Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
Skip to main content
The following presentation, “Remediation Media: from XIX century stereoscopic apparatus into VFX Compositing” aims to revisit some aged technics and old masters, in the interest of the analysis how VFX history and old media processes have... more
The following presentation, “Remediation Media: from XIX century stereoscopic apparatus into VFX Compositing” aims to revisit some aged technics and old masters, in the interest of the analysis how VFX history and old media processes have so much to teach us nowadays. It’s not only in politics, but the history repeats itself, advancing in circles, and film history is not an exception.
Therefore, this work will be focused on a specific case study, namely the stereoscopic photography from 1850s with the example of the diableries’ serie-A stereocards.
Virtual Scenography; enhanced reality; television
In contemporary societies, citizens communicate and make meaning in a mediatized world. Such demands a bundle of literacies that open critical discussions about the changing relationship of literacy and learning. The present dossier of... more
In contemporary societies, citizens communicate and make meaning in a mediatized world. Such demands a bundle of literacies that open critical discussions about the changing relationship of literacy and learning. The present dossier of Revista Lusófona de Educação results from a peer-review selection of the papers presented at the MILT conference-Media Literacy for Living Together: the future of media and learning in participation, held in June 26-28, 2019 at Lusófona University in Lisbon. The MILT conference was the culminating event for the MILT-Media Literacy for Living Together project (The MILT project emphasized the key role of improving media literacy, especially among young people. A key rationale of this project was to enable participants to become agents of social change through their use, analysis and creation of media and broader social engagement, incorporating the inclusion of minorities, marginalized groups and online interest communities as part of the general public. In order to achieve MILT goals, a multi-case study and research action project was conducted in Cyprus, Ireland, Portugal, Greece and Den-mark (the five partner regions). MILT project was designed having in mind youth active participation, meaning youth have a reason to believe that their involvement will make a difference and in order to participate youth need a challenge, competence and to be connected. In MILT project, the situated context of youth participants was taking in account and each intervention has had in common media creation and analysis as a learning constructivist approach.
Editorial note for International Journal of Film and Media Arts Issue V.5 N.1
Research Interests:
Games play a central role in human culture, as well as in interaction, interpersonal relationships, and overall development. Based on these premises, game-based learning (GBL) has been increasingly studied as a form of pedagogical... more
Games play a central role in human culture, as well as in interaction, interpersonal relationships, and overall development. Based on these premises, game-based learning (GBL) has been increasingly studied as a form of pedagogical innovation in formal and non-formal education. However, the implementation of these types of interventions in real educational settings has faced several barriers and constraints that reduce their possible impact. In this context, the present study aims to fulfil two aims: (a) mapping the main obstacles experienced in the implementation of GBL approaches in educational contexts; and (b) proposing an intervention diagram that matches each type of barrier with potential strategies to address it. Towards these aims, a Systematic Literature Review (SLR) was conducted, following the PRISMA methodology and guidelines. This included screening and eligibility processes based on inclusion criteria, which were defined considering the research's aims. Non-peer-re...
Modern board games are changing the way people play analogue face-to-face multiplayer games. One of the novelties of this trend is the growing prevalence of games that offer collaborative gameplay. These cooperative games have been... more
Modern board games are changing the way people play analogue face-to-face multiplayer games. One of the novelties of this trend is the growing prevalence of games that offer collaborative gameplay. These cooperative games have been instrumental in shifting the demographic of players, attracting individuals who prefer engaging in constructive interactions rather than destructive confrontations. Likewise, playing cooperative games demand specific players' skills which can be associated with the concept of soft skills. Training these skills through modern cooperative board games, whether by modifying existing games or developing new ones as serious games or using gamification approaches, holds promising potential. To test the perception of students playing cooperative modern board games for the first time, we organized a one-day play session in a school environment, specifically in a classroom with the support of the students’ teachers. Over a period of six hours (three in the morn...
Neste trabalho pretendemos comparar os pontos de vista projectados num videojogo e no cinema. A questão que se põe é se a escala de planos cinematográfica, que procura envolver o espectador na narrativa transmitida ou fotografar as... more
Neste trabalho pretendemos comparar os pontos de vista projectados num videojogo e no cinema. A questão que se põe é se a escala de planos cinematográfica, que procura envolver o espectador na narrativa transmitida ou fotografar as personagens no ecrã, tem ...
