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Item A atmosfera fílmica como consciência(Edições Universitárias Lusófonas, 2002) Gil, InêsThe concept of "cinematic atmosphere" is complex because its analysis raises the problem of the cinematographic formal construction as inductive medium of the film atmosphere. Moreover, the proper notion of "atmosphere" reveals other concepts more or less controlled by the cinematic elements that will have all the same goal: the recognition of these concepts through the manifestation of the atmosphere.Item Actividade e comunicação: o sujeito perante os media(Quimera, 2007) Damásio, Manuel JoséO presente artigo apresenta uma perspectiva material de compreensão da relação entre os sujeitos e os media centrada no conceito de actividade. A partir da discussão deste conceito no contexto de diferentes abordagens no campo dos estudos da comunicação, pretendemos centrarmo-nos na denominada “teoria da actividade” para introduzir uma concepção da actividade enquanto vector central da relação entre sujeito e media. Esta relação constrói-se de acordo com esta perspectiva, não como uma relação passiva baseada na exposição, mas sim como uma relação produtiva de uso dos media enquanto objectos no contexto de actividades colectivas e individuais de objectivação de uma relação produtiva de consumo suportada na mediação de artefactos.Item Seeing films: audiences reaction to local cultural products(LCC, 2007) Damásio, Manuel JoséThis paper discusses the results of a large survey conducted in 2006 on the perception Portuguese movies’ audiences have of their own locally produced films. Audience’s reception of locally produced films is marked by the rejection of the consumption of these objects as a result of a bias against locally produced cultural artefacts. The prejudice shaping this relationship, not only demands for new cultural and social politics, but also raises a number of questions on local and European media industry’s ability to cope with its own audiences’ expectations. Finally, broader considerations are made on the different ways contemporary audiences are shaping media technologies, and their respective cultural artefacts, through their own use and reception of those technologies and artefacts.Item Realidade Aumentada para Espaços Interactivos(Edições Universitárias Lusófonas, 2008) Luz, Filipe Costa; Bila, Vasco; Dinis, José MariaNeste texto pretendemos explorar a Realidade aumentada como meio de visualização para projectos de comunicação interactivos. Através das aplicações ARToolkit, Virtools e 3ds Max, pretendemos mostrar como criar uma plataforma interactiva portátil, que recorra ao meio ambiente e a markers para a construção do cenário de jogo. Pretendemos mostrar que o realismo da simulação, aliada à fusão dos objectos artificiais sobre o mundo real, poderá gerar empatia de interacção entre jogadores e os seus avatares.Item Jogadores ou Espectadores? Pontos de vista no cinema e nos videojogos(Universidade de Aveiro, 2009) Luz, Filipe CostaIn this work we intent to explore similarities or differences between the point of view in cinema and video games. The issue that we will explore is what type of relations we can discover in camera angles and film plane definitions with first, third and god point-of view in videogames.Item Videojogos: narrativas, espectáculo e imersão(2009) Luz, Filipe CostaNeste trabalho pretendemos analisar os diferentes modos de nos sentirmos presentes num videojogo. A questão que se coloca é como podemos manipular o espectador em ansiedade nas acções e histórias que se vão desenrolando na progressão de um videojogo. A partir das referências de Agency, Transformation ou Imersion (Murray, 1997), pretendemos analisar se as narrativas ou o ponto de vista do jogador influenciam a sensação de presença que se pode sentir ao interagir no espaço do jogoItem Realism in Gameplay: Digital Fiction and Embodiment(ACM - Association for Computing Machinery, 2009) Luz, Filipe Costa; Damásio, Manuel José; Gouveia, PatríciaIn this article we argue that digital simulations promote and explore complex relations between the player and the machines cybernetic system with which it relates through gameplay, that is, the real application of tactics and strategies used by participants as they play the game. We plan to show that the realism of simulation, together with the merger of artificial objects with the real world, can generate interactive empathy between players and their avatars. In this text, we intend to explore augmented reality as a means to visualise interactive communication projects. With ARToolkit, Virtools