Licínio Roque

dblp:72/301 · also Licínio G. Roque · DBLP profile ↗
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29ranked-venue papers
2as first author
9since 2021 · last 2025
0000-0002-1911-2788ORCID · verified

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

Human-computer interaction and ubiquitous computing · 26 · 2 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 23 · 2 first-author · 7 since 2021Artificial intelligence and machine learning · 2Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Business Simulation in the Context of Emerging Technologies the SPEE Case Study
abstract
This study analyzed the factors to consider for updating business simulation systems within the context of digital transformation driven by emerging technologies. To achieve this, a qualitative research approach was adopted, focusing on the Business Practices and Entrepreneurship System (SPEE), the leading business simulator in Mozambique, to identify critical factors for its modernization. The investigation, conducted as a single case study, incorporated a literature review, document analysis, and interviews, which revealed five key dimensions: realism, multidisciplinary approach, communication and interaction, ease of use and support, and accessibility and scalability. The research concluded that the most significant factors include the complexity of the local market, automation and operational efficiency, the level of digital literacy and technological infrastructure, the anticipation of future scenarios, and the enhancement of user experience. These findings suggest that integrating emerging technologies such as Artificial Intelligence (AI), Blockchain, and Virtual Reality (VR) could enhance realism, adaptability, and user engagement. Additionally, hybrid solutions combining online and offline accessibility were recommended to address technological infrastructure limitations in developing countries. The study provides practical guidelines for aligning SPEE with contemporary educational and market demands, reinforcing its relevance in higher education.
Gércia Sequeira, Ruben Filipe de Sousa Pereira, Gildo Cossa, Ana Calado Pinto, Licínio Roque
ISAGA5
2025 Interaction and Emotion: A Phenomenological Study of a Playable Generative Landscape
Pedro Garruço, Licínio Roque, Luís Lucas Pereira
ICEC2
2024 A Virtual Reality Simulator for Enhancing Marine Pollution Control Efforts
Jorge C. S. Cardoso, Luís Lucas Pereira, Licínio Roque
ICEC4
2024 Health behaviour change and activation in e-health weight loss intervention for elderly: a randomised clinical trial
abstract
Patient activation is associated with treatment adherence, self-accountability for healthcare and a healthy lifestyle change. Mobile health (m-Health) apps can lead to greater patient treatment adherence and health behaviour change. This study aimed to evaluate the health behaviour change of elderly people through a healthcare programme focused on activation with the support of technology. Three phases were conducted: (1) pre-intervention – design of the intervention protocol and the app, (2) intervention – randomised clinical trial with 41 overweight/obese elderly people. m-Health app-supported group psychotherapy was compared with group psychotherapy only and individual psychotherapy (control) and (3) post-intervention – statistical analysis, intervention’s assistant interviews and app heuristics evaluation. By crossing the results, the study has shown that there was no significant difference in the activation level before and after intervention between groups. However, there was a significant increase from the initial mean score to the final one when considering the three groups together. Group therapy, whether with or without the support of the app, was more effective for behaviour change measured by the achievement of the goals, than individual psychotherapy. The lack of impact on group therapy with app support calls into question which and how much technology support is useful.
Maíra Mendes dos Santos, Ana Carolina Bertoletti De Marchi, Elisa Brosina de Leon, Licínio Roque
