Percorrer por autor "Dionisio, Mara"
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- DreamScope Catcher: a Touch Sensitive Interface to Catch DreamsPublication . Dionisio, Mara; Bala, Paulo; Trindade, Rui; Nisi, Valentina; Nunes, Nuno JardimDream Scope is the interactive, stand alone, self contained portion of a bigger Art installation named Lucid Peninsula. The goal of the installation is to offer a way for people to experience the future through a physical interactive installation. To achieve this aim we designed and developed the interactive DreamScope device, while the Time’s Up collective designed and built the physical installation. On one side with the DreamViewer binoculars enable participants to see the Lucid Peninsula fictional world and absorb data relating to factors such as air quality, presence of plant and other life forms, etc. On the other side of the installation, the audience will be able to borrow mobile devices (DreamCatchers) and ‘catch’ the dreams of the inhabitants of the peninsula, which are mixed with memories of the world before it was transformed.
- Estimated energy expenditure in youth while playing active video games: a systematic reviewPublication . França, Cíntia; Ashraf, Sadaf; Santos, Francisco; Dionísio, Mara; Ihle, Andreas; Marques, Adilson; Nascimento, Marcelo de Maio; Gouveia, Élvio Rúbio; França, Cíntia; Dionisio, Mara; Marques, Adilson; de Maio Nascimento, Marcelo; Gouveia, Élvio Rúbio; Baeta Santos, Francisco JoséSedentary behavior and inadequate energy expenditure are serious global public health concerns among youngsters. The exponential growth in technology emerges as a valuable opportunity to foster physical activity, particularly through active video games. We performed a systematic review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines in PubMed, Web of Science, Cochrane, and Scopus to provide a comprehensive view of the literature on energy expenditure levels among adolescents while playing active video games. Among the 574 manuscripts identified at the first screening stage, 23 were retained for analysis. Ten studies were characterized by longitudinal and thirteen by cross-sectional designs. The results showed that short-term active video games elicited energy expenditure values comparable to moderate-intensity physical activity (3–6 METs). However, in intervention programs (with at least six weeks) the results indicate no significant effects of active video games on youngsters’ energy expenditure levels and physical activity profiles between baseline and follow-up assessments. Overall, active video games based on sports and dance were the most used, and boys tended to achieve higher energy expenditure than girls. The diversity of methods implemented limits comparing results and drawing generalized conclusions. However, considering its attractiveness to youth, active video games might emerge as a complementary tool to traditional physical activities promoted in schools and local communities. Details regarding gender differences and contradictory results of longitudinal approaches should be considered in future research based on standardized methods.
- Evaluation of yasmine’s adventures: exploring the socio-cultural potential of location aware multimedia storiesPublication . Dionisio, Mara; Barreto, Mary; Nisi, Valentina; Nunes, Nuno; Hanna, Julian; Herlo, Bianca; Schubert, JenniferThis paper describes Yasmine’s Adventures, a location aware multi‐ media story designed as a location based service for a museum. Yasmine’s Adventures follows a young local girl (Yasmine) through a series of short animated adventures, tailored specifically to engage visitors in exploring the rela‐ tively neglected streets of the area in which the museum is situated. Yasmine’s perceptions of the landmarks, identified by community members themselves, reflect the real concerns of the community. Results from the evaluation of the user’s experience suggest location connection and perception changes when loca‐ tive media narratives include learning, understanding and discovery elements.
- Financial DreamScape: puzzle narrative games for financial educationPublication . Santos, Ana; Freitas, Constança; Bala, Paulo; Campos, Pedro; Dionisio, Mara; Bala, Paulo; Campos, Pedro; Dionisio, MaraFinancial literacy is essential for personal and national economic well-being, demanding attention in today’s dynamic society. How ever, a concerning trend persists where individuals may lack basic fnancial knowledge; this is common even among individuals with a high level of education. This gap is especially concerning for young adults, as it prevents them from making informed decisions, managing fnances efectively, and securing a stable future. This paper presents the development and pilot evaluation of a serious puzzle game prototype to enhance fnancial literacy among young adults. The pilot evaluation (N=7) explores various game mechan ics to deliver engaging fnancial education. Initial fndings indicate promising potential for serious puzzle games in facilitating fnancial literacy. The research aims to contribute insights into pedagogi cal strategies and game design enhancements, fostering informed decision-making and economic stability among young adults.
- FitFest: designing a narrative-driven exergame to engage active seniors in physical activityPublication . Freitas, Eva; Noronha, Hildegardo; França, Cíntia; Gouveia, Élvio; Bala, Paulo; Campos, Pedro; Dionísio, Mara; França, Cíntia; Gouveia, Elvio Rúbio; Gouveia, Elvio Rúbio; Gouveia, Élvio Rúbio; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, MaraExergaming is a modern approach frequently used to promote physical activity at all ages while playing digital games. Given that physical health deteriorates with age, that older people tend to live sedentary lifestyles and that they get tired faster due to lack of physical stimulation, maintaining a healthy lifestyle and regular exercise routine is important to avoid unintentional injuries. Taking into account interviews and a focus group with seniors and fitness professionals, this paper reports on the design and development of an exergame for seniors to complement their weekly exercise classes. Fit Fest is an exergame for seniors that leverages narra tive and sociocultural connections to create an engaging exercise experience.
