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G. M. Silva, Frutuoso

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Now showing 1 - 8 of 8
  • Arithmetic Bird: a game for training mathematical operations
    Publication . Aparício, André; Silva, Frutuoso
    We present a game for training main mathematical operations for elementary school students, mainly for the third and fourth-grade. The learning mechanisms used in the game were included in the game mechanics. The target audience evaluated the game and the results were positive, both in the gameplay and in the learning. Three groups were used to evaluate the learning: one control group that did not play the game, another group that played it in the school and the third group that played at home. The last two groups were used to compare the use of the game in scholar and in the home contexts. The first group was used to compare to the groups that played the game. The results showed that the use of the game has a positive effect on the improvement of the mental calculus rapidness of the players. The statistical analysis of the data showed a significant reduction of the time from pre- to post-test and Cohen’s d value was used to evaluate the magnitude of the effect for each group analysed. Besides, we also observed that playing the game at school or at home has similar results. Therefore, the game can be an effective educational tool for students and teachers.
  • Ultimate Performance Analysis Tool (uPATO)
    Publication . Silva, Frutuoso; Nguyen, Quoc Trong; Correia, Acácio Filipe Pereira Pinto; Clemente, Filipe M.; Martins, Fernando M. L.
  • Computational Metrics for Soccer Analysis
    Publication . Clemente, Filipe Manuel; Sequeiros, João Bernardo Ferreira; Correia, Acácio; Silva, Frutuoso G. M.; Martins, Fernando Manuel Lourenço
  • uPATO Mobile - Network Module
    Publication . Silva, Frutuoso; Lopes, Vasco; Ribeiro, José; Martins, Fernando
    Team sports analysis can be done using network analysis tools if the interactions between teammates are recorded. However, no application was specifically developed to team sports, that allows to import, compute and export data, as far as we know. Based on that, we developed a new application for network analysis in team sports. The Ultimate Performance Analysis Tool (uPATO) allows codifying, importing, visualising, computing measures and exporting data from the observed games. Thus, the user can use a single application to codify the network that emerges from the game and analyse it. In this paper, we will present the mobile application uPATO that allows using an Android device to codify and analyse networks in team sports. This application extends the use of the uPATO tool for outdoor environments, making easier their use in the real scenarios with a mobile device, for example, in official games or during the training sessions. Finally, data of a real game will be used to test the network measures implemented and to show the values that can be obtained.
  • Cyber-Detective: a game for cyber crime prevention
    Publication . Lopes, Inês G. F.; Morenets, Yuliya; Inácio, Pedro R. M.; Silva, Frutuoso
    Technologies are increasingly becoming a part of the daily lives of younger generations and with no supervised usage of these technologies, teenagers are exposed to various threats. To raise the awareness of teenagers in ages between 14 and 17 years old, and to provide a methodological tool for educational professionals working with the young and even for enforcement professionals investigating the cyber cases, an educational game about cyber security was designed and prototyped. A detective game was devised, where the player takes the role of a detective to investigate a cyber crime. To solve the case, the player must play several mini-games, where each one explores a specific thematic about cyber security. For example, in the prototype, the situation that the detective needs to solve is a ransomware case. The situations are introduced by a tridimensional animation, which appears as a cutscene introducing the game scene. It is an animation where one can see a teen trying to buy a pair of sneakers online and after downloading an application suggested in the website, his mobile phone is locked. Thus, he decides to search help from the police, where the detective will try to solve the problem. For that, the player has to solve several mini-games about sharing information in social networks, phishing and the importance of creating strong passwords. In these mini-games the player makes decisions and learns based on that, i.e., at the end of each mini-game each decision is explained to the player regardless of the choice being correct or incorrect. This way, the player is always informed of the various situations that can occur based on their behavior/decisions online. The prototype was developed for mobile devices and some preliminary tests were performed with teenagers. The tests showed that the teenagers improved their cyber security knowledge after playing the game. A cyber security educational game can be used as a tool for younger generations because it uses the technologies that are part of their daily lives and can contribute to the growing of their cyber security awareness. In the future, we hope to develop the full game, where other thematic will be included, namely, talking with strangers in social networks, dangers related with the webcam and microphone, online piracy and cyber bullying.
  • Jogo para a Aprendizagem das Operações Matemáticas
    Publication . Aparício, André; Silva, Frutuoso
    Com a crescente utilização das tecnologias de informação e comunicação, cada vez mais em tenra idade, usar estas como meio educacional torna-se perfeitamente justificável. Os alunos do ensino básico têm cada vez mais acesso a estas tecnologias, embora a sua utilização seja, na sua esmagadora maioria, para fins lúdicos. Por isso surge a questão: “É possível utilizálas também para fins didáticos, por exemplo na aprendizagem das operações matemáticas?”. Neste âmbito concebeu-se um jogo para auxiliar a aprendizagem das operações matemáticas básicas, adição, subtração, divisão e multiplicação destinado aos alunos do 1º ciclo do ensino básico. Este pretende ser um jogo que os alunos tenham prazer de jogar e, por isso, seja capaz de contribuir para a aprendizagem da matéria em causa, contrariamente a muitos jogos/aplicações que se podem encontrar, por exemplo, na Google Play Store, os quais fazem com que os conteúdos a leccionar se sobreponham ao jogo levando à quebra do estado de concentração no jogo (i.e. game flow). O jogo concebido é um runner onde o jogador controla um pássaro e tem de se desviar de “inimigos” e apanhar itens para progredir no jogo. Foram já efetuados alguns testes de usabilidade preliminares com o jogo junto do público alvo, estando agora a ser avaliada a sua eficácia no ensino das operações matemáticas, em meio educacional.
  • Evaluation of immersive user interfaces in virtual reality first person games
    Publication . Raffaele, Rennan; Carvalho, Breno; Silva, Frutuoso
    This study is part of a master’s dissertation aiming to investigate the immersion of user interfaces in first person games using virtual reality. This evaluation is based on the concepts established by the Diegesis theory. Based on that, a table was created with the identified elements in the games that induce more or less immersion to the player. Through the data collected, a questionnaire was developed to obtain information from developers, designers and players, to evaluate the most and the fewer immersive elements of the interfaces in the games selected. The results showed that the Diegetic and Spatial interfaces are the most immersive for virtual reality first person games, and the less immersive were the Meta and Non-Diegetic interfaces. Thus these results can be important if they influence the creation of games interfaces more immersive, because all players want to be immersed when playing games, in particular when playing in virtual environments.
  • A new tool for network analysis on team sports
    Publication . Silva, Frutuoso; Nguyen, Quoc; Gomes, Abel; Martins, Fernando; Clemente, Filipe Manuel
    Network analysis has been used to classify the interactions between teammates in team sports. However, no dedicated software or application was specifically developed to import, compute and export data in the specific case of sports, as far as we know. Based on that, we intend to propose a new application to visualize and analyze networks in soccer. The Ultimate Performance Analysis Tool (uPATO) allows observing, codifying, importing, visualizing, computing measures and exporting data from the observed games. The user may use a single application to work in the visualization and analysis of the match only considering the network that emerges from the game. In this paper it will be possible to observe the steps to visualize and import data and it will also be described the development of some network measures to characterize the centralities and general properties of unweighted and weighted graphs and digraphs. Finally, data from a real game will be used to test the network measures implemented and to show the values that can be exported and interpreted.