CICANT - Atas de Conferências Internacionais
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Item INTER-FACE: International Conference on Live Interfaces 2014(Universidade do Porto, CECL & CESEM (Universidade NOVA , MITPL (University of Sussex), 2015) Sá, Adriana; CICANT - Centre for Research in Applied Communication, Culture, and New TechnologiesINTER-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, Adriana; CICANT - Centre for Research in Applied Communication, Culture, and New TechnologiesItem Research in serious games for people with intellectual disability : a meta-analysis study(Universidade Lusófona, 2021-09-09) SOUSA, CARLA; Neves, José Carlos; Damásio, Manuel; Gamito, Pedro; Brown, David; Koenig, Sebastian; CICANT - Centre for Research in Applied Communication, Culture, and New TechnologiesCurrently, the potential of games as an intervention tool in a broad range of areas has been increasingly explored by researchers. Notwithstanding, and when considering individuals with Intellectual Disability (ID), the need for more data emerges, as well as the need to systematize and summarize such data, allowing evidence-based decisions to all the stakeholders in this field. The present study aimed to systematize the existing evidence regarding the effectiveness of serious games in the promotion of life skills in people with ID. Several scientific databases were consulted, as well as researchers' social networks to obtain a sample as wide as possible. Through a process composed of different phases, several inclusion and exclusion criteria were applied to the initial search results. The obtained sample of studies (N = 8) was then systematically analyzed, including a meta-analysis procedure, to summarize the quantitative data on the effectiveness of serious game based interventions for people with ID. Results from the meta-analysis study emphasize larger effect-sizes than conventional methods (non game-based) interventions with people with ID (fixed-effects, g = 0.417; 95% CI [0.169, 0.666]; Z = 3.293, SE = 0.127, p = .001) , in the promotion of a broad range of variables associated with well-being, from cognitive abilities to psychotherapy related skills. Such results can frame the discussion regarding serious games as a relevant and feasible strategy to promote skills in people with ID, allowing evidence-based decisions in this field, aimed at supporting an increasing and enhanced inclusion of games in their daily lives.