Expanded animation can be understood through its hybrid character as an artistic practice capable of exploring issues of performativity, social, political, or documentary activism [1], and through a set of mechanisms of dispersed... more
Expanded animation can be understood through its hybrid character as an artistic practice capable of exploring issues of performativity, social, political, or documentary activism [1], and through a set of mechanisms of dispersed subjectivity activated by the viewer, making it an unfinished work [2] or an artistic experience that can be a source of investigation into contemporary life. Therefore, the present study aims to present: i) the expanded animation project Aneurysm (2022, 10 minutes), which records events from the author's personal life, such as the aneurysm, loneliness, and lack of family communication; ii) and the observational results of users' interactivity with the installation Aneurysm. Using a practice-based methodology, the concept of animation-spacereception privileges an intimate experience, placing the viewer/participant at the center of the viewing, enabling investigation into how their involvement should be promoted. At the same time, the relationship between reality and abstract animation is discussed, as well as its ability to create 'thinking spaces' for engaging viewers [3]. Aneurysm was presented in 4 main moments, with participation in different festivals, with special mention to Cinanima 2021, from which the observation was carried out through a) a sensory approach, used in the early installation experiences, in which the images and sound appealed to emotions, with a greater impact associated with illness and death for the audience; b) an intimate and narrative approach, with greater individual visual involvement and immersion, focused on the narrative. In this process of iteration, the Aneurysm project evolved progressively, both in its representation (from stop motion animation to 3D animation) and in its mode of interaction (from video projection to interactive installation).
Games have been effective in helping people to interact with one another and learning more about the culture they inhabit (Piaget, 1962). The importance of games and their centrality to culture is pointed out by Huizinga (1944) who... more
Games have been effective in helping people to interact with one another and learning more about the culture they inhabit (Piaget, 1962). The importance of games and their centrality to culture is pointed out by Huizinga (1944) who suggested using them as a medium to organise our lived experience and as an escape from their pragmatic focus (Ruckenstein, 1992). The “playful” nature of games results in escapism because it often hides the seriousness of their outcomes (Bateson, 2014; Henricks, 2006). For instance, games can be implemented in war where they are viewed as a deadly sort of game, with elaborate rules, strategies, and codes of sportsmanship. Furthermore, the widespread use of games has gained traction as a rapidly evolving teaching and learning tool in the educational sector as well. This rapid growth in the use of games as an educational tool has led to the creation of an immense number of diverse games, aiding teaching and learning in a multitude of disciplines from econo...
Prior research reveals that spatial navigation skills rely mostly in visual sensory abilities, but the study of how spatial processing operates in the absence of visual information is still incomplete. Therefore, a spatial navigation task... more
Prior research reveals that spatial navigation skills rely mostly in visual sensory abilities, but the study of how spatial processing operates in the absence of visual information is still incomplete. Therefore, a spatial navigation task in virtual reality using auditory cues was developed to study navigational strategies in blindfolded sighted individuals. Twenty healthy adult participants were recruited. The task consisted of a VR scene, in which participants were asked to localize a sound source and move to the target without visual information throughout the entire task. Task difficulty was manipulated by route length and complexity in three different difficulty levels repeated in two different trials. The first trial (learning) consisted of moving to the sound source and then returning to the starting point. The second trial (retrieval) consisted of the same task without the sound source but with auditory cues from obstacles to test spatial learning. Performance was assessed from behavioral measures of execution time, obstacle collisions, and prompts during the task execution. These variables were compared to established neuropsychological instruments for global cognition (Montreal Cognitive Assessment) and memory abilities (Wechsler Memory Scale-R). The results suggested that difficulty level affected navigation performance in both trials. Navigation performance was better in the retrieval trial, but both learning and retrieval trials were explained by global cognitive functioning. These data suggested the Soundspace VR as being effective to study spatial navigation in the absence of visual information and highlight the importance of auditory information from spatial sound cues for spatial navigation and spatial learning.