and 3ds Max applications, we aim to show how to create a portable interactive platform that resorts to the environment and markers for constructing the games scenario. Many of the conventional functions of the human eye are being replaced by techniques where images do not position themselves in the traditional manner that we observe them (Crary, 1998), or in the way we perceive the real world. The digitalization of the real world to a new informational layer over objects, people or environments, needs to be processed and mediated by tools that amplify the natural human senses.Item Lugares Sagrados: Corpo e Sensualidade no Cinema(Faculdade de Belas -Artes, 2009-10) Gil, InêsIn film, Eros manifests itself in the image temporality to wake the sensation up. But the image needs to remain ambiguous to suggest and not to show. In suggesting, it maintains a distance between the body representation and its sensuality. In showing, the image may turn into another genre: the obscene or the pornographic one. That is why Eros has a sacred place in film because it always maintains a veil upon its presentation: the body exteriority and interiority become mystery. It is the filmic "aura" of Eros.Item O Movimento desfragmentado da Animação Japonesa : a ilusão animé(2011) Luz,Filipe Costa; CICANT (FCT) - Centro de Investigação em Comunicação Aplicada, Cultura e Novas TecnologiasAnimação é a técnica capaz de criar a ilusão de vida a partir de imagens estáticas que aparentemente ganham movimento através da rápida projecção de imagens e que pode ser revista em diferentes projectos cinematográficos, artísticos ou de vídeos comerciais. Analisar a produção de movimento em animação é percorrer trilhos que podem ajudar a revelar esse estranho interesse pelas formas animadas. Referimo-nos à estranha força (animar) que cria a ilusão de vida (animação) e à atracção que o seu resultado (movimento) poderá significar. Assim, pretendemos neste trabalho reforçar a importância que o movimento tem para a animação (1), quais as consequências que o “não movimento” poderão ter para a arte da animação (2) e relacionar o movimento que a animação produz com a tendência pós-humana de atracção, ou de receio pelo movimento artificial (3). Através da consulta de importantes obras no estado da arte da animação e da animé, pretendemos confrontar os resultados da investigação a desenvolver nos 3 pontos de partida atrás descritos para no final obtermos argumentos sólidos para um futuro trabalho de classificação da animação.Item Internet móvel em Portugal: variáveis de acesso, uso e consumo(2012) Botelho, Inês Teixeira; Henriques, Sara; Damásio, Manuel JoséA emergência de novas formas de acesso à internet vem reforçar a necessidade de desenvolvimento de iniciativas de I&D que facilitem a melhor compreensão dos processos de transformação associados à evolução tecnológica e aferir se de tais processos resultam novas consequências sociais ao nível das formas de uso e consumo de uma tecnologia e arranjos sociais associados. Este projecto pretende avaliar o papel e relevância das tecnologias móveis de acesso à internet, a importância da mobilidade e dos dispositivos móveis como instrumentos na promoção do envolvimento social, da interação e da expressão subjectiva. Na sequência da aplicação de metodologias qualitativas numa fase exploratória, através de entrevistas com os principais representantes da indústria das comunicações móveis e dos estudos de mercado, e de metodologias quantitativas com a aplicação de um questionário a uma amostra representativa da sociedade portuguesa, temos como objectivo desenvolvimento de um protótipo para uma aplicação móvel no contexto educativo do ensino superior, ligada ao apoio aos alunos e docentes e incluindo conteúdos escolares, institucionais e de envolvimento social. Esta aplicação vem corresponder às necessidades dos utilizadores de acordo com os resultados obtidos anteriormente. A análise do uso desta plataforma e consequências daí resultantes em termos de participação, usabilidade, actividades e potencial para produção de capital será realizada com base na análise de redes sociais (SNA). Através desta pretendemos observar e estudar as relações e os padrões de relacionamentos entre os utilizadores de internet móvel num contexto educativo.Item Mobile Internet : perspectives from the Stakeholders(ECREA 2012, 24-27 October – Istanbul, 2012) Damásio, Manuel José; Botelho, Inês Teixeira; Henriques, SaraMobile internet represents a major new trend in communication technologies use and consumption, but few evidence exists that confirms claims of novelty and social change in