CICANT - Atas de Conferências Internacionais

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    INTER-FACE: International Conference on Live Interfaces 2014
    (Universidade do Porto, CECL & CESEM (Universidade NOVA , MITPL (University of Sussex), 2015) Sá, Adriana
    INTER-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, NIME
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    Live Interfaces: Seeds of Debate
    (Universidade do Porto, CECL & CESEM (Universidade NOVA , MITPL (University of Sussex), 2015) Sá, Adriana
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    Repurposing video game software for musical expression: a perceptual approach
    (Goldsmiths University of London, 2014) Sá, Adriana
    The article exposes a perceptual approach to instrument design and composition, and introduces an instrument that combines acoustic sound, digital sound, and digital image. We explore disparities between human perception and digital analysis as creative material. Because the instrument repurposes software intended to create video games, we establish a distinction between the notion of “flow” in music and gaming, questioning how it may substantiate in interaction design. Furthermore, we describe how the projected image creates a reactive stage scene without deviating attention from the music. Keywords: Perception, flow, musical expression, audio-visual mapping
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    Designing musical expression
    (2017) Sá, Adriana
    The term New Interface for Musical Expression (NIME) has been applied to a great variety of instruments and systems, since the first NIME conference in 2001. But what is musical expression, and how does an interface intended for idiosyncratic expression differ from ubiquitous interfaces? This paper formulates an understanding where the reciprocal interaction between performer and instrument is important. Drawing from research in perception science , interface design and music, the paper specifies methods that can be used to analyse interaction, attention dynamics and semantics. The methods are applicable to any technical platform and aesthetic approach, facilitating the discussion of creative strategies and the analysis of music experience. The paper uses these methods to describe a NIME that combines an acoustic string instrument and software that operates based on the acoustic sound. The software applies the difference between the detected pitch and the closest tone / half tone to the processing of pre-recorded sounds. The proposed methods help to explain how this NIME enables versatile musical forms, and prevents undesired outcomes. Keywords: NIME, Musical expression, Musical Interface, Perception, Attention, Semantics of Sound
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    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, Jorge
    This 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.
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    Incentives and Barriers to the Adoption of Digital Terrestrial Television in Portugal: Perspectives of the stakeholders involved in the transition process
    (2012) Sequeira, Ágata; Veríssimo, Iolanda; Quico, Célia
    The success of the transition from analogical terrestrial television to digital terrestrial television – process also known as switch-over – requires the identification of barriers and drivers among the impacted population. Therefore, the study in which this article is based had as main purpose to understand exactly what are those barriers, in order to produce a valid contribution to the several decision makers, and to be able to contribute to a more inclusive television, accessible and transversal to the whole of the population. In that sense, one of the phases of the project consisted in several interviews to key stakeholders in the transition process, the results of which and subsequent recommendations are presented in this article.
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    Drivers and barriers to digital television adoption in Portugal: the perspectives of the TV viewers and other main stakeholders
    (2011) Quico, Célia; Damásio, Manuel José; Henriques, Sara; Veríssimo, Iolanda
    To understand what are the most significant factors for digital TV adoption by the Portuguese population in the switchover context is the main goal of the research project here presented. In April 26, 2012, the analogue terrestrial television switchoff is planned to occur in Portugal, according to the schedule published by the national telecommunication regulator Anacom. Digital terrestrial TV was launched in the country in April 2009, making Portugal one of the countries with a more ambitious schedule – or risky, depending on the perspective - for the full transition from analogue to digital terrestrial television. In this paper we will start by presenting the research project’s objectives, theoretical framework and research design. Next, we will present first results of the project focused on the barriers and drivers to digital TV adoption from two of the empirical studies which integrate it, namely, the quantitative inquiry administered to a representative sample of the Portuguese population and interviews with main stakeholders in the area of digital TV in Portugal. The perspectives of the television viewers are compared with other main stakeholders in this process. The paper will be concluded with a brief discussion of these results and a brief enumeration of next steps for the project.
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    Profiles of digital TV adopters in the switchover context in Portugal
    (IAMCR, 2012) Quico, Célia; Damásio, Manuel José; Henriques, Sara; Veríssimo, Iolanda
    In order to conduct a successful transition from analogue terrestrial television to full digital terrestrial television it is essential to identify what are the most significant drivers and barriers for adoption among the impacted population. Also importantly, it is to segment the population according with their attitudes towards digital TV, their awareness about the switchover process and intention of adopting digital TV, among other relevant topics. The tradition of profiles definition based on the adoption and rejection of innovations can be traced back to Beal & Bohlen, who proposed five categories of innovation adopters based on the time of adoption, with significant differences in selected personal and social characteristics: the innovators, the early adopters, the early majority, the majority and non-adopters. Later, Rogers would propose similar categories of adopters that became the standard for years to come: the innovators, the early adopters, the early majority, the late majority and the laggards. While helpful, these traditional innovation adopters’ profiles do not totally grasp the complexities of the adoption of an innovation such as digital TV, particularly in mandatory settings. In this paper we will propose a classification of adopters of digital TV in Portugal, based on the results of one of the four empirical studies of the research project ADOPT-DTV, namely, the quantitative inquiry administered to a representative sample of the Portuguese population. The paper will be concluded with a brief discussion of results and the enumeration of the next steps of the research project.
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    Mobile Internet : perspectives from the Stakeholders
    (ECREA 2012, 24-27 October – Istanbul, 2012) Damásio, Manuel José; Botelho, Inês Teixeira; Henriques, Sara
    Mobile 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.
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    The potential of digital interactive television for the provision of healthcare and wellness services
    (12/12/2012) Sequeira, Ágata; Baptista, André; Quico, Célia; Damásio, Manuel José
    The potential of digital interactive television (iDTV) to promote original services, formats and contents that can be relevant to support personal health care and wellness of individuals, namely elderly people, has not been yet fully explored in the past. Therefore, in a context of rapid change of the technological resources, in which the distribution and presentation of content comes associated with new platforms (such as digital terrestrial TV and IPTV), it is important to perceive the configurations that are being developed for interactive digital TV (iDTV) that may result in relevant outcomes within the field of healthcare and wellness, with the aim of offering complementarity to the existing services and contents made available today via the traditional means and media. This article describes and discusses the preliminary results of the first part of the research project iDTV-HEALTH: Inclusive services to promote health and wellness via digital interactive television. These first results suggest that iDTV solutions may represent a real contribution to delivery healthcare and wellness to the target population, namely as a supplement to health services provision.
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    O Movimento desfragmentado da Animação Japonesa : a ilusão animé
    (CETAC.MEDIA, 2011) Luz, Filipe Costa
    Animação 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.
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    Realism in Gameplay: Digital Fiction and Embodiment
    (ACM - Association for Computing Machinery, 2009) Luz, Filipe Costa; Damásio, Manuel José; Gouveia, Patrícia
    In 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.