The walking dead : our world e o processo imersivo em vídeo games pervasivos de realidade aumentada de segunda geração

Detalhes bibliográficos
Autor(a) principal: Santos, Ricardo Luís Guimarães dos
Data de Publicação: 2020
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Institucional da UFS
Texto Completo: http://ri.ufs.br/jspui/handle/riufs/15896
Resumo: This work has as its case study the title The Walking Dead: Our World (2018) within the research object that encompasses pervasive augmented reality video games for the Android operating system, launched in Brazil. From this case study we seek to answer how pervasive augmented reality video games enunciate the immersive process. With this purpose we establish as objective, to formalize the media in abstract structures of organization of the information, and from these structures to make an analysis focused on the set of icons, signs, symbols, and the relations that they establish among themselves and with the player that we call symbolic load, when they move between the structures which we will call immersive layers that define common characteristics hitherto only gathered in this category of video games. By acting as virtual constructs, the immersive layers illustrate the way the player experiences pervasive augmented reality video games, associating game interfaces with forms of use adopted by the player, who starts to operate the smartphone less as a handheld computer that represents a map or collection of cards while walking around the neighborhood, and more like a video camera that represents a gun in your hand. Our research revealed that these transitions between the two immersive layers will increase or decrease the symbolic load during the session when, overlay the map that represents the fictional universe to the hybrid environment inhabited by the player, associating objects and characters from that fictional universe to their virtual doubles. in the form of humanoids and other 3D models and also associating their double materials from the hybrid environment, to later return to the representation of the fictional universe by map and cards.
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spelling Santos, Ricardo Luís Guimarães dosCerqueira, Jean Fábio BorbaSchneider, Greice2022-06-20T16:50:01Z2022-06-20T16:50:01Z2020-12-18SANTOS, Ricardo Luís Guimarães dos. The walking dead : our world e o processo imersivo em vídeo games pervasivos de realidade aumentada de segunda geração. 2020. 83 f. Dissertação (Mestrado em Comunicação) - Universidade Federal de Sergipe, São Cristóvão, 2020.http://ri.ufs.br/jspui/handle/riufs/15896This work has as its case study the title The Walking Dead: Our World (2018) within the research object that encompasses pervasive augmented reality video games for the Android operating system, launched in Brazil. From this case study we seek to answer how pervasive augmented reality video games enunciate the immersive process. With this purpose we establish as objective, to formalize the media in abstract structures of organization of the information, and from these structures to make an analysis focused on the set of icons, signs, symbols, and the relations that they establish among themselves and with the player that we call symbolic load, when they move between the structures which we will call immersive layers that define common characteristics hitherto only gathered in this category of video games. By acting as virtual constructs, the immersive layers illustrate the way the player experiences pervasive augmented reality video games, associating game interfaces with forms of use adopted by