Jorge Mora Fernández | University of California, San Diego (original) (raw)
Papers by Jorge Mora Fernández
Springer Lecture Notes in Computer Science (LNCS, volume 12427) , 2020
YouTube is able to generate new forms of user interactions and an entire evolutionary cycle in au... more YouTube is able to generate new forms of user interactions and an entire evolutionary cycle in audiovisual languages and digital culture through the interface. This platform offers the possibility for the user to assume the functions of prosumer of audiovisual contents, through generating their own digital identities. In this way they are able to influence and be part of the society of production, diffusion and audiovisual user interactions. The main aim of this research was to obtain a general idea and a first approximation of the tendencies of audiovisual popular user interactions and the digital culture on YouTube, which was undertaken by means of the quantitative analysis of YouTube video interfaces selected by YouTube categories. In order to extract this information, a quantitative analysis of the most viewed channels and videos was undertaken. These interface categories were those with more views, with more subscribers, with more likes and dislikes, with more comments, as well as the average time of some of the most viewed videos. This was done through a sample of 160 most viewed videos of the platform. The aim was to understand the common denominators and interface preferences that users manifest through their interactions with videos, channels and thematic categories in the YouTube digital culture interface. The conclusion from the study was that the YouTube categories that enjoy the most popularity are education and music, at the same time the interaction features of each category can also be defined on the YouTube platform.
Reflections in Social Sciences and Other Topics. Reflexiones en Ciencias Sociales y otros tópicos, 2019
This article connects the main concepts of transmedia narratives developed by interactive digital... more This article connects the main concepts of transmedia narratives developed by interactive digital storytelling researchers such as Kinder, Jenkins, Murray, Mateas, Bruni y Baceviciute… in order to generate an innovative methodology in the analysis of transmedia narratives and to apply it on an extended study of the Batman‟s Universe. The main materials used during this research are composed of 15 media, including videogames, comic-books, movies and toys, all accessed through Christopher Nolan‟s The Dark Knight movie trilogy, investing more than 1000 hours of media lab research. The results show the mechanisms of how intertextual coherence is developed by Nolan between narratives across media, all thanks to regenerate logical and detail links between the different characters, actions, times and spaces. The conclusions describe the importance of developing a deep research, on the pre-existent cross media narratives designed by previous authors around the Dark Knight, and an original narrative remix in order to create the media narrative convergence, while updating the narrative contents and aesthetics, and while consolidating the interactive linear transmedia narrative that renew the meaning of that universe.
RISTI : Iberian Journal of Information Systems and Technologies, 2020
Abstract: The massive use of high quality videos in mobiles and the interactive possibilities tha... more Abstract: The massive use of high quality videos in mobiles and the interactive
possibilities that internet oers have democratized and revolutionized the
contemporary audiovisual image. It is necessary to analyze their new language,
formats and audiovisual narrative to understand the trends of contemporary digital culture. Using the quantitative and qualitative content analysis as a methodological
tool, the study of 20 trending YouTube videos was carried out, with the aim of
defining the aesthetic-narrative characteristics of these audiovisuals that shape ne
typologies. It was found that these videos show a predominance of musical content,
entertainment vlogs, television content, jokes and experiments with popular
products. It is concluded that the contemporary image on YouTube generates a type
of images with homogeneous structures that tend to use the real image, text and
slow motion, and that can be reproduced rhizomatically, lacking a hierarchically
superior center.
Design, User Experience, and Usability. Part 1. Lecture Notes of Computer Notes. Springer. HCI Human Computer Interface International, 2015
Abstract. The interactive narratives for developing interactive & educational documentaries have ... more Abstract. The interactive narratives for developing interactive & educational
documentaries have served for developing interactive installations & products
in galleries, exhibitions, museums, universities, webs & videogames. During
the last years, these previous experiences of applying interactive narrative techniques
in digital historical or educational products have served to developed interactive
narratives applied to health education, treatment or recovery. Two of
projects developed by the USC’s Labyrinth Project, directed by Marsha Kinder,
are examples of the application of experiences in other narrative genres to
health edutainment. This paper analyzes the interactive narrative elements integrated
on the interfaces of the projects: A Tale of Two MAO Genes & Interacting
with Autism. This analysis develops a model that describes the interactive
immersive narrative elements integrated on their interfaces. It serves to identify
the interactive narrative elements that create immersion in edutainment health
projects so they can be applied on new narratives about recovering from addiction.
