DigitUMa
Repositório Institucional da Universidade da Madeira
Entradas recentes
Eidolon: exploring the complexities of prolonged grief disorder through a digital game
Publication . Tomé, Filipe Pinheiro; Pires, Ana Cristina; Vasconcelos, Francisco; Campos, Pedro F.; Pereira Campos, Pedro Filipe; Campos, Pedro
Eidolon is an innovative first-person thriller game that explores
prolonged grief through a thought-provoking narrative. The digital
game integrates escape room mechanics based on the five stages of
grief, providing an immersive experience that encourages players
to reflect on emotional loss. By combining the realism of Unreal
Engine and MetaHumans with live-action footage, Eidolon offers a
unique approach to narrative that tackles complex psychological
themes. Our game will potentially raise awareness of Prolonged
Grief Disorder and contribute to the emerging research on how
emotionally challenging video games can positively impact players
in meaningful ways.
Exploring the impact of transmedia storytelling on financial literacy: a pilot evaluation with young adults
Publication . Freitas, Constança; Santos, Ana; Campos, Pedro F.; Bala, Paulo; Dionisio, Mara; Pereira Campos, Pedro Filipe; Campos, Pedro; Bala, Paulo; Dionisio, Mara
Financial literacy is an essential skill for all young adults. However,
conventional education practices may not always effectively mo
tivate young adults to learn about finances. The combination of
different forms of narrative and visuals in transmedia storytelling
provides an engaging solution to this problem. Our approach con
sisted of a web-based game, a board game, and a social media page.
The web game has a stronger storytelling aspect where users need
to find the characters on a map according to their financial strug
gles; the social media page goes hand in hand with the web game
because it gives further clues to find the characters; and the board
game focuses more on the financial concepts and the collabora
tive aspect of the game. We conducted a pilot study to evaluate
the effectiveness of our design approach. Our findings highlight
the transformative potential of transmedia storytelling to create
innovative financial learning experiences.
Meta-evaluating the effects of social preferences on NPC-evaluators in an energy community game
Publication . Isaza-Giraldo, Andrés; Bala, Paulo; Jiskrová, Anna; Sachser, Luiz; Campos, Pedro; Pereira, Lucas; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Pereira, Lucas
Energy Communities (EC) are emerging frameworks where citizens collectively share renewable energy.
Levering knowledge about this topic is challenging for how varied these types of com
munities might be and how many actors are involved in decision
taking. We are developing En-join, a game in which the player has
to solve open-ended challenges that are mediated and evaluated
by conversational agents that represent members of a EC. We im
plemented and prompted an LLM (Phi-4) to perform role-playing
and evaluation simultaneously. We tested prompt variants indicat
ing personality and behavior and meta-evaluated the evaluation
performance using six predefined answers across three levels. Our
results suggest that indicating social preferences noticeably affects
the evaluation behavior. We contribute to the field of games and
serious games by showing how LLMs can be used as conversational
characters and evaluator agents simultaneously, and suggest that
role-playing might be affecting evaluation behavior in any LLM
implementations.
Empowering cultural heritage professionals: designing interactive exhibitions with authoring tools
Publication . Cesário, Vanessa; Freitas, João; Campos, Pedro; Quintal Cesário, Vanessa; Pereira Campos, Pedro Filipe; Campos, Pedro
ABSTRACT
This paper advocates for the involvement of Cultural Heritage
Professionals (CHPs) such as curators, staff, and volunteers, in the
design process for creating engaging museum exhibitions. The paper
presents two prototypes: a desktop system that assists CHPs in
creating interactive tools easily and intuitively, and a mobile
application that allows museum visitors to enjoy interactive
experiences created by museum curators. The system supports CHPs
in creating interactive exhibitions that engage museum visitors by
making the process easier, efficient, and effective. The paper
discusses four case studies involving three museums in Madeira,
Portugal
, with 9 curators and 59 visitors participating; and it
concludes by emphasizing the importance of involving CHPs in
creating interactive museum exhibitions and providing guidance on
using authoring tools. This approach can improve museum
management and curatorship practices, leading to engaging exhibits,
better learning outcomes, reduced costs, and innovation for visitors.
"Pick a nature sound now to feel better": the effects of listening to a chosen natural sound on informal caregivers' well-being
Publication . Peres, Beatriz; Campos, Pedro; Pereira Campos, Pedro Filipe; Campos, Pedro
Caring for a loved one can be challenging and stressful, making it
crucial for caregivers to prioritize their own well-being. Listening to
nature sounds may provide caregivers with a much-needed respite
from their responsibilities. Research indicates that personal prefer
ences significantly influence well-being, as granting autonomy in
task selection can positively impacthealth. Inthispreliminarystudy,
weexplored the effects of selecting nature sounds on mobile phones
for the well-being of informal caregivers. Specifically, we compared
the effects of chosen sounds versus random sounds. We recruited
twenty-eight informal caregivers, primarily women, and used the
SAM and PANAS scales to assess well-being at baseline, during
random sound exposure, and while listening to chosen sounds. Our
findings suggest that nature sounds accessed via mobile phones can
enhance the well-being of informal caregivers in at least three key
areas: Valence, Positive Affect, and Negative Affect. Notably, the im
provements in valence and positive affect were more pronounced
when caregivers selected their own nature sounds compared to
when they listened to random sounds.