the player, who starts to operate the smartphone less as a handheld computer that represents a map or collection of cards while walking around the neighborhood, and more like a video camera that represents a gun in your hand. Our research revealed that these transitions between the two immersive layers will increase or decrease the symbolic load during the session when, overlay the map that represents the fictional universe to the hybrid environment inhabited by the player, associating objects and characters from that fictional universe to their virtual doubles. in the form of humanoids and other 3D models and also associating their double materials from the hybrid environment, to later return to the representation of the fictional universe by map and cards.Este trabalho tem por caso de estudo o título The Walking Dead: Our World (2018) dentro do objeto de pesquisa que engloba os vídeo games pervasivos de realidade aumentada para o sistema operacional Android, lançados no Brasil. A partir deste caso de estudo buscamos responder como os vídeo games pervasivos de realidade aumentada enunciam o processo imersivo. Com este intuito estabelecemos como objetivo, formalizar as mídias em estruturas abstratas de organização da informação, e a partir destas estruturas fazer uma análise focada no conjunto de ícones, signos, símbolos, e as relações que estabelecem entre si e com o jogador que chamamos de carga simbólica, quando transitam entre as estruturas as quais chamaremos de camadas imersivas que definem características comuns até então só reunidas nesta categoria de vídeo games. Ao atuarem como constructos virtuais as camadas imersivas ilustram a forma como o jogador experiência os vídeo games pervasivos de realidade aumentada, associando interfaces do jogo a formas de uso adotadas pelo jogador, que passa a operar o smartphone menos como um computador de mão que representa um mapa ou coleção de cartas enquanto caminha pela vizinhança, e mais como uma câmera de vídeo que representa uma arma em sua mão. Nossa pesquisa revelou que, estas transições entre as duas camadas imersivas vão aumentar ou diminuir a carga simbólica durante a sessão quando, sobrepõe o mapa que representa o universo ficcional ao ambiente cíbrido habitado pelo jogador, associando objetos e personagens daquele universo ficcional a seus duplos virtuais na forma de humanoides e outros modelos 3D e também associando a seus duplos materiais do ambiente cíbrido, para depois retornar à representação do universo ficcional por mapa e cartas.Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESSão CristóvãoporComunicação de massaVideogamesJogos eletrônicosImersãoVídeo gamesRealidade aumentadaJogos pervasivosGame designImmersionAugmented realityPervasive gamesGame designThe walking dead : our world e o processo imersivo em vídeo games pervasivos de realidade aumentada de segunda geraçãoinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisPós-Graduação em ComunicaçãoUFSreponame:Repositório Institucional da UFSinstname:Universidade Federal de Sergipe (UFS)instacron:UFSinfo:eu-repo/semantics/openAccessTEXTRICARDO_LUIS_GUIMARAES_SANTOS.pdf.txtRICARDO_LUIS_GUIMARAES_SANTOS.pdf.txtExtracted texttext/plain155720https://ri.ufs.br/jspui/bitstream/riufs/15896/3/RICARDO_LUIS_GUIMARAES_SANTOS.pdf.txt3c039ce821c88fc9990acb74d414fde6MD53THUMBNAILRICARDO_LUIS_GUIMARAES_SANTOS.pdf.jpgRICARDO_LUIS_GUIMARAES_SANTOS.pdf.jpgGenerated