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Gateway To The Land Of Stauron
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Invidia and the Drawn Sword: Gateway to the Land of Stauron is a futuristic fiction. In 2054, technological evolution endowed the metaverse with entirely sensory and interactional experiences. The inclusion of the senses of smell and touch practically nullified, in sensory terms, the difference between real and virtual objects. Thus, the metaverse and physical reality became just two places in the same world. Most school activities were strongly supported by practical experiences carried out in virtual environments. This technology was also used in several other contexts, especially in entertainment. People were allowed to use fictitious identities in informal metaverse settings, but they were required to use their own identity in official formal settings. A group of four friends, who belonged to an informal reality called Orionix, had the mission to reach the border regions of the Solar System. An unusual event, even when talking about virtual reality, where theoretically anything can happen, took the young men to an unknown virtual place, called Stauron. The experiences lived by the four friends provided them with many discoveries, sharpening their critical sense and making them more questioning and creative, which influenced their school performance in the real world. On the other hand, these experiences also put them face to face with a force called “invidia”. Inadvertently, by this force, the four friends were taken to a land called Manipul, which had nothing to do with Stauron, despite its apparent similarity. From then on, they understood the different natures of Stauron and Manipul, learning to recognize their strengths and to unequivocally follow the instructions of the Stauronian instrument, called “drawnsword”.
Klaus de Geus was born in Londrina, in 1962, and lives in Curitiba, Brazil. He is an electrical engineer from Universidade Federal do Paraná, MSc from the University of Manchester and PhD from the University of Sheffield, both in England, in the area of computer science. Among his R&D projects, he started a line focused on virtual reality for professional purposes, exploring the potential of applying gamification and virtual reality technologies in training and learning. This was an additional stimulus in writing this book. He is the author of “Mentes criativas projetos inovadores: a arte de empreender P&D e inovação” (free translation: “Creative minds, innovative projects: the art of undertaking R&D and innovation”) and “Rumo à terra do sol: leituras meditadas da Bíblia” (free translation: “Towards the land of the sun: meditated readings of the Bible”), both published by Musa Editora.
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