Advances in Intelligent Systems and Computing 918 Information Technology and Systems. ICITS 2019, 2019
This paper collects some core concepts of interactive transmedia storytelling to help to develop ... more This paper collects some core concepts of interactive transmedia storytelling to help to develop the discipline of interactive digital narrative studies and to establish functional models for identifying and analyzing interactive narrative elements in transmedia creations. The term “transmedia” was initially used by Marsha Kinder to refer to the intertextuality among films, animation, TV series and toys for children. Later, Henry Jenkins broadened the concept, using “narrative transmedia” first in Media Convergence and more recently in his blog http://henryjenkins.org. The present research introduces a model of analysis to study digital storytelling concepts, narrative elements and media characteristics used for generating transmedia using comics, films, webs, fan videos, and videogames. The model is applied to Nolan´s transmedia practices in his Batman’s Trilogy to observe and discuss the narrative remixed framework that renew the current DC Universe. The goal was to develop and applied an original transmedia model of analysis to study and draw conclusions about how the narrative elements of the actions, characters, spaces and times converge with coherence and intelligibility, and how immersive, interactive linear, emerging and circular elements serve to engage the fans. The conclusions present how the remix culture applied to interactive narrative design serve as valuable guidelines in the production of transmedia narratives. New but recognizable creations can evolve from the pre-existent modular narrative elements of characters -familiar in their appearance, abilities or personality- as they perform and interact with new actions in original spaces and times.
Mediaciones Sociales - Social Mediations, 2018
(Spanish version first- English below) Esta investigación tiene como objeto el estudio de cómo ... more (Spanish version first- English below)
Esta investigación tiene como objeto el estudio de cómo la LOC,Ley Orgánica de
Comunicación vigente, Registro Oficial No22, 25 junio 2013, está generando una influencia importante en el cambio social de las prácticas comunicativas digitales y el ciberperiodismo. El artículo recoge como la práctica de la LOC estableció el contexto comunicativo legal para el diálogo sobre derechos humanos, principios y valores democráticos en Ecuador. Para ello se observó metódicamente la primera
página de diarios digitales ecuatorianos del periodo semanal del 12 al 16 Enero de 2015 para concluir como las noticias mantenían o no el respeto de los principios comprendidos en los artículos de la LOC.
This research goal is to study how the LOC, current Organic Law of Communication,
Officially Register Number 22 of June 25, 2013, is generating an important influence in the social change of the digital communicative practices and in the cyber-journalism. This article collects how the practice of the LOC established the communicative legal context for the dialog about human rights, democratic principles and values in Ecuador. For this purpose it was methodically observed the first page of the Ecuadorian digital journals from the weekly period of January 12 to the 16 of 2015 in order to conclude what were the news that respected or not the principles that are compiled on the articles of the LOC.
Advances in Intelligent Systems and Computing 972 Advances in Usability and User Experience, 2019
Abstract. This paper presents the usability study of the two public universities’ web sites of Ri... more Abstract. This paper presents the usability study of the two public universities’
web sites of Riobamba, UNACH, www.unach.edu.ec, and ESPOCH, www.
espoch.edu.ec. The usability study is developed following the international
standards ISO 9241 and the ISO 14598-1 [ISO98a]. The usability tests were
applied to a selected and extended sample of Ecuadorian students and experts to
determine their grade of effectiveness, efficiency and satisfaction while using the
universities’ websites while interacting with institutional registration and educational
tasks: 1. Login in Virtual Education, 2. Login to Sports, Recreation and
Physical Education Center, 3. Download the University ByLaws, 4. Use of
Search Tool, 5. Free Web Surfing. The heuristic evaluation was developed to
students between ages 18 and 22 years old. Finally, based on the comparative
analysis, results and conclusions some suggestions of human centered design for
university web sites are proposed using the design thinking process from
Stanford University.
The series "Advances in Intelligent Systems and Computing" contains publications on theory, appli... more The series "Advances in Intelligent Systems and Computing" contains publications on theory, applications, and design methods of Intelligent Systems and Intelligent Computing. Virtually all disciplines such as engineering, natural sciences, computer and information science, ICT, economics, business, e-commerce, environment, healthcare, life science are covered. The list of topics spans all the areas of modern intelligent systems and computing such as: computational intelligence, soft computing including neural networks, fuzzy systems, evolutionary computing and the fusion of these paradigms, social intelligence, ambient intelligence, computational neuroscience, artificial life, virtual worlds and society, cognitive science and systems, Perception and Vision, DNA and immune based systems, self-organizing and adaptive systems, e-Learning and teaching, human-centered and human-centric computing, recommender systems, intelligent control, robotics and mechatronics including human-machine teaming, knowledge-based paradigms, learning paradigms, machine ethics, intelligent data analysis, knowledge management, intelligent agents, intelligent decision making and support, intelligent network security, trust management, interactive entertainment, Web intelligence and multimedia.
