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Publicações

Publicações por Miguel Carvalhais

2019

Editorial

Autores
Rangel, A; Carvalhais, M; Ribas, L; Verdicchio, M;

Publicação
JOURNAL OF SCIENCE AND TECHNOLOGY OF THE ARTS

Abstract

2019

Playful design, empathy and the nonhuman turn

Autores
Fava, F; Soares, CM; Carvalhais, M;

Publicação
TECHNOETIC ARTS

Abstract
In the context of interspecies play involving humans, we find limitations when it comes to understanding most species. One reason for this may be the fact that we tend to anthropomorphize the other to be able to empathize with it. In light of this, how can we infer communication signs of other species so we are able to connect with the nonhuman world? We look for answers to this question by adopting a phenomenological approach that allows us to decentre from the anthropocentric perspective. We highlight animal studies, especially those that extend to them the notion of play, and the studies on interspecies playful interaction conducted in the context of animal- computer interaction. In addition, we propose considering empathy as an interspecies dialogical bridge with nonhumans. Finally, we argue about an expansion of the field of interaction design as an approach to the connection with the nonhuman world.

2021

Connection of Dynamic Temporal Continuities in Videogames

Autores
Ribeiro, JP; Carvalhais, M; Cardoso, P;

Publicação
ADVANCES IN DESIGN, MUSIC AND ARTS, EIMAD 2020

Abstract
This research examines temporal continuities in videogames-the passing of time regardless of player action-and players' understanding of it, taking into account videogame and media theory. It presents a chronology of schools of thought and an analysis of the application of the theory to two case studies, to determine the motives behind players' actions over time. Subjects played two videogames of different genres, and an analysis of mixed nature revealed a lack of consensus about who is in control of the passing of time in the narrative of videogames. Results demonstrate the ambiguity in the awareness of the passing of time, showing that: (1) players distinguish narrative time and story time; (2) time can be studied through dynamic problems presented to players; (3) narrative cycles inform scene segmentation. The study corroborates previous hypotheses about the resolving of conflicts bringing an end to the narrative, thus also to the temporal continuity. Data shows evidence of the possibility of analysing time in videogames through some of the theories and frameworks tested.

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