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- LoRattle - An Exploratory Game with a Purpose Using LoRa and IoTPublication . Radeta, Marko; Ribeiro, Miguel; Vasconcelos, Dinarte; Nunes, Nuno JardimThe Internet of Things (IoT) is opening new possibilities for sensing, monitoring and actuating in urban environments. They sup port a shift to a hybrid network of humans and things collaborating in production, transmission and processing of data through low-cost and low power devices connected via long-range (LoRa) wide area networks (WAN). This paper describes a 2-player duel game based on IoT con trollers and LoRa radio communication protocol. Here we report on the main evaluation dimensions of this new design space for games, namely: (i) game usability (SUS) leading to an above average score; (ii) affective states of the players (SAM) depicting pleasant and engaging gameplay, while players retain control; (iii) radio coverage perception (RCP) show ing that most participants did not change their perception of the radio distance after playing. Finally, we discuss the findings and propose future interactive applications to take advantage of this design space.
- SeaMote - Interactive Remotely Operated Apparatus for Aquatic ExpeditionsPublication . Radeta, Marko; Ribeiro, Miguel; Vasconcelos, Dinarte; Lopes, Jorge; Sousa, Michael; Monteiro, João; Nunes, Nuno JardimIoT has been widely adopted by HCI communities and citi zen scientists to sense and control the surrounding environments. While their applications are mostly reported in urban settings, they remain scarce in aquatic settings. Oceans are undergoing an immense increase of human generated pollution ranging from noise to marine litter, where current USV solutions to detect its impact on environment remain at high cost. In our study, we design a first low-cost, long-range, radio controlled USV, based on IoT and LoRa, intended to be used for aquatic expeditions collecting environmental telemetry. We gather temperature, humidity, GPS position, footage and provide a mobile interface for remote control ling the USV. With this pilot study, we provide an initial study of the suitable simplistic GUI for long-range remote sensing in aquatic setting. We discuss the findings and propose future applications and Internet of Water Things as future research direction.
- LoRaquatica: Studying Range and Location Estimation using LoRa and IoT in Aquatic SensingPublication . Radeta, Marko; Ribeiro, Miguel; Vasconcelos, Dinarte; Noronha, Hildegardo; Nunes, Nuno JardimWhile ubiquitous computing remains vastly applied in urban environments, their applications in ocean environment remain scarce due to the limitations in range and cost of current radio technology. This hinders environmental telemetry in the oceans and other remote areas. In this study, we explore the usage of IoT and Long Range Radio Communication (LoRa) in ocean environments. We study the maximum distance for LoRa and a potential location estimation based on the same technology using the passive RSSI analysis. Using three coastal based nodes and a node mounted on a sea vessel, we report a maximum range of 83.6km. We also achieve a location error within a radius of 3.4km (4% of maximum distance) in the sea. These results support marine biologist expeditions, allowing them to use low cost, long-lasting and easy to deploy solutions for tracking marine objects and species in open ocean, providing them data in near real-time. We discuss the findings from used models, outlining limitations, and providing a scenario for future ubiquitous IoT applications for tracking sea objects.
- Gaming versus storytelling: understanding children’s interactive experiences in a museum settingPublication . Radeta, Marko; Cesário, Vanessa; Matos, Sónia; Nisi, ValentinaMuseum’s audiences are increasingly looking for compelling expe‐ riences where, besides learning, engagement and enjoyment are key success factors. While gaming and storytelling are considered to be common approaches to engage audiences with a museum’s collections, a formal comparison of the two has not been found in literature. In this paper, we present the design and compa‐ rative study of two distinct interventions, namely a mobile game and a mobile story that were designed to engage a young audience with the exhibit of the local natural history museum. Focusing on the same scientific content derived from the museum’s collection, we compare the effects of both interactive experiences on a group of children. When comparing engagement, enjoyment and learning outcomes, we correlate results with data derived from observations and skin conductance biofeedback. The data collected so far suggest that children are 27% more excited when using the game application compared with the story driven one. Moreover, we find that children’s excitement peaks when encountering selected artefacts presented in the museum exhibit. Finally, children’s learning nearly doubled (44%) when using the game based experience versus the story. We conclude the paper by discussing the implications of our findings and by proposing potential future improvements.
- Shifting from the Children to the Teens’ Usability: Adapting a Gamified Experience of a Museum TourPublication . Cesário, Vanessa; Radeta, Marko; Coelho, António; Nisi, ValentinaIn this poster, we are addressing the topic of "system’s evaluation" from the point of view of assessing the usability of a gamified experience with 20 teenagers aged 15-17 years. The currently tested experience was ideally designed for children 9-10 years. In order to adapt the application to teenagers, we tested it with 20 targeted users. In this poster, we share the results and encourage a discussion among the researchers about how to adapt the gamified experience designed for children to a teenage audience.