Lecture Notes in Computer Sciences HCII 2020. Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management, 2020
This research paper focuses on the effectiveness of the Line Numbered Concordant Basic Text (LNCB... more This research paper focuses on the effectiveness of the Line Numbered
Concordant Basic Text (LNCBT) of Narcotics Anonymous as an interactive
neurocommunicative and gamificated technique to generate emphatic emotions
through its process and application. The LNCBT is studied as an effective educational,
neurocommunicational and behavioral change technique for recovery from
addictions. Firstly, it was analyzed through Facial Action Coding System (FACS)
using the iMotions Software. Secondly, the FACS results were also contrasted with
text-based content analysis to confirm the relationship between emphatic emotions
and the prose contained in the LNCBT, which the subjects selected through an
interactive communicative and game-based learning process: writing the numbers
of their favorite sentences that they related with and sharing about them.
The analyzed data suggest that LNCBT technique activates emotional empathy,
including the ability of identifying through written text and verbal and nonverbal
expressions. Results confirmed multiple complex emotional flow from recognizing
negative emotions, at the beginning, to more positive emotions, at the end of the technique. From middle time of the technique to the last moments the research
observed more balanced emotional states, once the negative experiences were recognized and shared at the beginning.At the end of the experience joy predominates
(75%–85%of time) while emotions like anger or disgust tend to diminish. Finally,
the text-based content analysis method found data that also suggests that the subjects, during the completion of the LNCBT technique, felt a positive emotional
flow towards empathy, a collective, nonjudgmental and shared balance emotional
state. The results suggest that the interactive neurocommunicative technique of
LNCBT therapeutically supports recovery from the addictive process, from the
isolated self-centered obsessive and compulsive emotional state towards a more
emphatic collective state.
Resumen: Este artículo científico cubre el estudio de los elementos multimedia interactivos que c... more Resumen: Este artículo científico cubre el estudio de los elementos multimedia interactivos que componen un sistema hipermedia tomando como referencia dos videojuegos Antigrav (EyeToy de Sony) & Sims2 (Electronic Arts). Se describen en categorías detalladas los elementos expresivos interfaciales, las formas narrativas interactivas, las emociones y los valores que integran en un sistema de comunicación hipermedia. Finalmente se recopilan y describen las expresiones hipermedia más interactuadas y eficientes para la inmersión comu-nicativa según han sido observadas y recogidas en un experimento con veinte adolescentes de distintos orígenes culturales mientras experimentaban videojuegos. Esta investigación sirve como modelo de referencia para la producción y desarrollo eficientes de sistemas de comunicación hipermedia lúdico educativos: videojuegos, webs, realidades virtuales. Abstract: This scientific article covers the study of the interactive multimedia elements that compound a hypermedia system taking as reference two videogames Antigrav (Eye-Toy based from Sony) & Sims2 (ElectronicArts). It describes in detailed categories the interface expressive elements, the interactive narrative forms, the emotions and the values that integrate a hypermedia communication system. Finally, it compiles and describes the hypermedia expressions that where the most interacted and efficient for the communicative immersion based on the research observation of twenty young-adults from different cultural backgrounds. This research serves as a referential model for the production and development of efficient hypermedia communicative edutainment systems: videogames, webs, virtual realities.
This chapter collects some of the new categories and tends that the convergence of art and techno... more This chapter collects some of the new categories and tends that the convergence of art and technology has produced in the area of interactive cinema. Moreover, it analyzes some of the interactive cinema artworks that have inspired artistic tendencies and practices and new research lines, such as Live Cinema or Neurocine respectively. It is based in the observation that interactive cinematic artists and software & hardware developers had influence the forms of interactive communications that we have today and will continue doing it during the following years. For the last two decades interactive cinematic artists has been develop the language of new media and has been experimenting with the emergent softwares that allows the creation of interactive digital arts. These interactive creative practices has serve for research in the potential of new social communications, scientific visualizations and the emergent lenguage of the new media, rethinking the previous artistic languages and media. These experiences has served for creating more inmersive interfaces in museums and exhibitions, for reusing previous media, for encouraging the digitalization of artistic databases (photos, film, etc) and for developing new social colaborative interactions and scientific applications. This chapter is focused in briefly describe the diverse categories of interactive cinema, analize some of their artworks that integrate innovative technologies and the hipermedia elements that are present in their interfaces that make them inmersive and participatory, so they can be used in future interactive museums and installations.