Thumbnailimage/jpeg1326https://ri.ufs.br/jspui/bitstream/riufs/15896/4/RICARDO_LUIS_GUIMARAES_SANTOS.pdf.jpg568dee9356157a6f699a2a02463e6f68MD54LICENSElicense.txtlicense.txttext/plain; charset=utf-81475https://ri.ufs.br/jspui/bitstream/riufs/15896/1/license.txt098cbbf65c2c15e1fb2e49c5d306a44cMD51ORIGINALRICARDO_LUIS_GUIMARAES_SANTOS.pdfRICARDO_LUIS_GUIMARAES_SANTOS.pdfapplication/pdf7852792https://ri.ufs.br/jspui/bitstream/riufs/15896/2/RICARDO_LUIS_GUIMARAES_SANTOS.pdfe9ad24642c42a86d5201b6706626f915MD52riufs/158962022-06-20 13:50:01.667oai:ufs.br:riufs/15896TElDRU7Dh0EgREUgRElTVFJJQlVJw4fDg08gTsODTy1FWENMVVNJVkEKCkNvbSBhIGFwcmVzZW50YcOnw6NvIGRlc3RhIGxpY2Vuw6dhLCB2b2PDqiAobyBhdXRvcihlcykgb3UgbyB0aXR1bGFyIGRvcyBkaXJlaXRvcyBkZSBhdXRvcikgY29uY2VkZSDDoCBVbml2ZXJzaWRhZGUgRmVkZXJhbCBkZSBTZXJnaXBlIG8gZGlyZWl0byBuw6NvLWV4Y2x1c2l2byBkZSByZXByb2R1emlyIHNldSB0cmFiYWxobyBubyBmb3JtYXRvIGVsZXRyw7RuaWNvLCBpbmNsdWluZG8gb3MgZm9ybWF0b3Mgw6F1ZGlvIG91IHbDrWRlby4KClZvY8OqIGNvbmNvcmRhIHF1ZSBhIFVuaXZlcnNpZGFkZSBGZWRlcmFsIGRlIFNlcmdpcGUgcG9kZSwgc2VtIGFsdGVyYXIgbyBjb250ZcO6ZG8sIHRyYW5zcG9yIHNldSB0cmFiYWxobyBwYXJhIHF1YWxxdWVyIG1laW8gb3UgZm9ybWF0byBwYXJhIGZpbnMgZGUgcHJlc2VydmHDp8Ojby4KClZvY8OqIHRhbWLDqW0gY29uY29yZGEgcXVlIGEgVW5pdmVyc2lkYWRlIEZlZGVyYWwgZGUgU2VyZ2lwZSBwb2RlIG1hbnRlciBtYWlzIGRlIHVtYSBjw7NwaWEgZGUgc2V1IHRyYWJhbGhvIHBhcmEgZmlucyBkZSBzZWd1cmFuw6dhLCBiYWNrLXVwIGUgcHJlc2VydmHDp8Ojby4KClZvY8OqIGRlY2xhcmEgcXVlIHNldSB0cmFiYWxobyDDqSBvcmlnaW5hbCBlIHF1ZSB2b2PDqiB0ZW0gbyBwb2RlciBkZSBjb25jZWRlciBvcyBkaXJlaXRvcyBjb250aWRvcyBuZXN0YSBsaWNlbsOnYS4gVm9jw6ogdGFtYsOpbSBkZWNsYXJhIHF1ZSBvIGRlcMOzc2l0bywgcXVlIHNlamEgZGUgc2V1IGNvbmhlY2ltZW50bywgbsOjbyBpbmZyaW5nZSBkaXJlaXRvcyBhdXRvcmFpcyBkZSBuaW5ndcOpbS4KCkNhc28gbyB0cmFiYWxobyBjb250ZW5oYSBtYXRlcmlhbCBxdWUgdm9jw6ogbsOjbyBwb3NzdWkgYSB0aXR1bGFyaWRhZGUgZG9zIGRpcmVpdG9zIGF1dG9yYWlzLCB2b2PDqiBkZWNsYXJhIHF1ZSBvYnRldmUgYSBwZXJtaXNzw6NvIGlycmVzdHJpdGEgZG8gZGV0ZW50b3IgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIHBhcmEgY29uY2VkZXIgw6AgVW5pdmVyc2lkYWRlIEZlZGVyYWwgZGUgU2VyZ2lwZSBvcyBkaXJlaXRvcyBhcHJlc2VudGFkb3MgbmVzdGEgbGljZW7Dp2EsIGUgcXVlIGVzc2UgbWF0ZXJpYWwgZGUgcHJvcHJpZWRhZGUgZGUgdGVyY2Vpcm9zIGVzdMOhIGNsYXJhbWVudGUgaWRlbnRpZmljYWRvIGUgcmVjb25oZWNpZG8gbm8gdGV4dG8gb3Ugbm8gY29udGXDumRvLgoKQSBVbml2ZXJzaWRhZGUgRmVkZXJhbCBkZSBTZXJnaXBlIHNlIGNvbXByb21ldGUgYSBpZGVudGlmaWNhciBjbGFyYW1lbnRlIG8gc2V1IG5vbWUocykgb3UgbyhzKSBub21lKHMpIGRvKHMpIApkZXRlbnRvcihlcykgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIGRvIHRyYWJhbGhvLCBlIG7Do28gZmFyw6EgcXVhbHF1ZXIgYWx0ZXJhw6fDo28sIGFsw6ltIGRhcXVlbGFzIGNvbmNlZGlkYXMgcG9yIGVzdGEgbGljZW7Dp2EuIAo=Repositório InstitucionalPUBhttps://ri.ufs.br/oai/requestrepositorio@academico.ufs.bropendoar:2022-06-20T16:50:01Repositório Institucional da UFS - Universidade Federal de Sergipe (UFS)false
dc.title.pt_BR.fl_str_mv The walking dead : our world e o processo imersivo em vídeo games pervasivos de realidade aumentada de segunda geração
title The walking dead : our world e o processo imersivo em vídeo games pervasivos de realidade aumentada de segunda geração
spellingShingle The walking dead : our world e o processo imersivo em vídeo games pervasivos de realidade aumentada de segunda geração
Santos, Ricardo Luís Guimarães dos
Comunicação de massa
Videogames
Jogos eletrônicos
Imersão
Vídeo games
Realidade aumentada
Jogos pervasivos
Game design
Immersion
Augmented reality
Pervasive games
Game design
title_short The walking dead : our world e o processo imersivo em vídeo games pervasivos de realidade aumentada de segunda geração
title_full The walking dead : our world e o processo imersivo em vídeo games pervasivos de realidade aumentada de segunda geração
title_fullStr The walking dead : our world e o processo imersivo em vídeo games pervasivos de realidade aumentada de segunda geração
title_full_unstemmed The walking dead : our world e o processo imersivo em vídeo games pervasivos de realidade aumentada de segunda geração
