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Resumo(s)
No processo de preservação do patrimônio cultural, existe a dificuldade de manter a
atenção de todos os tipos de público, especialmente dos visitantes com menor capacidade de
concentração. O uso de tecnologias como a Realidade Virtual (RV), embora cada vez mais
comum, nem sempre é devidamente integrado e pode, quando mal utilizado, tornar a experiência
mais difícil para o visitante. Museus de arte de menor dimensão, em particular, enfrentam o
desafio de captar e sustentar a atenção de públicos diversos. Esta dissertação apresenta The
Missing Piece, um jogo educativo em 3D de quebra-cabeças, desenvolvido como protótipo de
alta fidelidade em parceria com o Museu Henrique e Francisco Franco, na Madeira, Portugal.
Trata-se de uma experiência interativa destinada a atrair potenciais visitantes de forma lúdica; ao
mesmo tempo que se envolvem na atividade, os jogadores absorvem informações contextuais
sobre os artistas e o patrimônio por meio de elementos visuais e sonoros integrados no jogo. O
processo de design levou ao desenvolvimento do jogo em Unity e à sua testagem por meio da
System Usability Scale (SUS). Os resultados do inquérito indicam que a experiência foi
considerada fácil de jogar, agradável e eficaz em despertar curiosidade sobre o museu. O projeto
constitui um bom exemplo de como ferramentas digitais gamificadas podem melhorar a
educação cultural e oferecer soluções escaláveis para museus de pequena e média dimensão.
To preserve the cultural heritage today, traditional institutions struggle to maintain interest in audiences of all types, especially the visitors with shorter attention spans. To engage diverse audiences, the use of technologies like Virtual Reality (VR) has become popular in larger institutions. However, its interactions have not always been integrated seamlessly, making it difficult for people when used incorrectly. Smaller art museums, in particular, face significant challenges in engaging diverse visitors. The primary goal of this dissertation is to present The Missing Piece, a 3D educational puzzle game designed and developed using a high-fidelity prototype in collaboration with The Henrique and Francisco Franco Museum at Madeira in Portugal. The game aims to translate traditional museum environments that are often perceived as cognitively demanding into engaging and enjoyable gameplay mechanics. This experience acts as an icebreaker for potential visitors. Its immersive audio and visuals provide deep insights into artworks and heritage, absorbing them in an activity that seamlessly integrates the museum’s contextual information before their visit. This game was designed and developed using Unity and tested by employing the System Usability Scale (SUS) for evaluation. The survey results reveal that the playthrough was user-friendly, engaging, enjoyable and effective in creating curiosity in the museum. The project serves as a compelling example of how gamified digital tools can enrich cultural education and offer scalable solutions for small and medium-sized museums.
To preserve the cultural heritage today, traditional institutions struggle to maintain interest in audiences of all types, especially the visitors with shorter attention spans. To engage diverse audiences, the use of technologies like Virtual Reality (VR) has become popular in larger institutions. However, its interactions have not always been integrated seamlessly, making it difficult for people when used incorrectly. Smaller art museums, in particular, face significant challenges in engaging diverse visitors. The primary goal of this dissertation is to present The Missing Piece, a 3D educational puzzle game designed and developed using a high-fidelity prototype in collaboration with The Henrique and Francisco Franco Museum at Madeira in Portugal. The game aims to translate traditional museum environments that are often perceived as cognitively demanding into engaging and enjoyable gameplay mechanics. This experience acts as an icebreaker for potential visitors. Its immersive audio and visuals provide deep insights into artworks and heritage, absorbing them in an activity that seamlessly integrates the museum’s contextual information before their visit. This game was designed and developed using Unity and tested by employing the System Usability Scale (SUS) for evaluation. The survey results reveal that the playthrough was user-friendly, engaging, enjoyable and effective in creating curiosity in the museum. The project serves as a compelling example of how gamified digital tools can enrich cultural education and offer scalable solutions for small and medium-sized museums.
Descrição
Palavras-chave
Educação artística Patrimônio digital Gamificação Museus virtuais Avaliação de usabilidade Jogos de quebra-cabeça Engajamento museológico Art education Digital heritage Gamification Virtual museums Usability evaluation Puzzle games Museum engagement Interactive Media Design . Faculdade de Ciências Exatas e da Engenharia
