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Abstract(s)
Uma das maiores transformações comportamentais do homem no final do século XX resulta da
mobilidade permitida pelas comunicações. Para os 6,648 biliões de smartphones que se estima
existirem em 2022 (Statista, 2022), convergem serviços que tornam a função original destes
dispositivos completamente assessória, perante a panóplia de funcionalidades e aplicações de
entretenimento que invadem o utilizador.
O presente documento representa uma proposta de investigação profunda do meio móvel virtual,
focada na identificação de espaços virtuais que valorizem a convergência da mobile media art com
as funções de utilidade, e explore o impacto da aplicabilidade das práticas de transmedia
storytelling na criação de uma cultura de fãs.
Como resultado desta investigação espera-se que artistas de mobile media art identifiquem espaços
estéticos de promoção e valorização das suas obras, e à indústria focada na utilidade aplicacional,
que valorize o potencial criado pela introdução da estética da mobile media art na criação de novas
narrativas mediáticas associadas às suas aplicações, para que criem âncoras que mantenham
utilizadores ativos no meio tecnológico, para além da componente de utilidade.
One of the greatest behavioural transformations of man at the end of the 20th century results from the mobility allowed by communication devices. For the 6.48 billion smartphones that are estimated to exist in 2022 (Statista, 2022), services are converging that makes the original function of these devices completely auxiliary, compared with a panoply of entertainment features and applications that invades the user interface. This document, represents a proposal for a deep investigation of the virtual mobile medium, focused on identifying virtual spaces that value the convergence of mobile media art with utility functions, to explore the applicability impact of the transmedia storytelling practices in the creation of a culture of fans. As an investigation result, we expect that mobile media art artists could identify spaces for the promotion and appreciation of their works, and for the industry focused on applicational utility, can value the potential created by the introduction of mobile media art aesthetics in the creation of new narratives associated with their applications, as a way to create anchors that keep users active in the technological environment, beyond the utility functionality.
One of the greatest behavioural transformations of man at the end of the 20th century results from the mobility allowed by communication devices. For the 6.48 billion smartphones that are estimated to exist in 2022 (Statista, 2022), services are converging that makes the original function of these devices completely auxiliary, compared with a panoply of entertainment features and applications that invades the user interface. This document, represents a proposal for a deep investigation of the virtual mobile medium, focused on identifying virtual spaces that value the convergence of mobile media art with utility functions, to explore the applicability impact of the transmedia storytelling practices in the creation of a culture of fans. As an investigation result, we expect that mobile media art artists could identify spaces for the promotion and appreciation of their works, and for the industry focused on applicational utility, can value the potential created by the introduction of mobile media art aesthetics in the creation of new narratives associated with their applications, as a way to create anchors that keep users active in the technological environment, beyond the utility functionality.
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Keywords
Virtual Retail Theater (VRT) Realidade aumentada Progressive Web Apps Gamificação Mobile Media Art Textual Poaching Fandom Augmented Reality Gamification