WAYFINDER: AN ANIMATED JOURNEY THROUGH THE LAND OF POETRY GENERATED BY ARTIFICIAL INTELLIGENCE

Detalhes bibliográficos
Autor(a) principal: Capper, Maria Gabriela
Data de Publicação: 2024
Outros Autores: Alves de Souza Viana, Pedro Luis
Tipo de documento: Artigo
Idioma: por
Título da fonte: Revista GEMInIS
Texto Completo: https://www.revistageminis.ufscar.br/index.php/geminis/article/view/812
Resumo: Accelerated technological development is reshaping several aspects of contemporary life, challenging society to integrate the physical and digital worlds. In the field of cinema and audiovisual, digital technologies have driven the creation of diverse and interactive cinematic forms. Authors such as Jeffrey Shaw highlight digital interactivity as a new dimension in the creative process. The relationship between cinema and digital games is evident, with mutual influences over time. The article analyzes the art game Wayfinder, exploring how artificial intelligence was used in its creation, connecting the concepts of digitally expanded cinema and media art, and investigates its potential in the field of education. Wayfinder, inspired by Japanese haiku, invites players to restore balance to nature, offering a unique and immersive experience. Using generative algorithms, artificial intelligence and data mining, the game is an engaging educational tool, capable of sparking reflections on the environment through poetry. Considering the transformative potential of playfulness in education, Wayfinder emerges as an innovative pedagogical tool, promoting meaningful and interdisciplinary learning.
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spelling WAYFINDER: AN ANIMATED JOURNEY THROUGH THE LAND OF POETRY GENERATED BY ARTIFICIAL INTELLIGENCEWAYFINDER: UN VIAJE ANIMADO POR LA TIERRA DE LA POESÍA GENERADO POR INTELIGENCIA ARTIFICIALWAYFINDER: UMA VIAGEM ANIMADA PELA TERRA DA POESIA GERADA PELA INTELIGÊNCIA ARTIFICIALinteligencia artificial juegos digitalesarte generativoalegríaeducaciónartificial intelligencedigital gamesgenerative artplayfulnesseducationinteligência artificial jogos digitaisarte generativaludicidadeeducaçãoAccelerated technological development is reshaping several aspects of contemporary life, challenging society to integrate the physical and digital worlds. In the field of cinema and audiovisual, digital technologies have driven the creation of diverse and interactive cinematic forms. Authors such as Jeffrey Shaw highlight digital interactivity as a new dimension in the creative process. The relationship between cinema and digital games is evident, with mutual influences over time. The article analyzes the art game Wayfinder, exploring how artificial intelligence was used in its creation, connecting the concepts of digitally expanded cinema and media art, and investigates its potential in the field of education. Wayfinder, inspired by Japanese haiku, invites players to restore balance to nature, offering a unique and immersive experience. Using generative algorithms, artificial intelligence and data mining, the game is an engaging educational tool, capable of sparking reflections on the environment through poetry. Considering the transformative potential of playfulness in education, Wayfinder emerges as an innovative pedagogical tool, promoting meaningful and interdisciplinary learning.El desarrollo tecnológico acelerado está remodelando varios aspectos de la vida contemporánea, desafiando a la sociedad a integrar los mundos físico y digital. En el ámbito del cine y el audiovisual, las tecnologías digitales han impulsado la creación de formas cinematográficas diversas e interactivas. Autores como Jeffrey Shaw destacan la interactividad digital como una nueva dimensión en el proceso creativo. La relación entre cine y juegos digitales es evidente, con influencias mutuas a lo largo del tiempo. El artículo analiza el juego de arte Wayfinder, explora