“…This characteristic is found, for example, in computer games, which commonly have physics engines that are unrealistic, yet foster highly engaging and immersive environments PAIVA, 2018). The link between the physical and the virtual worlds, provided by sensors and actuators, has enabled a diversity of interactive artwork, including augmented performances (WINKLER, 1998) (TAVARES et al, 2015), live audience participation (ARAÚJO et al, 2019), augmented musical instruments (TRAIL et al, 2012) (KELLER; GOMES; ALIEL, 2019), instrument development frameworks (CALEGARIO et al, 2019) (FIGUEIRO;SOARES;ROHDE, 2019), and art installations (TAVARES, 2015), (MAMEDES et al, 2011).…”