12 research outputs found

    Dancing into the digital age: experimenting the digitization of the Pauliteiros folk dances

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    Digitizing intangible cultural heritage is a crucial step in preserving and protecting traditions, customs, and knowledge that have been passed down from generation to generation. By creating a comprehensive record of intangible cultural practices, digitization allows for greater access, research, and education, promoting cultural diversity and understanding. This paper discusses approaches to the digitization of intangible cultural heritage, which allow the dissemination and preservation of knowledge applicable to folk dances, particularly in the context of ethnographic museums. Possible applications with this motion data will also be explored, such as Virtual Reality, Augmented Reality or video games. This paper finally discusses and proposes a framework for digitization of folk dances based on the practical case of the 'Dança dos Paulitos' or 'Dança dos Pauliteiros' [1], a Portuguese festive dance ritual tradition from Miranda do Douro in northeastern Portugal.info:eu-repo/semantics/publishedVersio

    Review and analysis of research on video games and artificial intelligence: a look back and a step forward

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    This article shows the intimate relationship between Artificial Intelligence (AI) and video games research in 13 categories of analysis based on a bibliometric survey carried out in the Scopus database. We first briefly reviewed the relation between video games and AI. Then, we introduced the methodology of literature collection, presented and discussed the query, as well the flow of data treatment in the applications and plugins used. Since the article is concerned with a historical point of view of the relationship between digital games and AI the results were many and, therefore, we focused on the top 10 of each ranking, and discussed these results separately. Finally, we discuss the limitations of our review, proposing future research directions for scholars.info:eu-repo/semantics/publishedVersio

    Implementation and playtesting for a world adventure game’s procedural content generation system

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    This paper presents an experimental methodology of procedural content generation (PCG) for natural environments focusing on game design and visualization. This approach allows us to define a set of instructions to shape the content generation to meet the requirements of game design and level design teams. For the validation process, we have discussed and analyzed a playtesting session.info:eu-repo/semantics/submittedVersio

    The play personalities pursuant to the interpretants in peirce's sign theory

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    The experience in digital gaming is usually expressed in a very generic way. Therefore, in order to accurately collate the studies of gamer experience, this paper seeks to assess gaming experiences in both digital and non-digital environments through potential player personalities, how their gaming is structured, and what games meet the needs of certain personalities. Such research will not only be beneficial in terms of creating new games or interfaces, but it will also benefit a wider host of professionals such as psychologists and teachers who are constantly seeking ways to meet the needs of a very diverse audience. The methodology is qualitative and stems from the personalities proposed by Stuart Brown whilst being driven by Peirce’s semiotics, and observing games and players through their Interpretants Immediate, Dynamical and Final. In the likely continuation of this study, we intend to confirm these possibilities through interviews and known examples.info:eu-repo/semantics/publishedVersio

    TimeCraX: time-travelling to learn history

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    The work described in this paper, focus on the conceptual development of an educational game for History learning. One of the challenges for this task is to avoid a logical sequentialization of historical events, giving the player an opportunity to contact with a reality in construction. Another challenge is that the game should have a cooperative mechanics. According to this model, players are on the same side and win, or lose, together [Vasel and Phillies 2012]. To cope with these challenges, we choose to ignore one of the basic rules of game design [Adams 2014], taking the role of a hero to the player and giving him the role to assist the other players. An analogy can be made with an astronaut, supported by a team on earth with different functions and personalities. According to the cooperation proposal, players should work together to repair a time machine allowing a safe return to the present, collecting materials and information necessary to keep it working and preventing breaking the spacial-temporal continuum. We seek player engagement, allowing them to make decisions, feel tension and assume risks, and, at the same time, exchange information between them, associated to the game narrative. We hope that this approach builds a collaborative learning context, responsibility for the decisions and collaborative teamwork to achieve a common goal: to win.info:eu-repo/semantics/publishedVersio

    The play personalities pursuant to the interpretants in pierce`s sign theory

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    The experience in digital gaming is usually expressed in a very generic way. Therefore, in order to accurately collate the studies of gamer experience, this paper seeks to assess gaming experiences in both digital and non-digital environments through potential player personalities, how their gaming is structured, and what games meet the needs of certain personalities. Such research will not only be beneficial in terms of creating new games or interfaces, but it will also benefit a wider host of professionals such as psychologists and teachers who are constantly seeking ways to meet the needs of a very diverse audience. The methodology is qualitative and stems from the personalities proposed by Stuart Brown whilst being driven by Peirce’s semiotics, and observing games and players through their Interpretants Immediate, Dynamical and Final. In the likely continuation of this study, we intend to confirm these possibilities through interviews and known examples.info:eu-repo/semantics/publishedVersio

    Timecrax: time-travelling to learning history

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    The work described in this paper, focus on the conceptual development of an educational game for History learning. One of the challenges for this task is to avoid a logical sequentialization of historical events, giving the player an opportunity to contact with a reality in construction. Another challenge is that the game should have a cooperative mechanics. According to this model, players are on the same side and win, or lose, together (VASEL; PHILLIES, 2012). To cope with these challenges, we choose to ignore one of the basic rules of game design (ADAMS, 2014), taking the role of a hero to the player and giving him the role to assist the other players. An analogy can be made with an astronaut, supported by a team on earth with different functions and personalities. According to the cooperation proposal, players should work together to repair a time machine allowing a safe return to the present, collecting materials and information necessary to keep it working and preventing breaking the spacial-temporal continuum. We seek player engagement, allowing them to make decisions, feel tension and assume risks, and, at the same time, exchange information between them, associated to the game narrative. We hope that this approach builds a collaborative learning context, responsibility for the decisions and collaborative teamwork to achieve a common goal: to win.info:eu-repo/semantics/publishedVersio