What’s common between biomechanics studies of human movement and the animated film? Why Eadweard Muybridge and Étienne-Jules Marey are cited in common studies of life sciences (biomechanics), information technology or arts (film,... more
What’s common between biomechanics studies of human movement and the animated film? Why Eadweard Muybridge and Étienne-Jules Marey are cited in common studies of life sciences (biomechanics), information technology or arts (film, animation, photography or painting)? In this work we would like to demonstrate the bridges between animation and biomechanics to discuss the relevance of the interaction of both for research and pedagogical aim. This investigation results from one milestone of the Equine Biomechanics research project (FCT – PTDC/CVT/113480/2009), the interactive application Motion Analysis Toolkit (MAT) and from the teaching experience in Animation studies. Based on data generated trough motion capture process, MAT is an interactive application for life movement assessment and visualization, allowing to present information obtained from the interaction between specific scientific methodologies of Biomechanics, Animation and Programming. Developed trough a multidisciplinary ...
A fotografia estereoscopica foi uma das formas de fotografia mais disseminadas e comercializadas na 2a metade do seculo XIX, e tem vindo a ser objecto de um estudo crescente em campos como a Arqueologia dos Media, Ciencias da Comunicacao,... more
A fotografia estereoscopica foi uma das formas de fotografia mais disseminadas e comercializadas na 2a metade do seculo XIX, e tem vindo a ser objecto de um estudo crescente em campos como a Arqueologia dos Media, Ciencias da Comunicacao, ou Cultura Visual. Nela encontramos as origens de uma nocao de espetaculo que o cinema, os video jogos, ou a animacao protagonizam no seculo XXI. Neste artigo abordamos essa fundacao de um efeito espetacular enquanto orientador do ato de ver, e analisamos os problemas que surgem da remediacao desse mesmo efeito, na passagem do analogico para o digital, necessaria para a criacao de um arquivo digital de fotografia estereoscopica. De modo a aferir a possibilidade de um arquivo digital estereoscopico em que o “awe effect” nao era sacrificado na remediacao do analogico para o digital foi realizado um inquerito cujos resultados sao analisados.
Resumo A fotografia estereoscópica foi uma das formas de fotografia mais disseminadas e comercializadas na 2ª metade do século XIX, e tem vindo a ser objecto de um estudo crescente em campos como a Arqueologia dos Media, Ciências da... more
Resumo A fotografia estereoscópica foi uma das formas de fotografia mais disseminadas e comercializadas na 2ª metade do século XIX, e tem vindo a ser objecto de um estudo crescente em campos como a Arqueologia dos Media, Ciências da Comunicação, ou Cultura Visual. Nela encontramos as origens de uma noção de espetáculo que o cinema, os vídeo jogos, ou a animação protagonizam no século XXI. Neste artigo abordamos essa fundação de um efeito espetacular enquanto orientador do ato de ver, e analisamos os problemas que surgem da remediação desse mesmo efeito, na passagem do analógico para o digital, necessária para a criação de um arquivo digital de fotografia estereoscópica. De modo a aferir a possibilidade de um arquivo digital estereoscópico em que o "awe effect" não era sacrificado na remediação do analógico para o digital, foi realizado um inquérito cujos resultados são analisados. Palavras-chave: Fotografia estereoscópica, Efeito Espetáculo, Remediação, Arquivo. Abstract S...
Resumo Abstract Pretendemos mostrar como os sistemas de motion capture permitem transpor para avatares movimentos de pessoas reais para, com o auxílio do processamento gráfico e dos incrementos em Inteligência artificial, criar as... more
Resumo Abstract Pretendemos mostrar como os sistemas de motion capture permitem transpor para avatares movimentos de pessoas reais para, com o auxílio do processamento gráfico e dos incrementos em Inteligência artificial, criar as planícies de Masahiro Mori, o uncanny valley. Acreditamos que, num futuro próximo, será possível emocionar jogadores se o realismo das interacções no jogo apresentar consistência semelhante às experiências no mundo real. Motion capture systems allow applying real movements to avatars. If characters are realistic based 3d models, lifelike movements and programmed with artificial intelligence's algorithms, players would experience Masahiro Mori's the uncanny valley. It's would be possible to create emotions on games if the digital spaces will be realistic on experience of interactions. Palavras-chave: Captura de Movimentos, Realismo, Inteligência Artificial, Imersão.