Behav. Inf. Technol.4
2023 Insights into Competence Development Through Playfulness in a Cooperative Game Scenario: A Preliminary Study
Valéria Moreira Pinto, Mariana Seiça, Licínio Roque
DiGRA3
2023 Can Creativity be Enhanced by Computational Tools?
Daniel Lopes, Jéssica Parente, Licínio Roque, Penousal Machado
ICCC4
2023 Designing a VR-Simulation Module to Support Marine Pollution Control Training
Jorge C. S. Cardoso, Luís Lucas Pereira, Licínio Roque
ICEC4
2022 Let's Make Games Together: Explainability in Mixed-initiative Co-creative Game Design
abstract
There has been growing development of co-creative systems for game design, where both humans and computers work as colleagues, proactively contributing with creative input. However, the collaborative process is still not as seamless as in human-human co-creativity. A key element still underdeveloped in these approaches is the communication between the human and the machine, which can be facilitated by providing the computational agent with explanatory capabilities. Based on principles of explainability for co-creative systems from previous literature, we propose a framework of explainability specifically applied to mixed-initiative scenarios in game design. We illustrate the applications of the framework by suggesting possible solutions adapted to different use cases of existing approaches and, additionally, of our own proposed approach.
Solange Margarido, Penousal Machado, Licínio Roque, Pedro Martins 0003
CoG3
2021 Aesthetic Perspectives on Computational Media Design
Rui Craveirinha, Luís Lucas Pereira, Mariana Seiça, Licínio Roque
ICEC4
2018 Validating the Creature Believability Scale for Videogames
Nuno Barreto, Rui Craveirinha, Licínio Roque
ICEC3
2017 Designing a Creature Believability Scale for Videogames
Nuno Barreto, Rui Craveirinha, Licínio Roque
ICEC3
2017 Serious Games for Cognitive Assessment with Older Adults: A Preliminary Study
Helio Cavalcante Silva Neto, Joaquim Cerejeira, Licínio Roque
ICEC3
2017 Evaluating a Serious Game for Cognitive Stimulation and Assessment with Older Adults: The Sorting Sheep Game
Helio Cavalcante Silva Neto, Joaquim Cerejeira, Licínio Roque
ICEC3
2017 Prototyping sonic interaction for walking
abstract
Sounds play a substantial role in the experience of movement activities such as walking. Drawing on the movement inducing effects of sound, sonic interaction opens up numerous possibilities to modify the walker's movements and experience. We argue that designing sonic interaction for movement activities demands an experiential awareness of the interplay of sound, body movement and use situation, and, propose a prototyping method to understand possibilities and challenges related to the design of mobile sonic interaction. In this paper, we present a rapid prototyping system that enables non-expert users to design sonic interaction for walking and to experience their design in the real-world context. We discuss the way this prototyping system allows designers to experience how their design ideas unfold in mobile use and affect the walking.
Nassrin Hajinejad, Barbara Grüter, Licínio Roque
MobileHCI3
2016 Exploring the Design-Space: The Authorial Game Evolution Tool Case-Study
abstract
This paper describes a case-study on the use of AGE, the Authorial Game Evolution approach, a creativity support tool designed to assist game designers. AGE allows designers to conduct a systematic process of generation and evaluation of game-prototypes, as well as automatically evolve a game-prototype until it mediates a desired form of game-play experience. To assess the tool, a design case study was held where a designer used AGE to create a game. We used a convergent mixed methods experimental design, and analysed quantitative and qualitative data resulting from four design sessions. Creativity Support Index self-report shows the designer found AGE very good in supporting his design, especially for exploration of the design-space. However, he appropriated it exclusively for exploration, not optimization. These show AGE has potential for exploring the design-space, though issues remain before it is an effective medium for high-quality designs.
Rui Craveirinha, Licínio Roque
ACE2
2015 Studying an Author-Oriented Approach to Procedural Content Generation through Participatory Design
Rui Craveirinha, Licínio Roque
ICEC2
2014 MultiAgent System Architecture in Orphibs II
abstract
Orphibs II is an Artificial Life game where the player takes the role of a caretaker of alien-like creatures called Orphibs. Each orphib is an autonomous agent that has its own personality, given by internal utility functions that can be genetically transmitted. In this paper, we present the architecture behind the agents present in the game we developed, as they feature a new mechanism built on top of a Goal-Based Behavior approach: genetic personalities. Genetic personalities introduce behavior variability for A-Life games and account for new gameplay mechanics such as artificial behavior selection. We start by surveying the state of the art regarding approaches to Multiagent Systems in videogames, in general, and Artificial Life games, in particular. We then describe the architecture behind the agents in Orphibs II, including their reasoning system and evolutionary mechanism. Finally, we present a discussion and potential future work.
