Publicações científicas Universidade Lusófona

O Repositório Científico Lusófona é um serviço digital que congrega os trabalhos científicos produzidos na Universidad Lusófona, disponibilizando de forma pública e universal a produção científica da Universidade.

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  • Dissertações e Teses
  • A Universidade Lusófona é a maior Universidade privada em Portugal e é parte integrante do subsistema particular e cooperativo do ensino superior português.
  • A ULusófona - Centro Universitário do Porto é uma Instituição de Ensino Superior que assume a vocação de ensino, formação e investigação e que, simultaneamente, visa angariar um caráter próprio e diferenciador no respeita ao desenvolvimento científico, cultural, económico e social.

Entradas recentes

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    Crescine State of European Film : an overview of key industry trends, insights, and policy recommendations for the European Film and Audiovisual industry
    (Universidade Lusófona, 2026) Saluveer, Sten-Kristian; Damásio, Manuel José; Ibrus, Indrek; Kostovska, Ivana; Øfsti, Marius; Hammoud, Paul; Ranaivoson, Heritiana; Materska-Samek, Marta; Cachapa, Possidonio; Kotlińska, Małgorzata; Bengesser, Cathrin; Pernin, Judith; Primorac, Jaka; Grácio, Rita; Neves, José Carlos; Kauber, Sten; Perim, Claudilene Moura; Rohn, Ulrike; Kiaupaite, Ruta; Litvinaite-Jablonskiene, Aiste; CICANT - Centre for Research in Applied Communication, Culture, and New Technologies
    Three years ago, when CresCine - a Horizon Europe funded academia to industry project - commenced, the notion of arming the European film industry with deep, data-backed insights emerging from the intersection of academia and business seemed an unfathomable goal. Encounters between researchers, practitioners, and creators were scarce; engagement with decision-makers and policymakers across sectors was equally sparse with a few Admittedly, the times have changed radically within these 36 months: the value chain, particularly for independent and small-country films, has disintegrated with no long-term blueprint in place. The streaming landscape has consolidated further alongside the superstreamers and global platforms. The disparity between market leaders and independents has only widened alongside the digital - physical distribution gap,, and AI and virtual production´- once theoretical novelties - are now regular companions to EU filmmakers. Paradoxically, research and data-driven insights, once accessible only to well-resourced policy, business, and ecosystem actors, are now called for and needed more than ever. So, what has CresCine managed to achieve? Our biggest gain within these 36 months was to bridge the gap between academia and industry collaboration, taking the resulting deep knowledge directly to the stakeholders. Whether through our 10+ in-depth dossiers and policy guides, deep dives into audiences and the state of skills, the greening toolbox, or our digital tools FIDA (Film Industry Data Repository) - our database with data-driven dashboards and simulations - and CineFlux (AI driven tool for audiences and market research); CresCine managed to carve its way into powering the best decisions for the industry alongside its venerable foregoers from public and private entities, festivals and markets and our own native, small ecosystems in Europe. Secondly, we put small markets and their issues and contributions to European cinema back on the map, demonstrating that they are not monolithic but diverse ecosystems with their own avenues and contributions to the overall fabric of the EU’s audiovisual business. We looked into the state of skills deep and wide, highlighting limitations and opportunities for training managers and leaders, as well as diversifying the skills portfolio across the domain, especially in countries that only have a few specialists for the vertical. We synthesized the state of sustainability and greening into a coherent toolbox...
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    AVLMA : Laban movement analysis as catalyst for generative art in an experimental audiovisual pipeline using mediapipe
    (Association for Computing Machinery, Inc, 2026) Antunes, Rui Filipe; Lima, Cecília de; Olivero, Lucas Fabian; Simão, Emília; Sá, Alberto; Fernandes-Marcos, Adérito; CICANT - Centre for Research in Applied Communication, Culture, and New Technologies
    This paper investigates the potential of real time movement analysis as a driver for generative audiovisual performance. Premised on a generative logic of movement fueling transformation, we propose an experimental pipeline — AVLMA — that fuses Laban Movement Analysis (LMA) with real time motion capture using MediaPipe. The system extracts spatial and qualitative features of bodily movement to modulate generative sound and visuals in a live performance context. Key components include: particle systems that trace bodily landmarks with expressive variation; a swarm based visual model employing boid dynamics to reflect motion complexity; cellular automata that evolve in response to movement flow characteristics; and a FAUST based audio engine responsive to LMA derived parameters. These layers interconnect through a unified interface developed in Unity3D, forming a reactive, self organizing audiovisual ecosystem. Rather than functioning as background embellishment, the audiovisual system becomes an active agent in the experimental performance—interpreting and responding to the dancer’s evolving gestures. This study expands on the notion of choreography as computation and demonstrates how movement analysis can serve not only as input but as an aesthetic grammar for generative media