Research Interests:
Art
Introduction. Experts on vaccine hesitancy recommend tailoring interventions to local contexts, which presents an opportunity for game-based interventions to reflect local demographics and make them central to the experience of the game.... more
Introduction. Experts on vaccine hesitancy recommend tailoring interventions to local contexts, which presents an opportunity for game-based interventions to reflect local demographics and make them central to the experience of the game. Experimental game design is a research method that has already been used in educational games. Board games are relevant to the topic of vaccination, and present possibilities for game design of openness and flexibility. INFLUENZA was an experimental game design with the objectives of designing a vaccination-themed educational board game where: an aspect of local context was highly-relevant but also easily modifiable, means of emotional engagement were explored, and openness and flexibility in board game design were explored. Methods. The experimental game design study consisted of finding design solutions for achieving the study objectives in a single game, by analyzing comparable games and using iteration and two stages of live testing with players...
ID Games is a project aiming to create games for people with Intellectual Disability (ID), through the development of a collaborative and participatory methodology. In this scope, it also intends to capacitate the main stakeholders in the... more
ID Games is a project aiming to create games for people with Intellectual Disability (ID), through the development of a collaborative and participatory methodology. In this scope, it also intends to capacitate the main stakeholders in the field of ID field (people with ID, educators, carers, professionals, game designers, among others) in the implementation of such methodologies, through the development of an e-course. The present work in progress paper reflects on part of the process of developing this e-course, by systematizing the existing e-learning approaches in the field of ID, through a sample of 53 e-courses. This intends to situate the ID Games e-course in the existing training gaps in the field of gaming and ID and allows the reflection regarding next steps towards the democratization and inclusion in game creation processes.
The present research aims to establish a clear and original definition for animation, within the scope of animation studies that can be adapted to recent changes which digital manipulation has allowed the creative process moving image... more
The present research aims to establish a clear and original definition for animation, within the scope of animation studies that can be adapted to recent changes which digital manipulation has allowed the creative process moving image production. The first problem arising from this task is to analyse whether a particular content is animated or not, because the experience that we are witnessing today in the production of digital animation videos, movies or TV, seems to refer to fields, concepts or production methods that deviate from the traditional animation process, and force us to rethink the concept of animation. What are the consequences of digital manipulation to the creative process of animation? How the composition of content in digital format opposes the traditional concept of animation? What are the reflexes generated in the creation of animated motion and what relationship can be established with the viewers? These issues become relevant in the framework of film, animation...
The erasure of stereoscopic photography from 20th century media history (referred by authors such as Crary and Gunning), had repercussions in other fields. In the main bibliography of visual effects history there are no references to this... more
The erasure of stereoscopic photography from 20th century media history (referred by authors such as Crary and Gunning), had repercussions in other fields. In the main bibliography of visual effects history there are no references to this medium. Computer-generated effects are addressed as a remediation of analogue techniques in motion pictures, such as the “glass shots” of Norman O. Dawn in Missions of California (1907), the double exposures of Mélies and Edwin S. Porter, or the model animations of Willis O'Brien, among others. However, it ignores stereoscopic compositions using transparencies from 1860, which could be looked upon as direct predecessors of modern spectacular effects in cinema and television. It was possible, through access to various Portuguese collections of stereoscopic photography consulted in the research project Stereo Visual Culture (PTDC/IVC-COM/5223/2012, stereovisualculture.ulusofona.pt), to identify several stereo photos that use transparency effects ...
Research Interests:
In this article we intend to relate the production of visual effects for film and television with examples of stereoscopic photography of the nineteenth century. We will not resume our study to methods of capture and production of... more
In this article we intend to relate the production of visual effects for film and television with examples of stereoscopic photography of the nineteenth century. We will not resume our study to methods of capture and production of three-dimensional effect of stereoscopy, but analyse how current processes of image manipulation remediates analogue technology that could be seen on a set of stereoscopic images of the nineteenth century. Through access to various portuguese collections of stereoscopic photography consulted in the research project of Stereo Visual Culture (PTDC/IVC-COM/5223/2012), it was possible to make a selection of images that use transparency effects and manipulation by cutting or drilling of the photographic paper. By these destructive processes, we aim to show that this analogue image manipulation is the basic concept for many compositions in digital cinema picture. Despite the complex programming of computer-generated effects that we could analyse in several conte...
Research Interests:
SF e Animé : Os monstros encantadores do período pós-guerra. DSpace/Manakin Repository. ...
Deleite no obsoleto : o hype vintage da estereoscopia. DSpace/Manakin Repository. ...