Nuno Barreto, Luís Macedo, Licínio Roque
ALIFE3
2014 An approach to assessment of knowledge acquisition by using three-dimensional virtual learning environment
abstract
Virtual Reality (VR) systems are a trend in the educational field. We can observe in academic literature that VR applications are widely adopted as Three-Dimensional Virtual Learning Environments (3D VLEs) in different fields of knowledge. However, one of the discussions highlighted in this context refers to the contribution that these environments really offer for student knowledge acquisition. In this scenario, this paper presents the results obtained from an experimental study conducted with high school students interested in learning Plane and Spatial Geometry. The volunteers explored the 3D VLE applied in the experiment, in which it is possible to create and visualize spatial figures from selected plane figures. The interactions in the virtual environment were registered for statistic analysis of the interaction level of participants. To assess the level of knowledge acquisition, a Theoretical Model for Assessment of Knowledge Acquisition was applied The results of the experiment conducted in this research indicated that it is possible to evaluate learning in 3D VLE by applying the Model abovementioned and showed that participants gained knowledge about the object of study using the 3D VLE learning method. Thus, it was possible to verify if the 3D VLEs are really contributing to the learner's knowledge acquisition.
Eunice P. dos Santos Nunes, Fátima L. S. Nunes, Romero Tori, Licínio Roque
FIE4
2013 Assessing Player Motivations and Expectations within a Gameplay Experience Model Proposal
Samuel Almeida, Ana Isabel Veloso, Licínio Roque, Óscar Mealha
Advances in Computer Entertainment3
2013 An Author-Centric Approach to Procedural Content Generation
Rui Craveirinha, Lucas Santos, Licínio Roque
Advances in Computer Entertainment3
2013 Understanding the Videogame Medium through Perspectives of Participation
Luís Lucas Pereira, Licínio Roque
DiGRA Conference2
2012 A Video Game Level Analysis Model Proposal
abstract
This paper presents a preliminary model proposal for the analysis of video game level scenarios consisting of four elements: video game, players, metrics, and gaming experience. The selection of parameters from each of these elements defines a specific video game level analysis context. Initial validation of the model is being carried out with a First-person shooter video game and selected metrics (including eye movement behavior) to understand player behavior (both interactive and visual) within a game level. An additional analysis technique based on visual representation techniques applied in this validation context is also described. After validated, this model may be applied in the analysis of player behavior in game levels, in several different situations predicted in the model itself. Information acquired from the application of this model may posteriorly be used in the design (or redesign) of game levels and scenarios driven for optimal use which should generate a greater gaming experience.
Samuel Almeida, Ana Isabel Veloso, Óscar Mealha, Licínio Roque, Arnaldo Moura
IV4
2009 Design Guidelines for Learning Games: the Living Forest Game Design Case
Luís Lucas Pereira, Licínio Roque
DiGRA Conference2
2009 The Integration of the Computer-mediated Ludic Experience in Multisensory Environments
Licínio Roque, Nuno Castelhano
DiGRA Conference1
2007 Because Players Pay: The Business Model Influence on MMOG Design
Tiago Alves Reis, Licínio Roque
DiGRA Conference2
2006 MAPP - A web-based decision support system for the mould industry
Cristóvão Silva, Licínio Roque, Ana Sofia Almeida
Decis. Support Syst.2
2005 Architecting Scalability for Massively Multiplayer Online Gaming Experiences
Rui Gil, José Tavares, Licínio Roque
DiGRA Conference3
2005 A Sociotechnical Conjecture about the Context and Development of Multiplayer Online Game Experiences
Licínio Roque
DiGRA Conference1
2005 Players as Authors: Conjecturing Online Game Creation Modalities and Infrastructure
José Tavares, Rui Gil, Licínio Roque
DiGRA Conference3