Victor M. Perez-Colado

dblp:201/2850 · also Víctor Manuel Pérez-Colado · DBLP profile ↗
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9ranked-venue papers
3as first author
5since 2021 · last 2024
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 9 · 3 first-author · 5 since 2021Applied, interdisciplinary, general and emerging computing · 7 · 2 first-author · 3 since 2021
YearPublicationVenuePosition
2024 AI Asyet Another Tool in Undergraduate Student Projects: Preliminary Results
abstract
How do students use artificial intelligence tools in coursework projects when given the liberty to do so, with the only requirement of documenting how, where and why? We describe experiences with two groups of undergraduates in courses related to serious game authoring and human-computer interaction, both carried out in the second semester of 2023. In the serious games course, students were given the option of following a teacher-developed methodology for generating graphical assets for their serious games using a set of generative AI tools. This methodology was explained in the class but not hands on lab was carried out. In the interaction course, students were free to choose which AI tools to use when designing their system or in the development of their project documentation. Despite the limited number of participants (41 in total) we can see very different views and degrees of involvement: while some tried to use AI for as many tasks as possible, others considered that the learning curve for those tools was too steep to be worthwhile. Both experiences included a free-text survey at the end, and taken together, provide insights into how both supervised and unsupervised generative AI use could impact undergraduate projects in similar subjects. In addition to describing how students chose to use the tools, and the main takeaways from their survey response, we also discuss some of the ethical aspects about the access to the tools and what should be the minimal conditions to be met to allow the equitable use of AI in the classroom.
Iván J. Pérez-Colado, Manuel Freire-Morán, Antonio Calvo-Morata, Victor M. Perez-Colado, Baltasar Fernández-Manjón
EDUCON4
2023 Using New AI-Driven Techniques to Ease Serious Games Authoring
abstract
Serious games are videogames whose purpose goes beyond mere entertainment. However, serious games use in mainstream education is still limited. The development of serious games is an expensive and complex process that requires the participation of different experts (e.g. domain, educators, graphic artists, and programmers). We consider that new generative AI techniques can help in the prototyping of serious games by reducing and automating some of the processes involved. There is increasing evidence that generative AI techniques such as ChatGPT or GitHub Copilot can increase the productivity of writing or coding tasks respectively. In our case, both prototyping and teaching serious games are complex because of the number and diversity of tasks involved and we are currently investigating whether AI techniques can be used to improve and simplify the process. For example, ChatGPT could support the process of creating the game narrative, and other systems such as Stable Diffusion could ease the creation of some of the graphics resources (e.g., for creating more cohesive and coherent backgrounds). Automating some of the costlier processes of game prototyping can contribute to creating better products by allowing the playtesting of different options for more effective games. As the field of generative AI is in continuous change, this paper presents a working methodology to simplify the development of serious games, that has been instantiated with concrete tools. This working methodology has been piloted effectively by one student from a Master of Design for the development of a serious game and will be tested in a serious games development course. In the article we also explore how these AI techniques can be combined with a game authoring environment such as uAdventure to systematize the development of serious games. The use of Generative AI offers great potential for improving the development of serious games and needs to be further researched alongside its applications for game-based learning education.
Iván J. Pérez-Colado, Victor M. Perez-Colado, Antonio Calvo-Morata, Rubén Santa Cruz Píriz, Baltasar Fernández-Manjón
FIE2
2022 Using e-Learning Standards to Improve Serious Game Deployment and Evaluation
abstract
The serious game industry has been a subject of interest for the educational community in the last few years. However, despite their potential benefits when compared to traditional e-learning, use of serious games in education has been hampered by difficulties, including that of deploying games in multi-platform settings and leveraging data generated by their players to improve the learning outcomes of those players. This increasing uptake requires to simplify serious games application for both teachers and developers. This paper proposes a standards-based approach to improve serious games deployment and evaluation. Building on existing and upcoming standards will allow games to be seamlessly integrated into the learning management systems that are already present in most higher education institutions. We present initial experiments that put the proposed approach into practice using two specific tools: uAdventure and SIMVA.
Iván J. Pérez-Colado, Victor M. Perez-Colado, Iván Martínez-Ortiz, Manuel Freire-Morán, Baltasar Fernández-Manjón
EDUCON2
2021 A Tool Supported Approach for Teaching Serious Game Learning Analytics
abstract
This is an Innovative Practice Full Paper. Serious Game learning analytics can provide insight to improve both the learning process and the lifecycle of games. Due to the complexity and diversity of topics involved, from game design to implementation to tracing the user, teaching game learning analytics to engineering students is challenging. We have created a teaching approach built on an integrated set of tools to minimize the boilerplate setup and configuration typically required when building game learning analytics from disparate modules. Our approach relies on the combination of an authoring environment that eases the creation of adventure and location-based games, a standards-based interaction tracker, and a cloud-based analytics framework. In this environment, students can design and implement serious games with associated analytics models from the very beginning, allowing them to experiment from early on with analytics to improve their games' lifecycles. We have piloted this approach in two university courses for two years, where students prototyped serious games and then used analytics to understand how their users interacted with their games. The use of analytics helped our students to reflect on and refine their designs. While our approach can be applied with any tools, our authoring environment and analytics tools are available as open-source projects to facilitate development, prototyping, or testing of games with analytics.