This paper presents a synthesis of how the use of interactive multimedia, hypermedia, interfaces ... more This paper presents a synthesis of how the use of interactive multimedia, hypermedia, interfaces has changed the classical dynamics of human communications creating a new paradigm. Moreover, it describes the different aesthetic, narrative, emotional and value elements that compound the hypermedia interface.
Multicultural Videos (MCV), www.multiculturalvideos.org, is an Interactive Online Museum based on... more Multicultural Videos (MCV), www.multiculturalvideos.org, is an Interactive Online Museum based on an Online Video Database developed by an International Community of Artists from many creative disciplines and cultural heritage. MCV is an online space where people share, create, learn and promote culture, arts, cultural heritage and self-expressions through on-line videos. The project is designed initially to support two vibrant applications: a Virtual Video Gallery to collect Multicultural Heritage & a Collaborative Video Festival titled "Art Without Borders: The Babel Remix", about similarities and differences on creative processes around the World.
Data Autor
La obra que aquí presentamos, describe cómo integran las interfaces hipermedia las principales fo... more La obra que aquí presentamos, describe cómo integran las interfaces hipermedia las principales formas estéticas, narrativas, emocionales y de valores que crean la comunicación interactiva. Al mismo tiempo, su autor nos presenta un amplio abanico de proyectos multimedia interactivos que muestran cómo desarrollar el máximo potencial comunicativo de la interfaz hipermedia. El texto combina referencias y diferentes sugerencias en el área del diseño de videojuegos y las narrativas interactivas, ampliamente ilustradas con imágenes y proyectos de expertos y artistas de los nuevos media, tales como Janet Murray, Celia Pearce, Marsha Kinder, Lev manovich, Sheldon Brown, Michael Mateas, Andreas Kratky, Isidro Moreno, Franscico García, Andrew Sacher o Henry Jenkins, entre otros.
El esfuero de Jorge Mora por reunir con detalladas descripciones los principales conceptos propios del lenjuage de los nuevos media, junto con su propuesta de modelos de análisis de la interfaz hipermedia para el desarrollo de proyectos multimedia interactivos más inmersivos, hacen de esta obra un material muy enriquecedor y de gran utilidad para investigadores, profesionales y estudiosos en la materia.
El estudio de la comunicación interactiva puede ayudar a mejorar la comprensión entre personas. De hecho, los valores y principios pueden ser compartidos y transmidtios de forma eficiente al expresarlos multisensorialmente. Este libro surge con la idea de realizar unos modelos de investigación e innovación para producir videojuegos y otros multimedia interactivos que sean eficientes en su inmersión social e interactiva.
Books by Jorge Mora Fernández
Las cuestiones de comunicación ética en internet y en sus redes sociales son un tema de gran cont... more Las cuestiones de comunicación ética en internet y en sus redes sociales son un tema de gran controversia en la actualidad debido a que de forma directa o indirecta implican a toda la sociedad y a la constantemente emergente cultura digital universal. Las prácticas comunicativas éticas en la cultura digital, donde la comunicación interactiva interpersonal digital lidera, dependen mucho de la construcción de las identidades virtuales que los ciudadanos de la sociedad digital desarrollan en las redes sociales. Hay cuestiones éticas en la comunicación interactiva digital sobre las que es fundamental reflexionar profesional y científicamente para poder ir dando respuesta a las cuestiones sobre las mejores prácticas comunicativas éticas. Para ello hay que basarse en las leyes que establecen los derechos y las obligaciones de los usuarios en la red para evitar el uso indebido de contenidos protegidos por la propiedad intelectual, la evitación de la suplantación de identidades, el asegurar la diversidad de perspectivas y de la veracidad de los hechos descritos en las redes, la legislación de las prácticas comunicativas, y en definitiva afianzar las dinámicas y las formas de comunicación ética y no violenta que faciliten el acercamiento socio-cultural en un espacio digital local y global. En conclusión, este capítulo revisa, estudia, describe y contrasta varios conceptos importantes para entender la comunicación ética en relación con las identidades virtuales en las redes sociales.
SGAE Data Autor
This book covers different state of the art in interactive media communications, interactive digi... more This book covers different state of the art in interactive media communications, interactive digital storytelling and immersive media arts and it presents innovative models of analysis of multisensorial and immersive hypermedia elements. It analyzes how the combination of software, hardware interface design combined with the interactive narrative elements (spaces, times, actions and characters) and the ethical and non-ethical values that are communicated to implement immersion and agency on the users.
