Browsing by Author "Sousa, Ana Matilde"
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- Arte Teoria, nº16/17 (2013/14)Publication . Ortigão, Maria João; Duarte, Eduardo; Faria, Alberto; Alves, Alice Nogueira; Marques, Ana Luísa; Nolasco, Ana; Sousa, Ana Matilde; Trindade, António Oriol; Marcelino, Américo; Nogueira, Isabel; Pereira, José Carlos Francisco; Silveira, Maria de Aires; Calado, Margarida; Mendonça, Ricardo; Leandro, Sandra; Rodrigues, Sofia; Santos, Teresa Sequeira; Lopes, Vasco Mendes
- Cartografia narrativa, story-mapping e conhecimento ambientalPublication . Paiva, Daniel; Madail, Maria; Carvalho, Liliana; Sousa, Ana Matilde; Soares, Ana Luísa; Azambuja, Sónia Talhé; Brito-Henriques, EduardoO desenvolvimento dos sistemas de informação geográfca crítica, ao qual assistimos nas últimas duas décadas, tem permitido a transição de um paradigma cartográfco tecnocrático para uma praxis cartográfca mais inclusiva e transformadora.1 Neste contexto, a cartografa narrativa tem sido uma das principais ferramentas. O conceito de cartografa narrativa refere-se à utilização de mapas como instrumentos narrativos, o que engloba formas diversifcadas de integração de conteúdos cartográfcos, visuais e escritos que têm o propósito de georreferenciar informação qualitativa, misturando geografa com histórias, discursos e emoções.2 No seio da procura de uma cartografa que consiga contar histórias, está frequentemente a necessidade de explicar como a geografa do mundo é formada por mais do que a sua dimensão física, sendo moldada por processos sociais, políticos e culturais.3 Neste contexto, os story maps são provavelmente a ferramenta de cartografa narrativa mais popular, por permitirem a criação de histórias a partir de uma interação de diversos media digitais (cartografa, texto, fotografa, vídeo, áudio, etc.), e por, simultaneamente, oferecerem uma navegação facilitada para leigos
- Digital storytelling and hopeful last chance tourism experiencesPublication . Paiva, Daniel; Carvalho, Liliana; Brito-Henriques, Eduardo; Sousa, Ana Matilde; Soares, A.L.; Azambuja, Sónia Talhélast chance tourism, which can be described as the practice of tour-ism in environmentally damaged or threatened spaces, is an emerg-ing trend that has been considered problematic due to the pressure that it places on already fragile environments. this article explores the possibilities of turning last chance tourism experiences into hope-ful tourism experiences, by creating emotionally driven last chance tourism experiences in controlled and safe environments through digital storytelling. We draw on literature on transformative, hopeful and flourishing tourism to argue that last chance experiences provide unique opportunities for eliciting reflection among tourists and pro-mote a greater environmental awareness if they are driven by emo-tionally engaging narratives. Our study explores the outcomes of an experiment conducted at the ajuda Botanical Garden (lisbon, Portugal) with a futuristic mixed-reality game that places users as members of a scientific expedition looking for plants that have become extinct in the twenty-second century. the results of this study show how the game’s last chance narrative generated contra-dictory, mixed feelings among the participants, which ultimately led to hopeful existential reflection about nature conservation action. With this in mind, we reflect on the potential of transformative last chance tourism experiences guided by digital narratives.
- Digital storytelling and hopeful last chance tourism experiencesPublication . Paiva, Daniel; Carvalho, Liliana; Brito-henriques, Eduardo; Sousa, Ana Matilde; Soares, A.L.; Azambuja, Sónia Talhéast chance tourism, which can be described as the practice of tour-ism in environmentally damaged or threatened spaces, is an emerg-ing trend that has been considered problematic due to the pressure that it places on already fragile environments. this article explores the possibilities of turning last chance tourism experiences into hope-ful tourism experiences, by creating emotionally driven last chance tourism experiences in controlled and safe environments through digital storytelling. We draw on literature on transformative, hopeful and flourishing tourism to argue that last chance experiences provide unique opportunities for eliciting reflection among tourists and pro-mote a greater environmental awareness if they are driven by emo-tionally engaging narratives. Our study explores the outcomes of an experiment conducted at the ajuda Botanical Garden (lisbon, Portugal) with a futuristic mixed-reality game that places users as members of a scientific expedition looking for plants that have become extinct in the twenty-second century. the results of this study show how the game’s last chance narrative generated contra-dictory, mixed feelings among the participants, which ultimately led to hopeful existential reflection about nature conservation action. With this in mind, we reflect on the potential of transformative last chance tourism experiences guided by digital narratives.
- Gamifying urban nature experiencesPublication . Paiva, Daniel; Carvalho, Liliana; Sousa, Ana Matilde; Soares, Ana Luísa; Azambuja, Sónia TalhéNature experiences are important drivers of environmental awareness and responsibility, as literature has shown that people who feel a greater connectedness with nature tend to be more active in conservation action. Despite this, recent studies have shown that nature contact within urban space is in decline, which has led scholars to call for novel ways to reconnect urban dwellers with nature. With this in mind, this paper explores the potential of gamification to co-create engaging and immersive experiences of urban nature, following the insight that the sensory and emotional dimensions of nature experiences are crucial for the development of nature connectedness and conservation awareness. We draw on a qualitative study on the emotional experience of a mixed-reality narrative developed for an historical botanical garden in Lisbon, in which game elements, namely treasure-hunting and rewards, are integrated into an urban nature experience. The study devised a methodology inspired by non-representational and creative methodologies, which comprised a series of performative workshops aimed to understand the emplaced emotional and sensory connections with the environment during the experience of the gamified mixed-reality narrative. Our findings allowed us to understand how gamification techniques in urban nature experiences can stimulate nature connectedness by encouraging sensory contact and appreciation of beauty, and promote environmental responsibility by emphasizing conservation issues. We conclude the paper by discussing the possibilities of further applications of gamification within the design of urban nature experiences.