Demoscene No Brasil: Um Mapeamento Quasi-Sistem´Aticoda Literatura

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Demoscene No Brasil: Um Mapeamento Quasi-Sistem´Aticoda Literatura Demoscene no Brasil: Um Mapeamento Quasi-Sistem´aticoda Literatura Demoscene in Brazil: A Quasi-Systematic Mapping Study Joenio Marques da Costa Universidade de Bras´ılia,MediaLab/UnB 21 de mar¸code 2021 Resumo Esta pesquisa investiga a comunidade brasileira de demoscene e responde a quest~oessobre o n´ıvel de atividade no Brasil, produ¸c~aode demos, realiza¸c~aode eventos, n´umerode praticantes e outros aspectos da cena local, al´emde trazer dados sobre o volume de pesquisas no Brasil neste cen´ario. O estudo ´e realizado atrav´esde uma revis~aode literatura, incluindo literatura acad^emicae literatura cinza sobre demoscene no Brasil ou publicado no Brasil em portugu^es, a busca por literatura foi realizada em portais acad^emicoscomo Peri´odicosCapes, Google Scholar, ACM Digital Library, entre outros e tamb´emem portais de busca web como Google Search, Yahoo Search e DuckDuckGo Search, a coleta de dados foi realizada em novembro de 2019 e encontrou um total de 117 resultados, a an´alisedos dados extra´ıdosda literatura mostra que apesar de existir participa¸c~aobrasileira na produ¸c~aode demos e na realiza¸c~aode eventos, especialmente nos anos 1990, e posteriormente em 2012 e 2017, a atividade no Brasil ´ebastante errante e inst´avel, com momentos de produ¸c~aoseguido por enormes espa¸cosde total inatividade, indicando uma quase inexist^enciade comunidade local, o estudo apresenta n´umeros,nomes e refer^enciaspara toda a produ¸c~aobrasileira, e por fim conclui tamb´emn~aohaver pesquisas sobre demoscene no Brasil, fazendo deste estudo uma iniciativa in´editasobre o tema. Palavras-chave: Demo art, demoscene, brasil. 1 Introdu¸c~ao Esta pesquisa busca conhecer a comunidade demoscene brasileira em termos de produ¸c~ao,pessoas, eventos e publica¸c~oes,tanto em estudos te´oricos,quanto pr´aticossobre o tema. Demoscene ´euma comunidade de programadores, m´usicos e artistas gr´aficos(gfx-artist) trabalhando para produzir demos (abrevia¸c~aode demonstration), ou demo art, programas de computador n~aointerativos que produzem resultados audiovisuais em tempo real (FERREIRA; DUARTE, 2014; MARECKI, 2015). A demoscene t^emum enorme potencial de contribui¸c~aoart´ısticae est´eticapara as ´areasde v´ıdeoarte, m´usicavisual ou mesmo arte digital, al´emde trazer um grande potencial de inova¸c~aopara a ind´ustriade jogos, forma¸c~aode m´usicos,artistas gr´aficos,e outras habilidades t´ecnicase art´ısticascomuns na comunidade, esse potencial oferecido pela demoscene faz surgir a curiosidade e o interesse de avaliar o quanto h´ade participa¸c~ao brasileira e qu~aoalerta est´ao Brasil para as oportunidades art´ısticase t´ecnicasoferecidas por este cen´ario. Dessa forma, foi realizado neste estudo uma revis~aode literatura inspirada nos protocolos de Revis~ao Sistem´aticae Mapeamento Sistem´aticode Literatura com o intuito de resumir o contexto da demoscene no 1 Brasil, sua hist´oriae evolu¸c~aoat´eo presente momento, identificando especialmente se h´aprodu¸c~aode demos, realiza¸c~aode eventos e estudos te´oricossobre o tema. A comunidade demoscene ´ebastante organizada em espa¸cosvirtuais, com pr´aticasregulares de docu- menta¸c~aoe registro de suas atividades, garantindo a preserva¸c~aoe publicidade dos seus artefatos, assim ´e plenamente vi´avel medir o grau de participa¸c~aobrasileira atrav´esde um estudo documental atrav´esde dados secund´ariosencontrados na literatura acad^emica e na literatura cinza, incluindo sites especializados sobre o assunto. Para uma melhor compreens~aodo estudo ´eimportante conhecer alguns conceitos chave, tanto sobre demoscene e seus jarg~oes,quanto sobre os conceitos adotados na estrat´egiade pesquisa e nos m´etodos de coleta e an´alisedos dados. 