Springer Lecture Notes in Computer Science (LNCS, volume 12427) , 2020
YouTube is able to generate new forms of user interactions and an entire evolutionary cycle in au... more YouTube is able to generate new forms of user interactions and an entire evolutionary cycle in audiovisual languages and digital culture through the interface. This platform offers the possibility for the user to assume the functions of prosumer of audiovisual contents, through generating their own digital identities. In this way they are able to influence and be part of the society of production, diffusion and audiovisual user interactions. The main aim of this research was to obtain a general idea and a first approximation of the tendencies of audiovisual popular user interactions and the digital culture on YouTube, which was undertaken by means of the quantitative analysis of YouTube video interfaces selected by YouTube categories. In order to extract this information, a quantitative analysis of the most viewed channels and videos was undertaken. These interface categories were those with more views, with more subscribers, with more likes and dislikes, with more comments, as well as the average time of some of the most viewed videos. This was done through a sample of 160 most viewed videos of the platform. The aim was to understand the common denominators and interface preferences that users manifest through their interactions with videos, channels and thematic categories in the YouTube digital culture interface. The conclusion from the study was that the YouTube categories that enjoy the most popularity are education and music, at the same time the interaction features of each category can also be defined on the YouTube platform.
Reflections in Social Sciences and Other Topics. Reflexiones en Ciencias Sociales y otros tópicos, 2019
This article connects the main concepts of transmedia narratives developed by interactive digital... more This article connects the main concepts of transmedia narratives developed by interactive digital storytelling researchers such as Kinder, Jenkins, Murray, Mateas, Bruni y Baceviciute… in order to generate an innovative methodology in the analysis of transmedia narratives and to apply it on an extended study of the Batman‟s Universe. The main materials used during this research are composed of 15 media, including videogames, comic-books, movies and toys, all accessed through Christopher Nolan‟s The Dark Knight movie trilogy, investing more than 1000 hours of media lab research. The results show the mechanisms of how intertextual coherence is developed by Nolan between narratives across media, all thanks to regenerate logical and detail links between the different characters, actions, times and spaces. The conclusions describe the importance of developing a deep research, on the pre-existent cross media narratives designed by previous authors around the Dark Knight, and an original narrative remix in order to create the media narrative convergence, while updating the narrative contents and aesthetics, and while consolidating the interactive linear transmedia narrative that renew the meaning of that universe.
RISTI : Iberian Journal of Information Systems and Technologies, 2020
Abstract: The massive use of high quality videos in mobiles and the interactive possibilities tha... more Abstract: The massive use of high quality videos in mobiles and the interactive
possibilities that internet oers have democratized and revolutionized the
contemporary audiovisual image. It is necessary to analyze their new language,
formats and audiovisual narrative to understand the trends of contemporary digital culture. Using the quantitative and qualitative content analysis as a methodological
tool, the study of 20 trending YouTube videos was carried out, with the aim of
defining the aesthetic-narrative characteristics of these audiovisuals that shape ne
typologies. It was found that these videos show a predominance of musical content,
entertainment vlogs, television content, jokes and experiments with popular
products. It is concluded that the contemporary image on YouTube generates a type
of images with homogeneous structures that tend to use the real image, text and
slow motion, and that can be reproduced rhizomatically, lacking a hierarchically
superior center.
Design, User Experience, and Usability. Part 1. Lecture Notes of Computer Notes. Springer. HCI Human Computer Interface International, 2015
Abstract. The interactive narratives for developing interactive & educational documentaries have ... more Abstract. The interactive narratives for developing interactive & educational
documentaries have served for developing interactive installations & products
in galleries, exhibitions, museums, universities, webs & videogames. During
the last years, these previous experiences of applying interactive narrative techniques
in digital historical or educational products have served to developed interactive
narratives applied to health education, treatment or recovery. Two of
projects developed by the USC’s Labyrinth Project, directed by Marsha Kinder,
are examples of the application of experiences in other narrative genres to
health edutainment. This paper analyzes the interactive narrative elements integrated
on the interfaces of the projects: A Tale of Two MAO Genes & Interacting
with Autism. This analysis develops a model that describes the interactive
immersive narrative elements integrated on their interfaces. It serves to identify
the interactive narrative elements that create immersion in edutainment health
projects so they can be applied on new narratives about recovering from addiction.
