WAYFINDER
AN ANIMATED JOURNEY THROUGH THE LAND OF POETRY GENERATED BY ARTIFICIAL INTELLIGENCE
DOI:
https://doi.org/10.14244/2179-1465.RG.2023v14i3p160-172Keywords:
artificial intelligence, digital games, generative art, playfulness, educationAbstract
Accelerated technological development is reshaping several aspects of contemporary life, challenging society to integrate the physical and digital worlds. In the field of cinema and audiovisual, digital technologies have driven the creation of diverse and interactive cinematic forms. Authors such as Jeffrey Shaw highlight digital interactivity as a new dimension in the creative process. The relationship between cinema and digital games is evident, with mutual influences over time. The article analyzes the art game Wayfinder, exploring how artificial intelligence was used in its creation, connecting the concepts of digitally expanded cinema and media art, and investigates its potential in the field of education. Wayfinder, inspired by Japanese haiku, invites players to restore balance to nature, offering a unique and immersive experience. Using generative algorithms, artificial intelligence and data mining, the game is an engaging educational tool, capable of sparking reflections on the environment through poetry. Considering the transformative potential of playfulness in education, Wayfinder emerges as an innovative pedagogical tool, promoting meaningful and interdisciplinary learning.
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Copyright (c) 2024 Maria Gabriela Capper, Pedro Luis Alves de Souza Viana
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