1.1 Demoscene Demoscene ´eo termo guarda-chuva em que est´ainserida todas as atividades relacionadas aos demos e carac- teriza toda a comunidade, incluindo conceitos, pessoas e artefatos, todos inseridos nesta grande comunidade chamada demoscene. A origem da demoscene est´ano ato de crackear software propriet´ario(em sua maioria jogos) visando `aremo¸c~aode sua prote¸c~aocontra c´opia durante o per´ıodo de populariza¸c~aodos primeiros computadores dom´esticosem no final dos anos 70. Neste processo, de remover a prote¸c~aocontra c´opias,os crackers inserem, no software j´adesbloqueado, alguma forma de assinatura (visual e/ou sonora) indicando o autor do crack, estas assinaturas s~aochamadas de cracktros (FERREIRA; DUARTE, 2014). Com o passar do tempo os cracktros se tornam cada vez mais elaborados at´esairem do ^ambito estrito das telas de carregamento de software para ganhar vida pr´opria,passando a ser chamados de demos. Todo este processo de cria¸c~ao´emarcado por um forte esp´ıritode desafio t´ecnico entre os praticantes demosceners, que levam em conta as limita¸c~oest´ecnicasdos computadores for¸candoo hardware de forma nova e criativa, elevando a aplica¸c~aode t´ecnicasgr´aficase sonoras a novos patamares (FERREIRA; DUARTE, 2014). No cora¸c~aoda demoscene est~aoos demos, ou demo art, programas de computador n~aointerativos que produzem resultados audiovisuais em tempo real, desenvolvidos por grupos de programadores, m´usicose artistas gr´aficos(gfx-artist) chamados de demogroups, normalmente para participar de festivais { denominados demoparties { onde competem entre si com seus demos em eventos chamados compos, a Figura 1 apresenta um diagrama resumindo essa estrutura organizacional. Os primeiros eventos desta natureza possuem registro em 1987 com a demoparty Finnish Gold realizada em Vaajoski e em 1988 com o evento Byterapers Copy Party, considerada a primeira competi¸c~aode demo party no mundo. Outros eventos desta mesma gera¸c~aos~aoas demoparties Razor 1911, The Cartel e Abnormal Party, ambos iniciadas em 1988 (POLG´aR,2016). Grandes demoparties come¸cama ocorrer na segunda metade dos anos 90 em forma de eventos internaci- onais, como por exemplo os eventos The Party na Dinamarca, Assembly na Finl^andia,e Mekka Symposium e Breakpoint realizados na Alemanha. Um dos mais tradicionais e maior evento ainda em atividade at´eos dias de hoje ´ea demoparty X, um evento espec´ıficopara a plataforma Commodore 64 com a primeira edi¸c~ao realizada em 1995 na Holanda (POLG´aR,2016). Entre as atuais demoparties destacam-se a Revision, a Datastorm e a BFP (Baroque Floppy People), a primeira realizada anualmente na Alemanha e as duas ´ultimasna Su´ecia,no ano de 2011, por exemplo, mais de cem demos foram desenvolvidas para a plataforma Commodore 64 (FERREIRA; DUARTE, 2014). Figura 1 { Diagrama representando a estrutura organizacional da demoscene e captura de tela de uma produ¸c~aobrasileira. A demoparty Revision 20171, por