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Advisor(s)
Abstract(s)
Vivendo numa era digital, é de esperar que exista uma incessante procura de inovar a
forma como vemos, jogamos e interagimos com diversos elementos dentro de um jogo.
Quer seja usando jogos como forma de educação, treino de alguma capacidade
especifica ou por puro entretenimento, a forma como os videojogos são recebidos por
diversos públicos tem vindo a alterar-se cada vez mais, existindo uma necessidade
constante de inovar e explorar novas áreas onde os videojogos poderão ser inseridos,
dada a sua fácil compreensão e acesso. Assim sendo, tornou-se uma necessidade criar
métodos e sistemas de jogar e interagir com a realidade do jogo que inserem o jogador
num plano virtual sem que este se aperceba que não passa de uma simulação. Esta
simulação, grande parte das vezes assemelha-se a um espaço real e permite uma
interação livre com o espaço simulado, entrando assim num espaço de Realidade
Virtual. Exemplos de sistemas de Realidade Virtual são, o HTC Vive (HTC, Valve,
2016), Oculus Rift (Oculus VR, 2016) ou até mesmo o PlayStation VR (Sony
Corporation, 2016).
Em outros casos, os elementos virtuais são inseridos no plano do real, muitas vezes
recorrendo a sensores, câmaras e giroscópios de forma a transformar o espaço em que
nos encontramos, trazendo assim componentes digitais para o mundo real e
transformando a realidade num ambiente transformado. A isto chamamos Realidade
Aumentada, um termo recorrente e que atualmente todos temos acesso em forma de
filtros para fotografias, que inserem orelhas de cão nas selfies das pessoas por exemplo.
Com isto em mente, segui na procura de um videojogo que tivesse como principal
objetivo a sua jogabilidade limitada a um espaço real. Após alguma pesquisa, encontrei
apenas três instalações que recorriam à projeção de imagens para introduzir um espaço
virtual interativo de acesso ao público, no entanto, nenhuma destas instalações
apresentava um processo de criação relacionado aos videojogos, sendo que em grande
parte a projeção era pré-gravada e os intervenientes apenas estavam a interagir com
um vídeo ou algo que estava pré-definido de raiz.
Surgiu assim a ideia de tentar conceber um videojogo com o objetivo de ser única e
exclusivamente jogado através de projeções. No entanto, queria que este fosse intuitivo
e de simples compreensão para que no futuro e, aquando do desenvolvimento de um
espaço para testes, pudesse recorrer a utilizadores com ou sem qualquer experiência
com videojogos. Posto isto, tentei verificar a possibilidade e a facilidade de adaptar um
nível dentro de um jogo a um espaço real e o nível de imersão que os jogadores conseguem atingir com esta experiência. O processo, introduz-se assim como uma
tentativa de simplificar o acesso a jogos imersivos, mas mantendo em mente que os
planos real e virtual se devem complementar e coexistir dentro do espaço.
Recorri então à projeção Vídeo Mapping, tendo considerado esta a forma mais simples
de projetar elementos virtuais num espaço real, mantendo assim a lógica de que sem
este, o espaço virtual não poderia ser compreendido e vice-versa. Este método de
projeção permite também que mantenha a simplicidade estrutural, permitindo
pequenas correções que tivessem de ser feitas numa fase mais posterior do projeto,
sendo este um protótipo que iria sofrer mutações constantes.
Living in a digital age, it is expected to exist an incessant search to innovate the way we see, play and interact with different elements within a game. Whether using games as a form of education, training with a specific skill or pure entertainment, the way video games are received by different audiences has been changing more and more, with a constant need to innovate and explore new areas where video games can be inserted, given their easy understanding and access. Therefore, it has become a necessity to create methods and systems of playing and interacting with the reality of the game that insert the player in a virtual plane without realizing that it is just a simulation. This simulation, most of the time, resembles a real space and allows a free interaction with the simulated space, thus entering a Virtual Reality space. Examples of Virtual Reality systems are the HTC Vive (HTC, Valve, 2016), Oculus Rift (Oculus VR, 2016) or even the PlayStation VR (Sony Corporation, 2016). In other cases, the virtual elements are inserted into the real world, often using sensors, cameras and gyroscopes in order to transform the space in which we find ourselves, thus bringing digital components to the real world and turning reality into a transformed environment. This is called Augmented Reality, a recurring term that we currently have access to in the form of photo filters, which insert dog ears into people's selfies, for example. With this logic in mind I continued looking for a video game that had as its main objective its gameplay limited to a real space. After some research, I found only three installations that resorted to the projection of images to introduce an interactive virtual space of public access, however, none of these installations had a creation process related to video games, and in large part the projection was pre-recorded and the participants were just interacting with a video or something that was pre-defined from scratch. Thus, the idea of trying to conceive a video game arose with the aim of being played solely and exclusively through projections. However, I wanted it to be intuitive and simple to understand so that in the future and, when developing a testing space, it could appeal to users with or without any experience with video games. That said, I tried to verify the possibility and the ease of adapting a level within a game to a real space and the level of immersion that players can achieve with this experience. The process is thus introduced as an attempt to simplify access to immersive games but keeping in mind that the real and virtual plans must complement and coexist within said space.
Living in a digital age, it is expected to exist an incessant search to innovate the way we see, play and interact with different elements within a game. Whether using games as a form of education, training with a specific skill or pure entertainment, the way video games are received by different audiences has been changing more and more, with a constant need to innovate and explore new areas where video games can be inserted, given their easy understanding and access. Therefore, it has become a necessity to create methods and systems of playing and interacting with the reality of the game that insert the player in a virtual plane without realizing that it is just a simulation. This simulation, most of the time, resembles a real space and allows a free interaction with the simulated space, thus entering a Virtual Reality space. Examples of Virtual Reality systems are the HTC Vive (HTC, Valve, 2016), Oculus Rift (Oculus VR, 2016) or even the PlayStation VR (Sony Corporation, 2016). In other cases, the virtual elements are inserted into the real world, often using sensors, cameras and gyroscopes in order to transform the space in which we find ourselves, thus bringing digital components to the real world and turning reality into a transformed environment. This is called Augmented Reality, a recurring term that we currently have access to in the form of photo filters, which insert dog ears into people's selfies, for example. With this logic in mind I continued looking for a video game that had as its main objective its gameplay limited to a real space. After some research, I found only three installations that resorted to the projection of images to introduce an interactive virtual space of public access, however, none of these installations had a creation process related to video games, and in large part the projection was pre-recorded and the participants were just interacting with a video or something that was pre-defined from scratch. Thus, the idea of trying to conceive a video game arose with the aim of being played solely and exclusively through projections. However, I wanted it to be intuitive and simple to understand so that in the future and, when developing a testing space, it could appeal to users with or without any experience with video games. That said, I tried to verify the possibility and the ease of adapting a level within a game to a real space and the level of immersion that players can achieve with this experience. The process is thus introduced as an attempt to simplify access to immersive games but keeping in mind that the real and virtual plans must complement and coexist within said space.
Description
Keywords
Espaço Gamificado Gamificação Imersão Prototipagem Realidade Aumentada Realidade Virtual Testes de Utilizador Vídeo Mapping