Advances in Intelligent Systems and Computing 918 Information Technology and Systems. ICITS 2019, 2019
This paper collects some core concepts of interactive transmedia storytelling to help to develop ... more This paper collects some core concepts of interactive transmedia storytelling to help to develop the discipline of interactive digital narrative studies and to establish functional models for identifying and analyzing interactive narrative elements in transmedia creations. The term “transmedia” was initially used by Marsha Kinder to refer to the intertextuality among films, animation, TV series and toys for children. Later, Henry Jenkins broadened the concept, using “narrative transmedia” first in Media Convergence and more recently in his blog http://henryjenkins.org. The present research introduces a model of analysis to study digital storytelling concepts, narrative elements and media characteristics used for generating transmedia using comics, films, webs, fan videos, and videogames. The model is applied to Nolan´s transmedia practices in his Batman’s Trilogy to observe and discuss the narrative remixed framework that renew the current DC Universe. The goal was to develop and applied an original transmedia model of analysis to study and draw conclusions about how the narrative elements of the actions, characters, spaces and times converge with coherence and intelligibility, and how immersive, interactive linear, emerging and circular elements serve to engage the fans. The conclusions present how the remix culture applied to interactive narrative design serve as valuable guidelines in the production of transmedia narratives. New but recognizable creations can evolve from the pre-existent modular narrative elements of characters -familiar in their appearance, abilities or personality- as they perform and interact with new actions in original spaces and times.
Mediaciones Sociales - Social Mediations, 2018
(Spanish version first- English below) Esta investigación tiene como objeto el estudio de cómo ... more (Spanish version first- English below)
Esta investigación tiene como objeto el estudio de cómo la LOC,Ley Orgánica de
Comunicación vigente, Registro Oficial No22, 25 junio 2013, está generando una influencia importante en el cambio social de las prácticas comunicativas digitales y el ciberperiodismo. El artículo recoge como la práctica de la LOC estableció el contexto comunicativo legal para el diálogo sobre derechos humanos, principios y valores democráticos en Ecuador. Para ello se observó metódicamente la primera
página de diarios digitales ecuatorianos del periodo semanal del 12 al 16 Enero de 2015 para concluir como las noticias mantenían o no el respeto de los principios comprendidos en los artículos de la LOC.
This research goal is to study how the LOC, current Organic Law of Communication,
Officially Register Number 22 of June 25, 2013, is generating an important influence in the social change of the digital communicative practices and in the cyber-journalism. This article collects how the practice of the LOC established the communicative legal context for the dialog about human rights, democratic principles and values in Ecuador. For this purpose it was methodically observed the first page of the Ecuadorian digital journals from the weekly period of January 12 to the 16 of 2015 in order to conclude what were the news that respected or not the principles that are compiled on the articles of the LOC.
Advances in Intelligent Systems and Computing 972 Advances in Usability and User Experience, 2019
Abstract. This paper presents the usability study of the two public universities’ web sites of Ri... more Abstract. This paper presents the usability study of the two public universities’
web sites of Riobamba, UNACH, www.unach.edu.ec, and ESPOCH, www.
espoch.edu.ec. The usability study is developed following the international
standards ISO 9241 and the ISO 14598-1 [ISO98a]. The usability tests were
applied to a selected and extended sample of Ecuadorian students and experts to
determine their grade of effectiveness, efficiency and satisfaction while using the
universities’ websites while interacting with institutional registration and educational
tasks: 1. Login in Virtual Education, 2. Login to Sports, Recreation and
Physical Education Center, 3. Download the University ByLaws, 4. Use of
Search Tool, 5. Free Web Surfing. The heuristic evaluation was developed to
students between ages 18 and 22 years old. Finally, based on the comparative
analysis, results and conclusions some suggestions of human centered design for
university web sites are proposed using the design thinking process from
Stanford University.
The series "Advances in Intelligent Systems and Computing" contains publications on theory, appli... more The series "Advances in Intelligent Systems and Computing" contains publications on theory, applications, and design methods of Intelligent Systems and Intelligent Computing. Virtually all disciplines such as engineering, natural sciences, computer and information science, ICT, economics, business, e-commerce, environment, healthcare, life science are covered. The list of topics spans all the areas of modern intelligent systems and computing such as: computational intelligence, soft computing including neural networks, fuzzy systems, evolutionary computing and the fusion of these paradigms, social intelligence, ambient intelligence, computational neuroscience, artificial life, virtual worlds and society, cognitive science and systems, Perception and Vision, DNA and immune based systems, self-organizing and adaptive systems, e-Learning and teaching, human-centered and human-centric computing, recommender systems, intelligent control, robotics and mechatronics including human-machine teaming, knowledge-based paradigms, learning paradigms, machine ethics, intelligent data analysis, knowledge management, intelligent agents, intelligent decision making and support, intelligent network security, trust management, interactive entertainment, Web intelligence and multimedia.