association with this technology use. This paper characterizes the use of mobile internet in a southern European country and associated patterns of use, focusing both on users’ profiles, forms of access, motivations to use and most popular activities undertaken via this technology, from a diffusion of innovations and social adoption of technologies perspectives, and tries to compare mobile it with fixed access to the internet in order to validate possible transformations that point to new social configurations. We seek to understand the way stakeholders perceive and characterize the European context of mobile internet. The depicted study involved a qualitative stage consisting of a set of interviews with mobile communications industry representatives and market research community in the country. These interviews were analysed in Nvivo, leading to the following eleven main categories that are explored throughout the paper: smartphones in Europe, mobile internet in Europe, users profiles, obstacles to the spread, forms of access, forms of use, motivations to use mobile internet, limitations of smartphones, apps, digital divide VS digital union and predictions for the future, as well as several subcategories forming a tree categorization. According to the data collected, mobile phones’ sales are decreasing in Europe and worldwide but on the other hand smartphones are having an exponential growth which leads to the democratization of internet access via mobile devices. As a consequence of this, it is believed that mobile internet access will soon exceed the fixed one. Mobile internet users are multiplatform, they exploit all the possibilities of mobility and they are spending less time on computers. The main obstacles to the spread of mobile internet are the high prices of price plans and there is still a lack of information and knowledge regarding the service. Mobile internet users are developing new online surfing behaviours based on apps and less in browsers and social networks represent a very high share of internet traffic through mobile phones. With mobility, “dead time” is turning into useful time and users are more likely to be available to try new services and analyze products. Innovative services concerning geolocation, consumerism, share and relationships are growing and it is necessary to highlight that mobile internet allows calling and texting, which can turn telecommunications companies into the role of Dump Pipes. This exploratory design raises questions in relation with mobile internet access and its social consequences, and provides interesting indicative research results relevant for future research in this area.Item How an audio-visual instrument can foster the sonic experience.(MIT Press, 2013) Sá, AdrianaThe chapter formulates an understanding of how an audio-visual instrument can be composed in such a way that the experience is driven through sound organization – modulated, but not obfuscated, by a moving image. This is particularly challenging, as normally the audio-visual relationship is skewed in favor of the visual. The investigation is motivated by insights derived from artistic practice. It outlines psychophysical boundaries with the aid of existing cognition/ attention research, and it describes three principles for the creation audio-visual instruments. As an example, the article describes how they are explored in a specific audio-visual instrument, combining an acoustic zither and modified software from audio processing and video-game technologies. This instrument addresses the three principles while exploring the disparities between an acoustic and a digital output. Keywords: NIME, Audio-visual relationship, Musical expression, Perception, Multisensory integrationItem O discurso político e a “revolução democrática” em Portugal: Análise dos discursos presidenciais de Ramalho Eanes e Mário Soares(Escola Superior de Comunicação Social do Instituto Politécnico de Lisboa, 2013) Vieira, Marta Santos; Álvares, CláudiaEste artigo pretende investigar a construção do conceito de democracia nos discursos dos dois presidentes portugueses, Ramalho Eanes e Mário Soares, no período que marca a consolidação da democracia após a autocrática ditadura de Salazar e Caetano que durou quase cinco décadas. O nosso objetivo é caracterizar o discurso presidencial de Ramalho Eanes e Mário Soares, e observar o lugar que o conceito de democracia ocupa nesse discurso e a forma como é abordado. Com este artigo pretendemos apurar como se manifestam as crenças, os assuntos estratégicos e a liderança retórica de Ramalho Eanes e Mário Soares, e onde convergem ou divergem