dc.contributorFerreira, Rafael Chaves
dc.creatorSilva, Fernanda Fener da
dc.date.accessioned2019-07-29T16:36:35Z
dc.date.accessioned2022-10-07T23:14:52Z
dc.date.available2019-07-29T16:36:35Z
dc.date.available2022-10-07T23:14:52Z
dc.date.created2019-07-29T16:36:35Z
dc.date.issued2019-07-02
dc.identifierhttp://repositorio.ufsm.br/handle/1/17580
dc.identifier.urihttp://repositorioslatinoamericanos.uchile.cl/handle/2250/4039862
dc.description.abstractThis work presents a study about how augmented reality can be used as a tool for patrimonial diffusion, using as elements the sites and objects that have patrimonial value located on the campus of the Federal University of Santa Maria (UFSM) and the game Pokémon Go. For this, it was necessary to collect concepts, authors and bibliographical references with the purpose of providing a basis for the work; to verify what are the objects and places of patrimonial value of UFSM, and how these are identified in the game, investigate the diffusion of these elements among the community and verify what is the community's perception regarding the objects and places of patrimonial value of the UFSM present in this game. Thus, through the analysis of concepts and data collection on the elements used as basis for UFSM’s Pokéstops and questioning the perception of Pokémon Go players about the theme of historical and cultural heritage, it was possible to perceive that the latter, despite of their reasonable knowledge about patrimony and their methods of diffusion, are assisting - albeit unintentionally - in the diffusion of the institutional patrimony through the use of the Pokéstops Indication System present in the game, providing information and their perceptions of the elements selected by them. Preservation, conservation and patrimonial diffusion is a duty not only of the custodians but also of the community, and both must work to ensure that this patrimony remains in a position to continue to represent the memory and history of the society where they are inserted.
dc.publisherUniversidade Federal de Santa Maria
dc.publisherBrasil
dc.publisherUFSM
dc.publisherCentro de Ciências Sociais e Humanas
dc.rightshttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.rightsAcesso Aberto
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International
dc.subjectArquivologia
dc.subjectDifusão patrimonial
dc.subjectRealidade aumentada
dc.subjectPokémon GO
dc.subjectArchival science
dc.subjectAugmented reality
dc.subjectPatrimonial diffusion
dc.titleA realidade aumentada como ferramenta de difusão patrimonial: Pokémon Go, um estudo de caso
dc.typeTrabalho de Conclusão de Curso de Graduação


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