cómo se utilizó la inteligencia artificial en su creación, conectando los conceptos de cine expandido digitalmente y arte mediático, e investiga su potencial en el campo de la educación. Wayfinder, inspirado en el haiku japonés, invita a los jugadores a restablecer el equilibrio de la naturaleza, ofreciendo una experiencia única e inmersiva. Utilizando algoritmos generativos, inteligencia artificial y minería de datos, el juego es una herramienta educativa atractiva, capaz de provocar reflexiones sobre el medio ambiente a través de la poesía. Considerando el potencial transformador del juego en la educación, Wayfinder emerge como una herramienta pedagógica innovadora, que promueve un aprendizaje significativo e interdisciplinario.O desenvolvimento tecnológico acelerado está remodelando diversos aspectos da vida contemporânea, desafiando a sociedade a integrar o mundo físico e o digital. No campo do cinema e do audiovisual, as tecnologias digitais têm impulsionado a criação de formas cinemáticas diversas e interativas. Autores como Jeffrey Shaw destacam a interatividade digital como uma nova dimensão no processo criativo. A relação entre cinema e jogos digitais é evidente, com influências mútuas ao longo do tempo. O artigo analisa o art game Wayfinder, explorando como a inteligência artificial foi empregada em sua criação, conectando os conceitos de cinema digitalmente expandido e artemídia, e investiga seu potencial no campo da educação. Wayfinder, inspirado no haikai japonês, convida os jogadores a restaurar o equilíbrio da natureza, oferecendo uma experiência única e imersiva. Utilizando algoritmos generativos, inteligência artificial e mineração de dados, o jogo é uma ferramenta educativa envolvente, capaz de despertar reflexões sobre o meio ambiente através de poesia. Considerando o potencial transformador da ludicidade na educação, Wayfinder emerge como uma ferramenta pedagógica inovadora, promovendo uma aprendizagem significativa e interdisciplinar.UFSCar2024-04-22info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://www.revistageminis.ufscar.br/index.php/geminis/article/view/81210.14244/2179-1465.RG.2023v14i3p160-172Revista GEMInIS; v. 14 n. 3 (2023): Narrativas de IA: tendências da produção audiovisual - Parte 1; 160-172Revista GEMInIS; Vol. 14 No. 3 (2023): AI narratives: trends in audiovisual production - Part 1; 160-172Revista GEMInIS; Vol. 14 Núm. 3 (2023): Narrativas de IA: tendencias en la producción audiovisual - Parte 1; 160-1722179-1465reponame:Revista GEMInISinstname:Universidade Federal de São Carlos (UFSCAR)instacron:UFSCARporhttps://www.revistageminis.ufscar.br/index.php/geminis/article/view/812/530Copyright (c) 2024 Maria Gabriela Capper, Pedro Luis Alves de Souza Vianahttp://creativecommons.org/licenses/by-sa/4.0info:eu-repo/semantics/openAccessCapper, Maria GabrielaAlves de Souza Viana, Pedro Luis 2024-04-22T21:30:16Zoai:ojs.pkp.sfu.ca:article/812Revistahttps://www.revistageminis.ufscar.br/index.php/geminisPUBhttps://www.revistageminis.ufscar.br/index.php/geminis/oai||revista.geminisufscar@gmail.com2179-14652179-1465opendoar:2024-04-22T21:30:16Revista GEMInIS - Universidade Federal de São Carlos (UFSCAR)false
dc.title.none.fl_str_mv WAYFINDER: AN ANIMATED JOURNEY THROUGH THE LAND OF POETRY GENERATED BY ARTIFICIAL INTELLIGENCE
WAYFINDER: UN VIAJE ANIMADO POR LA TIERRA DE LA POESÍA GENERADO POR INTELIGENCIA ARTIFICIAL
WAYFINDER: UMA VIAGEM ANIMADA PELA TERRA DA POESIA GERADA PELA INTELIGÊNCIA ARTIFICIAL
title WAYFINDER: AN ANIMATED JOURNEY THROUGH THE LAND OF POETRY GENERATED BY ARTIFICIAL INTELLIGENCE
spellingShingle WAYFINDER: AN ANIMATED JOURNEY THROUGH THE LAND OF POETRY GENERATED BY ARTIFICIAL INTELLIGENCE
Capper, Maria Gabriela
inteligencia artificial
juegos digitales
arte generativo
alegría
educación
artificial intelligence
digital games
generative art
playfulness
education
inteligência artificial