Pretendemos mostrar como os sistemas de motion capture permitem transpor para avatares movimentos de pessoas reais para, com o auxílio do processamento gráfico e dos incrementos em Inteligência artificial, criar as planícies de Masahiro... more
Pretendemos mostrar como os sistemas de motion capture permitem transpor para avatares movimentos de pessoas reais para, com o auxílio do processamento gráfico e dos incrementos em Inteligência artificial, criar as planícies de Masahiro Mori, o uncanny ...
How to cite: Luz, F. ; Fonseca, M; & Franco, D. (2021). Impactos do ensino remoto no ensino superior privado em Portugal: competências socioemocionais e digitais. Revista Lusófona de Educação, 54, 49-64. doi:... more
How to cite: Luz, F. ; Fonseca, M; & Franco, D. (2021). Impactos do ensino remoto no ensino superior privado em Portugal: competências socioemocionais e digitais.
Revista Lusófona de Educação, 54, 49-64. doi: 10.24140/issn.1645-7250.rle54.03
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this... more
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee.
Resumo: Animacao e a tecnica capaz de criar a ilusao de vida a partir de imagens estaticas que aparentemente ganham movimento atraves da rapida projeccao de imagens e que pode ser revista em diferentes projectos cinematograficos,... more
Resumo: Animacao e a tecnica capaz de criar a ilusao de vida a partir de imagens estaticas que aparentemente ganham movimento atraves da rapida projeccao de imagens e que pode ser revista em diferentes projectos cinematograficos, artisticos ou de videos comerciais. Analisar a producao de movimento em animacao e percorrer trilhos que podem ajudar a revelar esse estranho interesse pelas formas animadas. Referimo-nos a estranha forca (animar) que cria a ilusao de vida (animacao) e a atraccao que o seu resultado (movimento) podera significar. Assim, pretendemos neste trabalho reforcar a importância que o movimento tem para a animacao (1), quais as consequencias que o “nao movimento” poderao ter para a arte da animacao (2) e relacionar o movimento que a animacao produz com a tendencia pos-humana de atraccao, ou de receio pelo movimento artificial (3). Atraves da consulta de importantes obras no estado da arte da animacao e da anime, pretendemos confrontar os resultados da investigacao a ...
In this article we argue that digital simulations promote and explore complex relations between the player and the machine’s cybernetic system with which it relates through gameplay, that is, the real application of tactics and strategies... more
In this article we argue that digital simulations promote and explore complex relations between the player and the machine’s 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 game’s 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 w...
Filmmakers aim to deliver some emotional and aesthetic coin to their works, which makes it possible that the boundaries between fiction and documentary genres could be diluted artistically. The documentary is a recognized genre in film... more
Filmmakers aim to deliver some emotional and aesthetic coin to their works, which makes it possible that the boundaries between fiction and documentary genres could be diluted artistically. The documentary is a recognized genre in film studies that is considered to move on one side of the boundary between fact and fiction. Michael Rabiger defends the objectivity and fairness of documentaries due to the expectation of the viewer to accept the photographic image as true (Rabiger, 1998, p. 6). Bill Nichols reinforces this idea evoking that the documentaries that best witness a certain theme are those in which filmmakers “don’t interfere", classifying them as "observational documentaries", as the examples from the images captured in World War II or the political TV news (Nichols, 1991, p. 38). Therefore, the challenge that we propose aims to relate the documentary live action characteristics with the animated images, where the veracity is just an animation reflection. To ...
Neste texto pretendemos explorar a Realidade aumentada como meio de visualizacao para projectos de comunicacao interactivos. Atraves das aplicacoes ARToolkit, Virtools e 3ds Max, pretendemos mostrar como criar uma plataforma interactiva... more
Neste texto pretendemos explorar a Realidade aumentada como meio de visualizacao para projectos de comunicacao interactivos. Atraves das aplicacoes ARToolkit, Virtools e 3ds Max, pretendemos mostrar como criar uma plataforma interactiva portatil, que recorra ao meio ambiente e a markers para a construcao do cenario de jogo. Pretendemos mostrar que o realismo da simulacao, aliada a fusao dos objectos artificiais sobre o mundo real, podera gerar empatia de interaccao entre jogadores e os seus avatares.
