David Kristan

Mr. David Kristan

Games, Interaction, Learning Technologies, Instituto Superior de Engenharia do Porto, 4200-072 Porto, Portugal

Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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14 March 2020 in Information
Verified
Journal Article
Open access
PDF file
DKDavid Kristan
David Kristan
PBPedro Bessa
Pedro Bessa
RCRicardo Costa
Ricardo Costa
Carlos Vaz de CarvalhoCarlos Vaz de Carvalho
Carlos Vaz de Carvalho
Competition is a basic element of our society. It drives us to rise above previously perceived limitations, increases our engagement and makes the world more interesting. Competition rewards our existing skills and prompts us to identify and improve our weaker skills. In games, player engagement is achieved, at least in part, by providing him/her with competition at the right amount of difficulty. Achieving and maintaining this exact level of challenge is one of the most difficult tasks for a game designer. The use of Dynamic Difficulty Adjustment techniques allows the game to dynamically adjust the challenge according to player performance, therefore keeping him/her always on edge, immersed and fully active. New information can then be more easily acquired, which is especially important in Serious Games. This paper describes how DDA techniques were used to create two strategic, goal-oriented computer-controlled (CC) players in order to deliver a higher level of competitiveness for the user in Transform@, a Serious Game aimed at developing entrepreneurship skills. As a result, the strength of the computer controlled player increased by more than 100%. By developing a good strategy for the AI and using DDA the game includes now a powerful opponent which has increased the engagement level of the player.

24 December 2022 in Journal on Computing and Cultural Heritage
Verified
Journal Article
Open access
UEUrška Stanković Elesini
Urška Stanković Elesini
HMHlede Miha
Hlede Miha
DKDavid Kristan
David Kristan
AKAndreja Korošec
Andreja Korošec
EPEni Protić
Eni Protić
JRJoze Rugelj
Joze Rugelj
Mobile technology offers new opportunities to enhance the visitor experience in museums. Mobile serious games can support experiential learning with authentic exhibits in an authentic museum environment based on the contextual learning model with the interaction between the personal, socio-cultural, and physical context. In developing the game, we wondered whether it could appropriately motivate and engage different age groups in the museum experience with its challenges of different difficulty levels; whether a mobile game could, through its challenges interacting with the museum environment, prevent “head-down” behavior; and whether museum exhibits could be better recalled by visitors participating in a tour with a mobile game than in two other traditional tours (i.e., guided tours, tours with museum brochures). The results of the study showed that a tour with a mobile serious game with challenges of different difficulty levels is suitable for visitors of two target groups (i.e., families and students). Since each challenge encourages interaction with the museum environment, it could largely prevent “head-down” behavior. The results also show that a tour with appropriately planned multisensory challenges motivates visitors to actively engage with the museum environment, resulting in slightly better recall of exhibits compared to other tour types. The results of this study can help bring museums and the history they represent closer to digital generations, 1 and popularize modern informal learning methods associated with incidental and experiential lifelong learning that can take place anytime, anywhere, and help achieve higher taxonomic knowledge levels.