Lecture Notes in Computer Sciences HCII 2020. Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management, 2020
This research paper focuses on the effectiveness of the Line Numbered Concordant Basic Text (LNCB... more This research paper focuses on the effectiveness of the Line Numbered
Concordant Basic Text (LNCBT) of Narcotics Anonymous as an interactive
neurocommunicative and gamificated technique to generate emphatic emotions
through its process and application. The LNCBT is studied as an effective educational,
neurocommunicational and behavioral change technique for recovery from
addictions. Firstly, it was analyzed through Facial Action Coding System (FACS)
using the iMotions Software. Secondly, the FACS results were also contrasted with
text-based content analysis to confirm the relationship between emphatic emotions
and the prose contained in the LNCBT, which the subjects selected through an
interactive communicative and game-based learning process: writing the numbers
of their favorite sentences that they related with and sharing about them.
The analyzed data suggest that LNCBT technique activates emotional empathy,
including the ability of identifying through written text and verbal and nonverbal
expressions. Results confirmed multiple complex emotional flow from recognizing
negative emotions, at the beginning, to more positive emotions, at the end of the technique. From middle time of the technique to the last moments the research
observed more balanced emotional states, once the negative experiences were recognized and shared at the beginning.At the end of the experience joy predominates
(75%–85%of time) while emotions like anger or disgust tend to diminish. Finally,
the text-based content analysis method found data that also suggests that the subjects, during the completion of the LNCBT technique, felt a positive emotional
flow towards empathy, a collective, nonjudgmental and shared balance emotional
state. The results suggest that the interactive neurocommunicative technique of
LNCBT therapeutically supports recovery from the addictive process, from the
isolated self-centered obsessive and compulsive emotional state towards a more
emphatic collective state.
Resumen: Este artículo científico cubre el estudio de los elementos multimedia interactivos que c... more Resumen: Este artículo científico cubre el estudio de los elementos multimedia interactivos que componen un sistema hipermedia tomando como referencia dos videojuegos Antigrav (EyeToy de Sony) & Sims2 (Electronic Arts). Se describen en categorías detalladas los elementos expresivos interfaciales, las formas narrativas interactivas, las emociones y los valores que integran en un sistema de comunicación hipermedia. Finalmente se recopilan y describen las expresiones hipermedia más interactuadas y eficientes para la inmersión comu-nicativa según han sido observadas y recogidas en un experimento con veinte adolescentes de distintos orígenes culturales mientras experimentaban videojuegos. Esta investigación sirve como modelo de referencia para la producción y desarrollo eficientes de sistemas de comunicación hipermedia lúdico educativos: videojuegos, webs, realidades virtuales. Abstract: This scientific article covers the study of the interactive multimedia elements that compound a hypermedia system taking as reference two videogames Antigrav (Eye-Toy based from Sony) & Sims2 (ElectronicArts). It describes in detailed categories the interface expressive elements, the interactive narrative forms, the emotions and the values that integrate a hypermedia communication system. Finally, it compiles and describes the hypermedia expressions that where the most interacted and efficient for the communicative immersion based on the research observation of twenty young-adults from different cultural backgrounds. This research serves as a referential model for the production and development of efficient hypermedia communicative edutainment systems: videogames, webs, virtual realities.
This chapter collects some of the new categories and tends that the convergence of art and techno... more This chapter collects some of the new categories and tends that the convergence of art and technology has produced in the area of interactive cinema. Moreover, it analyzes some of the interactive cinema artworks that have inspired artistic tendencies and practices and new research lines, such as Live Cinema or Neurocine respectively. It is based in the observation that interactive cinematic artists and software & hardware developers had influence the forms of interactive communications that we have today and will continue doing it during the following years. For the last two decades interactive cinematic artists has been develop the language of new media and has been experimenting with the emergent softwares that allows the creation of interactive digital arts. These interactive creative practices has serve for research in the potential of new social communications, scientific visualizations and the emergent lenguage of the new media, rethinking the previous artistic languages and media. These experiences has served for creating more inmersive interfaces in museums and exhibitions, for reusing previous media, for encouraging the digitalization of artistic databases (photos, film, etc) and for developing new social colaborative interactions and scientific applications. This chapter is focused in briefly describe the diverse categories of interactive cinema, analize some of their artworks that integrate innovative technologies and the hipermedia elements that are present in their interfaces that make them inmersive and participatory, so they can be used in future interactive museums and installations.