exemplo, contou com 26 demos apresentados ao p´ublicona categoria PC Demo, este evento destaca a import^anciadas competi¸c~oes e da socializa¸c~aointernacional como seus principais objetivos. Durante os eventos, artistas programadores submetem seus demos em competi¸c~aocom outros grupos e artistas, todos os demos s~aoexibidos em grandes tel~oesao p´ublico,uma comiss~aoorganizadora acompanha, narra e apresenta cada demo, lendo informa¸c~oes,t´ıtulodo demo, nome do demogrupo, e coment´ariosdos autores. Alguns demos s~aocriados no pr´oprioevento, outros s~aofinalizados h´apoucas horas antes do in´ıcio, em alguns casos grupos trabalham durante a viagem ao evento, mas uma grande parte ´eresultado de meses de trabalho que antecedem a realiza¸c~aodo evento e da competi¸c~ao. Grande parte dos demos submetidos nestes eventos s~aodisponibilizados em sites e comunidades online voltadas a preserva¸c~aoe divulga¸c~aodas obras, entre os mais tradicionais destacam-se Pouet.net, Scene.org, Demoparty.net, Demozoo.org e CSDb.dk. 1.2 Engenharia de software baseada em evid^encia A Engenharia de Software baseada em Evid^encia(EBSE - Evidence-based Software Engineering) ´eum ramo da engenharia de software que trabalha com forte enfoque na evid^enciae na capacidade de gerar conhecimento a partir da experi^encia,compreender este ramo da engenharia de software ´eprimordial para entender a estrat´egiade pesquisa adotada neste estudo, onde utilizou-se uma forma de revis~aosistem´aticade literatura. O desenvolvimento da EBSE ´efortemente relacionada a evolu¸c~aoda medicina cl´ınicae seu desenvol- vimento atrav´esdas pr´aticas promovidas pelo grupo Cochrane Collaboration, uma organiza¸c~aovoltada a promo¸c~aodas pr´aticasbaseadas em evid^enciana medicina cl´ınica,iniciadas pelo pioneiro m´edicoe pesquisa- dor Archie Cochrane ao tratar seus pacientes atrav´esde evid^enciam´edica. Uma das pr´aticascentrais da medicina baseada em evid^encia(EBM - Evidence-Based Medicine) ´ea revis~aosistem´atica,realizada atrav´esde uma busca disciplinada e sistem´atica da literatura com fins de res- 1 hhttps://2017.revision-party.neti ponder quest~oespreviamente elaboradas, esta pr´aticacostuma resultar em publica¸c~oeschamadas de estudos secund´arios,s~aochamadas assim pois utilizam como fonte de dados estudos prim´arios,ou seja, estudos que geram, coletam e analisam dados atrav´esde outros m´etodos de pesquisa, como estudos de caso, experimentos controlados, surveys, pesquisa a¸c~aoe tantos outros m´etodos de pesquisa. Sendo a EBSE uma ´areatotalmente inspirada na EBM, tem-se assim m´etodos e pr´aticastraduzidos e adaptados da medicina para a engenharia de software, neste sentido a revis~aosistem´aticade literatura ´eum dos m´etodos de pesquisa centrais e bastante difundido e ´utilpara produzir conhecimento a partir de revis~ao disciplinada da literatura, uma pr´atica considerara ´arduae com necessidade de empreender um grande esfor¸co em leitura de enormes quantidades de publica¸c~oes. Existem diversos m´etodos de revis~ao,na engenharia de software os mais comuns s~aoo mapeamento sistem´aticoe a revis~aosistem´aticade literatura, a principal diferen¸caentre ambos est´anos resultados al- can¸cados,enquanto a revis~ao´eutilizada para aprofundamento vertical num determinado tema ou ´area,o mapeamento costuma ser utilizado para jogar luz horizontalmente num dado assunto.
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