as suas prioridades políticas?Item INTER-FACE: International Conference on Live Interfaces 2014(Universidade do Porto, CECL & CESEM (Universidade NOVA , MITPL (University of Sussex), 2015) Sá, AdrianaINTER-FACE, the second International Conference on Live Interfaces, was dedicated to problematizing convergences and divergences between different understandings of performance technology. It sought to expose a variety of motivations and approaches, and discuss how specifc understandings of ‘liveness’, ‘immediacy’, ‘timing’ or ‘fow’ manifest in performance with digital media. INTER-FACE gathered paper presentations, performances, interactive installations, poster demonstrations and workshops. It happened in Lisbon, Portugal, at the Fine Arts Faculty of the University Lisbon (FBAUL); the School of Music of the National Conservatorium (EMCN); ZDB; the National Museum for Contemporary Arts (MNAC) and the Institute of Art, Design and Enterprise (IADE). The Conference is biannual, and these Proceedings are published a year after the conference itself. The authors had the opportunity to strengthen their work after the presentation at the conference, beneftting from the feedback of the other participants and the editorial peer-review. Keywords: Live interfaces, Performance, Art installation, instrument design, NIMEItem Live Interfaces: Seeds of Debate(Universidade do Porto, CECL & CESEM (Universidade NOVA , MITPL (University of Sussex), 2015) Sá, AdrianaItem People with Intellectual Disability in Portugal – Report(Universidade Lusófona de Humanidades e Tecnologias, 2019) Sousa, Carla Patrícia Gonçalves e; Luz, Filipe CostaItem The digitalization of analogue stereo photographs and the creation of the digital stereo archive(Society for Imaging Science and Technology, 2019) Luz, Filipe Costa; Peixoto, Rodrigo; Oliveira, JorgeThis paper analyzes the problems arising from the remediation of the relief effect in the transition from analog to digital of stereo photography. One of the main problems in this conversion is the portability of the awe effect that constitutes an important part of the experience when viewing a stereo pair. This image conversion process, necessary to the creation and dissemination of digital files of 19th century stereoscopic photography, is not linear. The digital stereoscopic projection cards present a number of difficulties for a proper consistency reproduction of the relief effect. Through the study comparison of different viewing apparatus (both digital and analogue including 3D and VR) of a specific stereo image, we will present important results achieved with a sample of 134 participants that were exposed to these devices and propose a guideline manual for the digital stereo archive.Item Special issue :localization in wireless sensor networks(MDPI Journal of Sensor and Actuator Networks, 2020) Tomic, Slavisa; Beko, MarkoItem Towards a Canon for Digital Human Anatomy 3D Modeling(Edições Centro de Investigação em Artes e Comunicação, 2020-11) Azevedo, Hugo de; Araújo, AntónioWe argue that the notion of an anatomical canon is still useful in the current artistic environment and it must be updated to deal with new digital requirements and possibilities. We propose a canon with a view towards accurate digital human anatomy 3D modeling.Item Mapping the film and audiovisual sectors : a research agenda for the future(Journal of Creative Industries and Cultural Studies (JOCIS), 2021) Damásio, Manuel José; Grácio, RitaThe film and audiovisual sectors plays a key role in European society, and by extension also in Portugal. In this paper we propose a conceptual change centered on mapping the film and audiovisual (AV) industries in Portugal as a creative sector, instead of a cultural one. We argue that this enables a more rigorous measurement of the value of these industries in the creative economy, besides allowing for easier connections between the creative industries and other areas. This conceptual change is based on an innovative approach to the “creative trident”. We argue that the value of the film and AV sector has to be rooted in a flourishing creative workforce, and we propose that entrepreneurship education can be a path forward in unlocking the sector tremendous creative potential. We propose an innovative research agenda to deal with linking all these elements in the context of the audiovisual and film creative industries. keywords: mapping studies; creative industries; cultural industries; creative professions; creative trident; entrepreneurial education; creative workforce; creative skills
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