This paper presents a synthesis of how the use of interactive multimedia, hypermedia, interfaces ... more This paper presents a synthesis of how the use of interactive multimedia, hypermedia, interfaces has changed the classical dynamics of human communications creating a new paradigm. Moreover, it describes the different aesthetic, narrative, emotional and value elements that compound the hypermedia interface.
Multicultural Videos (MCV), www.multiculturalvideos.org, is an Interactive Online Museum based on... more Multicultural Videos (MCV), www.multiculturalvideos.org, is an Interactive Online Museum based on an Online Video Database developed by an International Community of Artists from many creative disciplines and cultural heritage. MCV is an online space where people share, create, learn and promote culture, arts, cultural heritage and self-expressions through on-line videos. The project is designed initially to support two vibrant applications: a Virtual Video Gallery to collect Multicultural Heritage & a Collaborative Video Festival titled "Art Without Borders: The Babel Remix", about similarities and differences on creative processes around the World.
Data Autor
La obra que aquí presentamos, describe cómo integran las interfaces hipermedia las principales fo... more La obra que aquí presentamos, describe cómo integran las interfaces hipermedia las principales formas estéticas, narrativas, emocionales y de valores que crean la comunicación interactiva. Al mismo tiempo, su autor nos presenta un amplio abanico de proyectos multimedia interactivos que muestran cómo desarrollar el máximo potencial comunicativo de la interfaz hipermedia. El texto combina referencias y diferentes sugerencias en el área del diseño de videojuegos y las narrativas interactivas, ampliamente ilustradas con imágenes y proyectos de expertos y artistas de los nuevos media, tales como Janet Murray, Celia Pearce, Marsha Kinder, Lev manovich, Sheldon Brown, Michael Mateas, Andreas Kratky, Isidro Moreno, Franscico García, Andrew Sacher o Henry Jenkins, entre otros.
El esfuero de Jorge Mora por reunir con detalladas descripciones los principales conceptos propios del lenjuage de los nuevos media, junto con su propuesta de modelos de análisis de la interfaz hipermedia para el desarrollo de proyectos multimedia interactivos más inmersivos, hacen de esta obra un material muy enriquecedor y de gran utilidad para investigadores, profesionales y estudiosos en la materia.
El estudio de la comunicación interactiva puede ayudar a mejorar la comprensión entre personas. De hecho, los valores y principios pueden ser compartidos y transmidtios de forma eficiente al expresarlos multisensorialmente. Este libro surge con la idea de realizar unos modelos de investigación e innovación para producir videojuegos y otros multimedia interactivos que sean eficientes en su inmersión social e interactiva.
Las cuestiones de comunicación ética en internet y en sus redes sociales son un tema de gran cont... more Las cuestiones de comunicación ética en internet y en sus redes sociales son un tema de gran controversia en la actualidad debido a que de forma directa o indirecta implican a toda la sociedad y a la constantemente emergente cultura digital universal. Las prácticas comunicativas éticas en la cultura digital, donde la comunicación interactiva interpersonal digital lidera, dependen mucho de la construcción de las identidades virtuales que los ciudadanos de la sociedad digital desarrollan en las redes sociales. Hay cuestiones éticas en la comunicación interactiva digital sobre las que es fundamental reflexionar profesional y científicamente para poder ir dando respuesta a las cuestiones sobre las mejores prácticas comunicativas éticas. Para ello hay que basarse en las leyes que establecen los derechos y las obligaciones de los usuarios en la red para evitar el uso indebido de contenidos protegidos por la propiedad intelectual, la evitación de la suplantación de identidades, el asegurar la diversidad de perspectivas y de la veracidad de los hechos descritos en las redes, la legislación de las prácticas comunicativas, y en definitiva afianzar las dinámicas y las formas de comunicación ética y no violenta que faciliten el acercamiento socio-cultural en un espacio digital local y global. En conclusión, este capítulo revisa, estudia, describe y contrasta varios conceptos importantes para entender la comunicación ética en relación con las identidades virtuales en las redes sociales.
SGAE Data Autor
This book covers different state of the art in interactive media communications, interactive digi... more This book covers different state of the art in interactive media communications, interactive digital storytelling and immersive media arts and it presents innovative models of analysis of multisensorial and immersive hypermedia elements. It analyzes how the combination of software, hardware interface design combined with the interactive narrative elements (spaces, times, actions and characters) and the ethical and non-ethical values that are communicated to implement immersion and agency on the users.