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    Echoes of creativity : bridging pedagogy and innovation through a Real-World Design Project
    (The International Academic Forum (IAFOR), 2024) Cadete, Carla; HEI-LAB - Human Environment Interaction Lab
    During the second semester of 2022/23, a pedagogical practice was implemented at Porto Lusófona University for second-year Communication Design undergraduates. The rock band Squeezos, consisting of five young musicians from Porto City, challenged the 2nd-year Design class to create a graphic image for their upcoming album cover. This request came from one of the band members who was also a student from the first-year course. In response, the students generated design proposals, and the band selected one for the album cover. The project followed the Design Thinking methodology, from problem definition to project ideation, prototyping, and implementation. The article is structured into four sections: Introduction, literature review, work methodology, and conclusion. This initiative was mutually beneficial for the musicians, who are university students and cannot afford to pay professional designers. Design students are allowed to participate in a real-world project and apply the tools and methods acquired during their coursework; it exemplifies a successful initiative, where pedagogical activities converge with collaborative involvement as a motivational force for students; it was an excellent way to prepare graduates for the professional sphere by fostering engagement through innovative practices; engaging in the design process for an actual music album cover lets students to gain hands-on experience, equipping them with valuable skills and insights beyond traditional classroom activities; furthermore, provides a tangible learning opportunity and enhances the practical value of students' academic endeavors by allowing them to showcase their work in the market, thereby improving the quality of their portfolios.
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    When a game is more than 'just a game' : metanarrative integration tools in video games
    (Digital Games Research Association, 2026-06-16) Pinto, Filipe; Luz, Filipe Costa; HEI-LAB - Human Environment Interaction Lab
    Video games are often dismissed in public discourse as 'just games,' implying experiences framed around play, entertainment, and escapism. Yet some titles operate across additional layers of meaning, positioning players within broader systems of cultural, ethical, and interpretive significance. This paper examines the design mechanisms through which such positioning occurs, introducing the concept of metanarrative integration tools. Drawing on Lyotard's conceptualization of metanarratives as legitimizing ideological frameworks, we define these tools as devices that mediate transitions between a game's narrative layer and a higher-level metanarrative perspective, shaping how meaning is constructed through gameplay. Rather than being predefined, these tools were identified inductively through the analysis of autoethnographic data on contemporary games, which revealed patterns of recurrence across cases. Instead of treating interpretive depth as a thematic byproduct, we foreground how specific design choices actively integrate metanarrative meaning, offering a foundation to understand how a game can become, sometimes, more than 'just a game.'
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    Psychopathy in community : social status, professional occupation, and antisocial behavior
    (Springer Science and Business Media B.V., 2026) Pinto, Ana Moutinho; Cruz, Ana Rita; Sousa, Cláudia; Cunha, Olga; HEI-LAB - Human Environment Interaction Lab
    The concepts of psychopathy and antisocial behavior have long been subjects of study within the scientific community, with a predominant focus on forensic samples. To address this gap, the present study aimed to examine the relationship between psychopathy, its facets, and antisocial behaviors in a community sample, as well as their associations with socioeconomic status (SES) and professional occupation. The sample comprised 254 participants (74.7% female), aged between 18 and 60 years. Data were collected online using a Sociodemographic Questionnaire, the Self-Report Psychopathy Scale – Short Form, the D-CRIM, and the Socially Desirable Response Scale-5. Results revealed that the Lifestyle facet of psychopathy had the highest scores, while the Antisocial facet had the lowest scores. Significant positive correlations were observed between criminal behaviors and psychopathy total scores, as well as the Interpersonal and Lifestyle facets. High SES was associated with lower scores on psychopathy total scores and the Interpersonal and Lifestyle facets, whereas less qualified professional occupations were linked to higher scores on psychopathy total scores and the Affective and Lifestyle facets, and lower scores on the Antisocial facet. These findings highlight the importance of considering SES and professional occupation when examining psychopathy in community samples and suggest that the relationship between psychopathy facets and these variables differs. Implications for the practice will be further discussed.