Victor M. Perez-Colado, Iván J. Pérez-Colado, Manuel Freire-Morán, Iván Martínez-Ortiz, Baltasar Fernández-Manjón
FIE1
2021 e-learning Standards in Game-Based Learning?
abstract
Despite the proven benefits of Serious Games when compared to traditional e-learning, uptake of game-based learning in mainstream education is still very low. Increasing uptake requires making suitable games easier to deploy as an activity type in existing e-learning platforms, without compromising game quality or increase development cost; and leveraging data generated by players to improve their learning outcomes. We briefly discuss available e-learning standards to address these issues and describe our current standards-based approach to both game deployment and evaluation (including learning analytics).
Iván J. Pérez-Colado, Victor M. Perez-Colado, Manuel Freire-Morán, Iván Martínez-Ortiz, Baltasar Fernández-Manjón
ICALT2
2020 Simplifiying Serious Games Authoring and Validation with uAdventure and SIMVA
abstract
The e-UCM group is working to simplify the processes of both creation and scientific validation of educational adventure games, by making the entire process of game creation, data acquisition, and analysis more transparent and integrated. This paper presents the integration of the uAdventure authoring tool with SIMVA, a tool to simplify validation experiments, thus encompassing the full process of serious games authoring and validation.
Iván J. Pérez-Colado, Victor M. Perez-Colado, Iván Martínez-Ortiz, Manuel Freire-Morán, Baltasar Fernández-Manjón
ICALT2
2019 uAdventure: Simplifying Narrative Serious Games Development
abstract
Game engines and developer-friendly authoring tools have greatly simplified entertainment game development. However, this does not extend to serious games which, in particular, require involvement of non-developer stakeholders. We present the first evaluation of uAdventure, an easy-to-use game development environment for narrative point-and-click graphic adventure games. uAdventure is a re-implementation of the previously-validated eAdventure environment on top of the Unity game engine. The idea is to get most of the advantages of the Unity professional environment at a fraction of its complexity, and without requiring programming knowledge to use it. uAdventure include educational-oriented affordances, such as assessment and learning analytics; and has been formatively evaluated by heterogeneous users with different degrees of technical knowledge. The results of our evaluation show much simpler story creation for profiles that had no previous knowledge of the engine, and positive feedback from more technical profiles which would use the tool as a prototyping tool for complex projects.
Victor M. Perez-Colado, Iván J. Pérez-Colado, Manuel Freire-Morán, Iván Martínez-Ortiz, Baltasar Fernández-Manjón
ICALT1
2018 Learning analytics for location-based serious games
abstract
Pervasive gaming has experimented a huge commercial growth with location-based game successes such as Pokémon GO or Ingress. The serious game industry has an opportunity to take advantage of location-based mechanics to better connect games with the real world, creating more authentic immersive learning environments. Games such as historical tours, story-based exploration, laboratories, or flora explorations can greatly benefit from location-based mechanics. Location-based games usually include an augmented map to provide game context, which combines both traditional game-dependent elements such as avatars, and location-based elements such as areas or points of interest. For players, interacting with location-based elements may involve entering or exiting specific areas; or reaching a certain location and looking in a specific direction. To include standards-based learning analytics for location-based serious games (SGs), we have added support for player movement and location-based interactions to the pre-existing xAPI serious game profile. We have validated this approach through a case-study example that guided players through different sports-related facilities within a large outdoor area. This work have been carried out and it is available as part of the analytics infrastructure used in EU H2020 RAGE and BEACONING serious game projects.
Victor M. Perez-Colado, Dan-Cristian Rotaru, Manuel Freire-Morán, Iván Martínez-Ortiz, Baltasar Fernández-Manjón
EDUCON1
2017 uAdventure: The eAdventure reboot: Combining the experience of commercial gaming tools and tailored educational tools
abstract
Educational games (aka serious games, SG) are powerful educational contents. However, they are costly to develop, and once developed, SGs become dependent on software and hardware combinations that may become obsolete, such as Adobe Flash or Java Applets. Addressing these problems would allow a much greater use of SGs in education. The eAdventure authoring tool, developed by the e-UCM research group, addressed high development costs, and resulted in the creation of multiple SGs in collaboration with different institutions. However, eAdventure's Java Applets have become increasingly difficult to run due to platform obsolescence. To maintain the benefits of the eAdventure platform and user base, we have created new platform called uAdventure: an SG editor built on top of the game engine Unity that allows for the creation of educational adventure games without requiring programming. Since Unity is supported on a majority of platforms (including mobile). By developing SGs with uAdventure, the games become future-proof, as they can be updated and retargeted for new platforms as required. In this sense, uAdventure improves the lifecycle of SGs by reducing both authoring and maintenance costs.
Iván J. Pérez-Colado, Victor M. Perez-Colado, Iván Martínez-Ortiz, Manuel Freire-Morán, Baltasar Fernández-Manjón
EDUCON2