How to Cite: Rosa, P. J., Luz, F., Júnior, R., Oliveira, J., Morais, D. & Gamito, P. (2020). Adaptive Non-Immersive VR Environment for Eliciting Fear of Cockroaches: A Physiology-Driven Approach Combined with 3D-TV Exposure. International... more
How to Cite: Rosa, P. J., Luz, F., Júnior, R., Oliveira, J., Morais, D. & Gamito, P. (2020). Adaptive Non-Immersive VR Environment for Eliciting Fear of Cockroaches: A Physiology-Driven Approach Combined with 3D-TV Exposure. International Journal of Psychological Research, 13 (2), 99–108. https://doi.org/10.21500/20112084.4670 Abstract. Non-immersive VR environments are related to the least interactive application of VR techniques, such that interaction with the VR environment can occur commonly by 3D-TV without full immersion into the environment. This study presents how 3D-TV exposure combined with physiology recording can elicit fear of cockroaches among individuals with different levels of fear. Thirty-six participants, set apart into three fear groups (low vs. moderate vs. high), were exposed to VR environment with cockroaches for 4 minutes while recording and using cardiac activity as input to the VR environment. Results revealed significant effects on self-report measures and...
Neste artigo pretende-se identificar a aversao que designers (e arquitectos, inclusive) sentem verdadeiramente em relacao “ao computador”. Se, de um modo, ele e um exce - lente parceiro e aceite por todos, simultanea - mente e com muita... more
Neste artigo pretende-se identificar a aversao que designers (e arquitectos, inclusive) sentem verdadeiramente em relacao “ao computador”. Se, de um modo, ele e um exce - lente parceiro e aceite por todos, simultanea - mente e com muita apreensao que se progra - mam curriculos de disciplinas universi tarias para que os alunos aprendam as caracteristicas projectuais do design, desenvolvam capacidade criativa (inteligencia no uso de recursos para a producao de objectos) usando o computador sistematicamente, ou seja, nao apenas como uma ferramenta de desenho mas de projecto (design).
Page 1. Page 2. Álvaro Barbosa (Editor) ARTECH 2008 Proceedings of the 4th International Conference on Digital Arts Research Center for Science and Technology of the Arts (CITAR) School of Arts, Portuguese Catholic University ...
Page 1. Page 2. Álvaro Barbosa (Editor) ARTECH 2008 Proceedings of the 4th International Conference on Digital Arts Research Center for Science and Technology of the Arts (CITAR) School of Arts, Portuguese Catholic University ...

And 32 more

O GLOW (Games and Social Impact Media Research Lab), destina-se a servir de agregador a toda a investigação na Universidade Lusófona relacionada com o impacto social dos jogos e em torno dos seus meios sociais e culturais, tendo em vista... more
O GLOW (Games and Social Impact Media Research Lab), destina-se a servir de agregador a toda a investigação na Universidade Lusófona relacionada com o impacto social dos jogos e em torno dos seus meios sociais e culturais, tendo em vista não apenas o estudo desses impactos mas também o avanço da inclusão, capacitação, e justiça social tendo os jogos como meio e como alvo. O impacto e relevância sociais e culturais dos jogos já se encontram hoje amplamente documentados, e revestem-se de uma multiplicidade de perspetivas, incluindo a igualdade nos contextos da sua criação, ou a sua textualidade enquanto promotora tanto de inclusão, quanto de exclusão. Neste campo, também a identidade de
quem joga ganha relevância, pensando-se de forma sistemática a diversidade sociocultural da sua audiência. Destas perspetivas surgem questões como a conceção participativa de jogos, a representação, a co-criação e, de forma ampla, as estratégias de capacitação através do contexto de jogo e das suas propriedades específicas. A investigação em jogos e sobre jogos reveste-se de um carácter incontornavelmente interdisciplinar, passando pelo estudo dos jogos como textos, do design dos jogos como missão humanística, dos impactos psicológicos nos jogadores, e das novas vivências sociais em torno do ato de jogar, que frequentemente consistem em novas formas de intervenção social e novas formas de abordar a justiça social. As iniciativas e método do GLOW estão vocacionados para agregar todas estas dimensões de investigar e explorar os jogos e o impacto social, com objetivo de fomentar avanços nestas dimensões. O presente trabalho visa sistematizar as iniciativas do laboratório, nomeadamente de articulação com projetos internacionais (por exemplo Erasmus+) e nacionais, bem como o seu modelo de funcionamento, enfatizando os seus principais objetivos.