    Gamificação: uma experiência pedagógica no ensino Superior

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    O Conceito de Gamificação, enquanto estratégia de ensino aprendizagem no Ensino Superior, sustenta-se na ideia de que aprendizagem através do jogo favorece a motivação e a autonomia dos estudantes. As oportunidades criadas pela gamification podem constituir-se como experiências ricas e motivadoras e, consequentemente, como meios de aprendizagens mais bem sucedidos, uma vez que os estudantes estão mais envolvidos na ação. A experiência pedagógica que se apresenta desenvolveu-se com uma turma de 23 alunos do 3o ano, do curso de Engenharia Informática, no âmbito da unidade curricular de Gestão de Sistemas e Redes (GSR). O objetivo deste estudo centra-se na potenciação da concentração, motivação e autonomização dos estudantes, face à aprendizagem dos conteúdos em estudo. Quer a experiência quer o seu impacto foram avaliados com dois objetivos principais.. Por um lado, permitir ao professor e à instituição compreenderem a relevância de abordagens pedagógicas desta natureza. Adicionalmente, incluir os alunos no desenvolvimento das experiências de aprendizagem. Trata-se de uma abordagem metodológica que se inscreve nos princípios da investigação-ação. O impacto da aprendizagem através da gamificação revelou-se bastante bem sucedido, havendo diferenças significativas entre os níveis de concentração e envolvimento dos alunos nas aulas de carácter mais transmissivo e demostrativo e naquelas onde foram utilizados os jogos. A cooperação entre os alunos evidencia bons níveis de interação e entreajuda. A criatividade e persistência foi também muito saliente. Todos os alunos envolvidos terminam com classificações positivas na UC. O projeto e os resultados estão, neste momento, a ser divulgados pela comunidade de professores, havendo já docentes de outras UC e de outros cursos interessados em envolver-se em experiências pedagógicas semelhantes.info:eu-repo/semantics/publishedVersio

    Gamers’ reaction to the use of NFT in AAA video games

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    The use of non-fungible tokens (NFTs) in AAA games is a very controversial topic, which leads to negative reactions from the gamer community. The objective of this article is to relate some of these cases that presented visibility in the press and to analyze the reactions this theme generates. To achieve this, we present some cases that had more relevance in the specialized press and, in the sequence, we present a discussion about the main problems pointed out, such as the state of the art of blockchains, energy efficiency, frauds, and currency evasions. Finally, we present some hypotheses to glimpse how NFTs, and their use in games, may happen in the near future.info:eu-repo/semantics/publishedVersio

    ATLANTIC BIRD TRAITS: a data set of bird morphological traits from the Atlantic forests of South America

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    Scientists have long been trying to understand why the Neotropical region holds the highest diversity of birds on Earth. Recently, there has been increased interest in morphological variation between and within species, and in how climate, topography, and anthropogenic pressures may explain and affect phenotypic variation. Because morphological data are not always available for many species at the local or regional scale, we are limited in our understanding of intra- and interspecies spatial morphological variation. Here, we present the ATLANTIC BIRD TRAITS, a data set that includes measurements of up to 44 morphological traits in 67,197 bird records from 2,790 populations distributed throughout the Atlantic forests of South America. This data set comprises information, compiled over two centuries (1820–2018), for 711 bird species, which represent 80% of all known bird diversity in the Atlantic Forest. Among the most commonly reported traits are sex (n = 65,717), age (n = 63,852), body mass (n = 58,768), flight molt presence (n = 44,941), molt presence (n = 44,847), body molt presence (n = 44,606), tail length (n = 43,005), reproductive stage (n = 42,588), bill length (n = 37,409), body length (n = 28,394), right wing length (n = 21,950), tarsus length (n = 20,342), and wing length (n = 18,071). The most frequently recorded species are Chiroxiphia caudata (n = 1,837), Turdus albicollis (n = 1,658), Trichothraupis melanops (n = 1,468), Turdus leucomelas (n = 1,436), and Basileuterus culicivorus (n = 1,384). The species recorded in the greatest number of sampling localities are Basileuterus culicivorus (n = 243), Trichothraupis melanops (n = 242), Chiroxiphia caudata (n = 210), Platyrinchus mystaceus (n = 208), and Turdus rufiventris (n = 191). ATLANTIC BIRD TRAITS (ABT) is the most comprehensive data set on measurements of bird morphological traits found in a biodiversity hotspot; it provides data for basic and applied research at multiple scales, from individual to community, and from the local to the macroecological perspectives. No copyright or proprietary restrictions are associated with the use of this data set. Please cite this data paper when the data are used in publications or teaching and educational activities. © 2019 The Authors. Ecology © 2019 The Ecological Society of Americ
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