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Repositório Aberto UNIVERSIDADE ABERTA Explorações Virtuais Júlio Miguel Guerreiro do Vale Mestrado em Tecnologias e Sistemas Informáticos Web 2017 UNIVERSIDADE ABERTA Explorações Virtuais Júlio Miguel Guerreiro do Vale Mestrado em Tecnologias e Sistemas Informáticos Web Dissertação orientada por Professor Doutor Vitor José Crêspo Cardoso 2017 “Simplicity is the ultimate sophistication” Leonardo de sir Pietro da Vinci iii iv Resumo Esta investigação visou desenvolver uma aplicação de realidade virtual interativa com objetivos pedagógicos e de divulgação sobre a vida e obra de Leonardo Da Vinci, um marco fundamental na história das técnicas e da tecnologia, que contribuísse para motivar os estudantes no sentido da aprendizagem da história da tecnologia e de alguns princípios científicos e técnicos relevantes em áreas tão diversas como a física, matemática, geometria, aerodinâmica e arte, entre outros, veiculados na obra de Leonardo. O produto desta investigação materializou-se num percurso virtual com características de jogo sério acedido via Web e onde os utilizadores/visitantes contactaram de forma dinâmica com uma seleção de conteúdos interativos, objetos virtuais e personagens com que interagem de várias formas. Na conceção foram usadas técnicas de realidade virtual, de realidade aumentada e conteúdos multimédia ajustados aos tipos de públicos-alvo definidos (crianças/jovens do ensino básico) para testar o produto final. Palavras-chave: Exploração virtual, Realidade virtual, Realidade aumentada, Jogos sérios, WebGL v vi Abstract This research aimed to develop an interactive virtual reality application with pedagogical and dissemination objectives about the life and work of Leonardo Da Vinci, a fundamental landmark in the history of techniques and technology, which contributed to motivate students to learn the history of technology and of some relevant scientific and technical principles in areas as diverse as physics, mathematics, geometry, aerodynamics and art, among others, which are transmitted in Leonardo's work. The product of this investigation materialized in a virtual course with serious gameplay features accessed via the Web and where users/visitors interacted dynamically with a selection of interactive contents, virtual objects and characters with which they interact in various ways. In the design, virtual reality, augmented reality techniques and multimedia content adapted to the types of target audiences (children/young people in elementary education) were used to test the final product. Keywords: Virtual Exploration, virtual reality, augmented reality, serious games, WebGL vii viii Dedicatória Aos meus filhos, Gustavo e Matilde e à Sílvia, minha mulher. ix x Agradecimentos Aos meus filhos e mulher por terem prescindido tempo de família e compreenderem essa necessidade para a conclusão deste mestrado. Ao Professor Doutor Vitor José Crêspo Cardoso, pela confiança transmitida, pelo seu sempre positivismo, pela sua dedicação e orientação de excelência. Ao Paulo Gomes Nunes e ao Pedro André da Silva, cujas participações foram extremamente valiosas, as suas partilhas de conhecimento contribuíram para o aperfeiçoamento desta investigação. À diretora do agrupamento de escolas Dr. António Augusto Louro, Célia Dias. À diretora da escola EB1/JI Aldeia de Paio Pires, Maria Luís Velez. À professora bibliotecária do agrupamento de escolas Dr. António Augusto Louro, Sílvia Bastos. À professora titular da turma 4º.A escola EB1/JI Aldeia de Paio Pires, Cláudia Marques. A todos os alunos que participaram na apresentação do protótipo que, sem eles não teria sido possível concluir este trabalho. Às secretárias do mestrado Web, Ana Tavares e Elisa Antunes pelas milhentas dúvidas esclarecidas, pela simpatia e igual dedicação aos alunos do curso. A todos os meus colegas do mestrado Web em especial os da unidade curricular de realidade virtual, João Rodrigues, Jorge Sobrinho e Mauro Júlio Battassini que ajudaram a “semear” este gosto pela realidade virtual. A todos os professores que lecionaram as unidades curriculares do mestrado Web, que partilharam saberes e métodos que me fizeram evoluir como aluno e técnico de sistemas de informação. xi xii Índice Resumo .................................................................................................................................................. v Abstract ............................................................................................................................................... vii Dedicatória ........................................................................................................................................... ix Agradecimentos .................................................................................................................................... xi Índice .................................................................................................................................................. xiii Índice de figuras ................................................................................................................................ xvii Índice de gráficos ................................................................................................................................ xxi Índice de tabelas ............................................................................................................................... xxiii Lista de abreviaturas, siglas e acrónimos ........................................................................................... xxv Introdução .................................................................................................................................... 27 Enquadramento e justificação ............................................................................................................... 29 Questões de investigação ...................................................................................................................... 30 Objetivos ................................................................................................................................................ 31 Relevância do projeto ............................................................................................................................ 31 Estrutura da dissertação ........................................................................................................................ 32 Capítulo I - Estado da Arte ...................................................................................................... 33 1.1. A comunicação como transmissão de conhecimento .............................................................. 35 1.2. Jogos e explorações virtuais .................................................................................................... 37 1.3. Jogos como ferramentas de ensino ......................................................................................... 40 1.4. Benefícios para o ensino .......................................................................................................... 43 1.5. Dificuldades de uso de realidade virtual no ensino ................................................................. 45 1.6. Resumo do capítulo ................................................................................................................. 46 Capítulo II - Metodologias ....................................................................................................... 49 2.1. DBR, Design-based Research ................................................................................................... 51 xiii 2.2. GBL, Game Based Learning ..................................................................................................... 54 2.3. Construtivismo ......................................................................................................................... 56 2.4. ELM, “Exploratory Learning Model” ........................................................................................ 57 2.5. Fases do projeto ...................................................................................................................... 58 2.6. Aplicação dos métodos ............................................................................................................ 59 2.7. Resumo do capítulo ................................................................................................................. 60 Capítulo III – Desenho, Implementação e Avaliação ..................................................... 63 3.1. Desenho de jogo ...................................................................................................................... 65 3.2. Tecnologias .............................................................................................................................. 71 3.2.1. Edição 3D ............................................................................................................................ 73 3.2.2. Realidade Aumentada ........................................................................................................ 84 3.2.3. Linguagens de programação ............................................................................................... 86 3.2.4. Tratamento multimédia...................................................................................................... 88 3.2.5. Tecnologias escolhidas ....................................................................................................... 90 3.3. Implementação
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