jogos digitais
arte generativa
ludicidade
educação
title_short WAYFINDER: AN ANIMATED JOURNEY THROUGH THE LAND OF POETRY GENERATED BY ARTIFICIAL INTELLIGENCE
title_full WAYFINDER: AN ANIMATED JOURNEY THROUGH THE LAND OF POETRY GENERATED BY ARTIFICIAL INTELLIGENCE
title_fullStr WAYFINDER: AN ANIMATED JOURNEY THROUGH THE LAND OF POETRY GENERATED BY ARTIFICIAL INTELLIGENCE
title_full_unstemmed WAYFINDER: AN ANIMATED JOURNEY THROUGH THE LAND OF POETRY GENERATED BY ARTIFICIAL INTELLIGENCE
title_sort WAYFINDER: AN ANIMATED JOURNEY THROUGH THE LAND OF POETRY GENERATED BY ARTIFICIAL INTELLIGENCE
author Capper, Maria Gabriela
author_facet Capper, Maria Gabriela
Alves de Souza Viana, Pedro Luis
author_role author
author2 Alves de Souza Viana, Pedro Luis
author2_role author
dc.contributor.author.fl_str_mv Capper, Maria Gabriela
Alves de Souza Viana, Pedro Luis
dc.subject.por.fl_str_mv inteligencia artificial
juegos digitales
arte generativo
alegría
educación
artificial intelligence
digital games
generative art
playfulness
education
inteligência artificial
jogos digitais
arte generativa
ludicidade
educação
topic inteligencia artificial
juegos digitales
arte generativo
alegría
educación
artificial intelligence
digital games
generative art
playfulness
education
inteligência artificial
jogos digitais
arte generativa
ludicidade
educação
description Accelerated technological development is reshaping several aspects of contemporary life, challenging society to integrate the physical and digital worlds. In the field of cinema and audiovisual, digital technologies have driven the creation of diverse and interactive cinematic forms. Authors such as Jeffrey Shaw highlight digital interactivity as a new dimension in the creative process. The relationship between cinema and digital games is evident, with mutual influences over time. The article analyzes the art game Wayfinder, exploring how artificial intelligence was used in its creation, connecting the concepts of digitally expanded cinema and media art, and investigates its potential in the field of education. Wayfinder, inspired by Japanese haiku, invites players to restore balance to nature, offering a unique and immersive experience. Using generative algorithms, artificial intelligence and data mining, the game is an engaging educational tool, capable of sparking reflections on the environment through poetry. Considering the transformative potential of playfulness in education, Wayfinder emerges as an innovative pedagogical tool, promoting meaningful and interdisciplinary learning.
publishDate 2024
dc.date.none.fl_str_mv 2024-04-22
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
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dc.identifier.uri.fl_str_mv https://www.revistageminis.ufscar.br/index.php/geminis/article/view/812
10.14244/2179-1465.RG.2023v14i3p160-172
url https://www.revistageminis.ufscar.br/index.php/geminis/article/view/812
identifier_str_mv 10.14244/2179-1465.RG.2023v14i3p160-172
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://www.revistageminis.ufscar.br/index.php/geminis/article/view/812/530
dc.rights.driver.fl_str_mv Copyright (c) 2024 Maria Gabriela Capper, Pedro Luis Alves de Souza Viana
http://creativecommons.org/licenses/by-sa/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2024 Maria Gabriela Capper, Pedro Luis Alves de Souza Viana
http://creativecommons.org/licenses/by-sa/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv UFSCar
publisher.none.fl_str_mv UFSCar
dc.source.none.fl_str_mv Revista GEMInIS; v. 14 n. 3 (2023): Narrativas de IA: tendências da produção audiovisual - Parte 1; 160-172
Revista GEMInIS; Vol. 14 No. 3 (2023): AI narratives: trends in audiovisual production - Part 1; 160-172
Revista GEMInIS; Vol. 14 Núm. 3 (2023): Narrativas de IA: tendencias en la producción audiovisual - Parte 1; 160-172
2179-1465
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