- " In search of light": enhancing touristic recommender services with local weather dataPublication . Dionisio, Mara; Paulino, Teresa; Suri, Trisha; Autzen, Nicolas; Schöning, JohannesMany destinations’ economies strongly rely on tourism. Therefore, it is crucial to meet tourists’ expectations, so they will return to the destination. The geographical formation of certain touristic islands often leads to local climates where it can be rainy and windy on one side of the island, whereas the other part is sunny. In this paper, we present a novel use for a network of sensors, LightBeam, a mobile location-based application aiming to improve the tourists’ experience. The application focuses on providing real-time guidance for tourists seeking sunlight to maximize their holiday experience by suggesting the closest points of interest (POIs) to the user with the “best sunlight”. To achieve this, we implemented and installed a network of geospatial sensors. The data from the sensor network is combined with the current location of the users to provide recommendations. We report on the initial design and prototype of LightBeam.
- Lucid Peninsula: DreamScope: An Interactive Physical InstallationPublication . Dionisio, Mara; Bala, Paulo; Trindade, Rui; Nisi, Valentina; Hanna, JulianIn this paper we present Lucid Peninsula, an interactive installation designed to immerse participants in a dreamlike, post-apocalyptic story world. The goal of the installation is to offer a way for people to experience the future through a physical interactive installation. To achieve this aim we designed and developed the interactive DreamScope device, while the Time’s Up collective designed and built the physical installation. On one side with the Dreamviewer binoculars users will be able to see the world outside and absorb data relating to factors such as air quality, presence of plant and other life forms, etc. On the other side of the installation, the audience will be able to borrow mobile devices (Dreamcatchers) and venture into the actual landscape of the city, in order to ‘catch’ the dreams of the inhabitants of the peninsula, which are mixed with memories of the world before it was transformed.
- A mixed reality neighborhood tour: understanding visitor experience and perceptionsPublication . Nisi, Valentina; Dionisio, Mara; Barreto, Mary; Nunes, NunoMuseums are increasingly turning to technology to improve their offerings. This presents an opportunity to surrounding neighborhoods to take advantage of the museum in order to connect with visitors and offer them a glimpse into their community. The work presented in this article contributes to advancing the state of the art in designing Mixed Reality (MR) entertainment experiences by presenting and discussing Yasmine’s Adventures (YA), a mobile application aiming to extend the museum visitor’s experience into the surrounding neighborhood. YA demonstrates the potential of MR in engaging visitors to explore neglected urban areas. This is achieved by incorporating the opinions of community members, and other contextual information, into a fictional story telling journey, delivered through a MR entertainment experience distributed in real space. Consequently, users are provided with opportunity to connect with enriched portraits of these spaces. Results from a quantitative and qualitative evaluation showed that participants’ perception of the neighborhood was positively affected by the experience, which fostered curiosity and willingness to explore the neighborhood both at the spatial and social levels. By taking the tour, participants increased their interest in interacting with locals and fostered greater knowledge of the area, which they were willing to share after experiencing it.
- TapeStory: exploring the storytelling potential of interactive tapestriesPublication . Santos, Laura; Mara Dionisio; Pedro Campos; Dionisio, Mara; Pereira Campos, Pedro FilipeTraditionally, these tapestries were static artworks hanging on walls without any interaction from the audience. Nevertheless, textiles offer a versatile medium, which can be crafted from various materials and colours and manipulated to produce unique, touch-responsive textures. Our vision is to integrate the tactile capabilities of weaving with capacitive sensor technology to create a media-immersed interactive art installation that explores the negative impact of noise pollution on marine life ecosystems. Marine animals, particularly cetaceans, heavily rely on sound for communication, navigation, and hunting, and noise pollution can disrupt these essential functions. By harnessing the storytelling potential of tapestries and the power of capacitive sensors connected to microcontrollers, we developed a storytelling experience with a unique embodied interface that aims to educate the general audience about pressing issues such as marine noise pollution.
- Yasmine’s adventures: an interactive urban exploring the sociocultural potential of digital entertainmentPublication . Nisi, Valentina; Dionisio, Mara; Hanna, Julian; Ferreira, Luis; Nunes, NunoUrban computing systems impact quality of life in densely populated areas. With the widespread availability of wireless networks and portable devices, ur ban areas are fast becoming a hybrid of the physical environment and the digital datasphere. This paper describes Yasmine’s Adventures, a location aware story telling platform that leverages on urban computing strategies to create an inter active walk through the Mehringplatz area, surrounding the Jewish Museum in Berlin. Yasmine’s Adventures (YA) is a mobile application that delivers a se quence of animations clips tailored specifically to the Mehringplatz neighbour hood. The story follows an adventurous local girl as she walks home alone, vis iting local landmarks. Yasmine’s perceptions of the landmarks, identified by community members in an earlier workshop, reflect the real concerns of the community. This interactive experience was created to engage visitors of the Jewish Museum to explore the relatively neglected streets of the area in which the museum is situated.
