications for them.
International Journal of Computer Games Technology
As people get older, their physical and cognitive functions decline. Meeting these needs is an im... more As people get older, their physical and cognitive functions decline. Meeting these needs is an important goal to be reached, to propose activities that may contribute to a better quality of life, including leisure and learning. As such, this paper aims to present a set of heuristics and recommendations for the design of mobile serious games for older adults. To elaborate these heuristics and recommendations, we conducted two studies with older people. In the first study, we invited people aged 60 or more to evaluate mobile games, intending to collect data that could help us to adapt the heuristics that were already published to the public of this research. In the period between the two studies, we developed a serious mobile game (Labuta Batuta) that met the set of adapted heuristics. In the second study, we invited another group of older people, aged 45 or over, to qualitatively evaluate Labuta Batuta, in order to develop a Grounded Theory about the desirable characteristics for...
The use of technologies by the elderly is still restricted, especially concerning recent technolo... more The use of technologies by the elderly is still restricted, especially concerning recent technologies. To better understand the older user experience, while using virtual reality technology, we performed a Systematic Literature Review. The databases selected for research were the digital libraries of ACM, IEEE, Science Direct and Google Scholar. During the literature review, we col- lected information about the characteristics of the participants of the studies selected, the experiences reported about the use of technology, the research method used, the technologies chosen for the tests, the results obtained and future work suggested. The main contributions of this work were to identify the state of art of virtual and augmented reality for older people, the possible applications of these technologies to them, the most used devices and also the considerations reported by previous experiences.
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Papers by Lucila Ishitani