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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.