Usabilidade, Emoções e Sistemas Multiagentes
Resumo
Jogos digitais são uma fonte importante de entretenimento, resultando em um grande número de entusiastas. Todavia, um grande número de jogadores podem frustrarem-se por não conseguir interagir com o jogo da maneira ideal, na melhor experiência de jogar devido a problemas de interface. Este artigo tem como objetivo apresentar a proposta de pesquisa com usabilidade, emoções e sistemas multiagente. Algumas ferramentas que serão utilizadas são protótipos de jogo de baixa e alta usabilidade. Esses protótipos serão validados e melhorados para servir como base para o jogo concreto. A usabilidade dar-se-á através de heurísticas de Nielsen e ao final sessões da aplicação do jogo com os jogadores, coletando os dados fisiológicos através do arduíno.Referências
Chowanda, A., Blanchfield, P., Flintham, M., and Valstar, M. (2016). Computational models of emotion, personality, and social relationships for interactions in games. In Proceedings of the 2016 International Conference on Autonomous Agents & Multiagent Systems, pages 1343–1344. International Foundation for Autonomous Agents and Multiagent Systems.
Cybis, W. d. A., Betiol, A. H., and Faust, R. (2007). Ergonomia e usabilidade: conhecimentos, métodos e aplicações. Novatec Editora.
Federoff, M. A. (2002). Heuristics and usability guidelines for the creation and evaluation of fun in video games. PhD thesis, Citeseer.
Gratch, J. and Marsella, S. (2001). Modeling emotions in the mission rehearsal exercise. In Proceedings of the 10th Conference on Computer Generated Forces and Behavioral Representation, pages 15–17.
Martinez, L. M., Zeelenberg, M., and Rijsman, J. B. (2011). Behavioural consequences of regret and disappointment in social bargaining games. Cognition and Emotion, 25(2):351–359.
Miler, J. and Landowska, A. (2016). Designing effective educational games-a case study of a project management game. In Computer Science and Information Systems (FedC-SIS), 2016 Federated Conference on, pages 1657–1661. IEEE.
Nielsen, J. (1994). Usability engineering. Elsevier.
Nielsen, J. (1999). Designing web usability: The practice of simplicity. New Riders Publishing.
Nielsen, J. (2012). Usability 101: Introduction to usability. [link]. [Online; accessed 1-November-2016].
Ortony, A., Clore, G. L., and Collins, A. (1988). The cognitive structure of emotions. Cambridge university press.
Russell, S. and Norvig, P. (1995). Intelligent agents. Artificial intelligence: A modern approach, pages 31–52.
Scapin, D. L. and Bastien, J. C. (1997). Ergonomic criteria for evaluating the ergonomic quality of interactive systems. Behaviour & information technology, 16(4-5):220–231.
Silva, d. F. N., Adamatti, D. F., and Velasque, W. A. (2016). Using bayesian networks to structure the occ emotions model. Journal Of Intelligent Computing, pages 156–171.
Cybis, W. d. A., Betiol, A. H., and Faust, R. (2007). Ergonomia e usabilidade: conhecimentos, métodos e aplicações. Novatec Editora.
Federoff, M. A. (2002). Heuristics and usability guidelines for the creation and evaluation of fun in video games. PhD thesis, Citeseer.
Gratch, J. and Marsella, S. (2001). Modeling emotions in the mission rehearsal exercise. In Proceedings of the 10th Conference on Computer Generated Forces and Behavioral Representation, pages 15–17.
Martinez, L. M., Zeelenberg, M., and Rijsman, J. B. (2011). Behavioural consequences of regret and disappointment in social bargaining games. Cognition and Emotion, 25(2):351–359.
Miler, J. and Landowska, A. (2016). Designing effective educational games-a case study of a project management game. In Computer Science and Information Systems (FedC-SIS), 2016 Federated Conference on, pages 1657–1661. IEEE.
Nielsen, J. (1994). Usability engineering. Elsevier.
Nielsen, J. (1999). Designing web usability: The practice of simplicity. New Riders Publishing.
Nielsen, J. (2012). Usability 101: Introduction to usability. [link]. [Online; accessed 1-November-2016].
Ortony, A., Clore, G. L., and Collins, A. (1988). The cognitive structure of emotions. Cambridge university press.
Russell, S. and Norvig, P. (1995). Intelligent agents. Artificial intelligence: A modern approach, pages 31–52.
Scapin, D. L. and Bastien, J. C. (1997). Ergonomic criteria for evaluating the ergonomic quality of interactive systems. Behaviour & information technology, 16(4-5):220–231.
Silva, d. F. N., Adamatti, D. F., and Velasque, W. A. (2016). Using bayesian networks to structure the occ emotions model. Journal Of Intelligent Computing, pages 156–171.
Publicado
04/05/2017
Como Citar
COSTA JUNIOR, Miguel J. Z. da; ADAMATTI, Diana F..
Usabilidade, Emoções e Sistemas Multiagentes. In: WORKSHOP-ESCOLA DE SISTEMAS DE AGENTES, SEUS AMBIENTES E APLICAÇÕES (WESAAC), 11. , 2017, São Paulo/SP.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2017
.
p. 205-210.
ISSN 2326-5434.
DOI: https://doi.org/10.5753/wesaac.2017.33243.