title_sort The walking dead : our world e o processo imersivo em vídeo games pervasivos de realidade aumentada de segunda geração
author Santos, Ricardo Luís Guimarães dos
author_facet Santos, Ricardo Luís Guimarães dos
author_role author
dc.contributor.author.fl_str_mv Santos, Ricardo Luís Guimarães dos
dc.contributor.advisor1.fl_str_mv Cerqueira, Jean Fábio Borba
dc.contributor.advisor-co1.fl_str_mv Schneider, Greice
contributor_str_mv Cerqueira, Jean Fábio Borba
Schneider, Greice
dc.subject.por.fl_str_mv Comunicação de massa
Videogames
Jogos eletrônicos
Imersão
Vídeo games
Realidade aumentada
Jogos pervasivos
topic Comunicação de massa
Videogames
Jogos eletrônicos
Imersão
Vídeo games
Realidade aumentada
Jogos pervasivos
Game design
Immersion
Augmented reality
Pervasive games
Game design
dc.subject.eng.fl_str_mv Game design
Immersion
Augmented reality
Pervasive games
Game design
description This work has as its case study the title The Walking Dead: Our World (2018) within the research object that encompasses pervasive augmented reality video games for the Android operating system, launched in Brazil. From this case study we seek to answer how pervasive augmented reality video games enunciate the immersive process. With this purpose we establish as objective, to formalize the media in abstract structures of organization of the information, and from these structures to make an analysis focused on the set of icons, signs, symbols, and the relations that they establish among themselves and with the player that we call symbolic load, when they move between the structures which we will call immersive layers that define common characteristics hitherto only gathered in this category of video games. By acting as virtual constructs, the immersive layers illustrate the way the player experiences pervasive augmented reality video games, associating game interfaces with forms of use adopted by the player, who starts to operate the smartphone less as a handheld computer that represents a map or collection of cards while walking around the neighborhood, and more like a video camera that represents a gun in your hand. Our research revealed that these transitions between the two immersive layers will increase or decrease the symbolic load during the session when, overlay the map that represents the fictional universe to the hybrid environment inhabited by the player, associating objects and characters from that fictional universe to their virtual doubles. in the form of humanoids and other 3D models and also associating their double materials from the hybrid environment, to later return to the representation of the fictional universe by map and cards.
publishDate 2020
dc.date.issued.fl_str_mv 2020-12-18
dc.date.accessioned.fl_str_mv 2022-06-20T16:50:01Z
dc.date.available.fl_str_mv 2022-06-20T16:50:01Z
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dc.identifier.citation.fl_str_mv SANTOS, Ricardo Luís Guimarães dos. The walking dead : our world e o processo imersivo em vídeo games pervasivos de realidade aumentada de segunda geração. 2020. 83 f. Dissertação (Mestrado em Comunicação) - Universidade Federal de Sergipe, São Cristóvão, 2020.
dc.identifier.uri.fl_str_mv http://ri.ufs.br/jspui/handle/riufs/15896
identifier_str_mv SANTOS, Ricardo Luís Guimarães dos. The walking dead : our world e o processo imersivo em vídeo games pervasivos de realidade aumentada de segunda geração. 2020. 83 f. Dissertação (Mestrado em Comunicação) - Universidade Federal de Sergipe, São Cristóvão, 2020.
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