The aim of this symposium is to advance the collaboration between universities and civil society by bringing together contributions from university lecturers and researchers in reshaping the role of universities in society. The projects... more
The aim of this symposium is to advance the collaboration between universities and civil society by bringing together contributions from university lecturers and researchers in reshaping the role of universities in society. The projects and initiatives under discussion are eminently multidisciplinary, pluralistic, and directed at a diverse range of takeholders.
This poster presents an original Virtual Reality (VR) application for culture heritage, a locationbased VR room with the digital reproduction of first Carlos Relvas XIX century photographic studio, that was the support for an experience... more
This poster presents an original Virtual Reality (VR) application for culture heritage, a locationbased VR room with the digital reproduction of first Carlos Relvas XIX century photographic studio, that was the support for an experience study about how subjects are exposed to a VR Museum. This VR app was designed to be exhibited in the Portuguese National Museum of Contemporary Art (Lisbon), during the" Carlos Relvas (1838-1894)-Rediscovered Views Of Portugal exhibition ", allowing museum visitors to enter a XIX century photographic studio and interact with stereoscopic cards with the possibility to analyse them in detail and see the 3D relief effect of stereoscopic photography. This poster gives an overview of the main features of this app and its relevancy for media archaeology studies, but also, presents the conducted study with 105 participants (73 Woman) of pleasure or negative effects during the Carlos Relvas VR experience.
The following presentation, “Remediation Media: from XIX century stereoscopic apparatus into VFX Compositing” aims to revisit some aged technics and old masters, in the interest of the analysis how VFX history and old media processes have... more
The following presentation, “Remediation Media: from XIX century stereoscopic apparatus into VFX Compositing” aims to revisit some aged technics and old masters, in the interest of the analysis how VFX history and old media processes have so much to teach us nowadays. It’s not only in politics, but the history repeats itself, advancing in circles, and film history is not an exception.
Resumo-Todos têm o direito a serem valorizados por aquilo que são, a ter oportunidades iguais para desenvolver suas competências e a viver uma vida gratificante. O projeto ID Games está estruturado nessa crença e visa criar oportunidades... more
Resumo-Todos têm o direito a serem valorizados por aquilo que são, a ter oportunidades iguais para desenvolver suas competências e a viver uma vida gratificante. O projeto ID Games está estruturado nessa crença e visa criar oportunidades para pessoas com deficiência intelectual (DI), para os seus cuidadores, profissionais e restantes stakeholders neste campo. Com o foco especial no desenvolvimento de um método inovador de inclusão de pessoas com DI no contexto dos países europeus, o ID Games é uma cooperação entre seis instituições que produzirão oportunidades de formação, por meio de um curso online (e-course). Disseminado através de uma plataforma de e-learning, jogos híbridos (digitais e físicos), metodologias e conteúdos aplicados estarão disponíveis para apoiar o desenvolvimento e partilha de conhecimento para pessoas com DI, cuidadores informais e formais, profissionais de saúde, game designers, desenvolvedores de jogos, estudantes universitários, pessoas de comunidades locais, voluntários, entre outros. As conclusões deste processo visam refletir acerca da democratização da capacitação dos stakeholders na área, encarando os sistemas de e-learning como uma oportunidade. Palavras-chave: deficiência intelectual, e-course, jogos híbridos, democratização. Introdução O projeto ID Games tem como principal objetivo o estabelecimento de uma parceria internacional estratégica baseada na crença de que cada pessoa deve ter a oportunidade de ser aceite, valorizada, tendo oportunidades iguais para desenvolver as suas competências e personalidade. Para tal, o projeto inclui seis parceiros, em quatro países diferentes, que representam os diversos stakeholders envolvidos no desenvolvimento e implementação de práticas inovadoras no âmbito da formação e desenvolvimento de competências em pessoas com deficiência intelectual (DI). Assim, pretende-se um trabalho concertado, visando:-Promover a inclusão de pessoas com DI, envolvendo-as em workshops participativos de game design;
Resumo-Todos têm o direito a serem valorizados por aquilo que são, a ter oportunidades iguais para desenvolver suas competências e a viver uma vida gratificante. O projeto ID Games está estruturado nessa crença e visa criar oportunidades... more
Resumo-Todos têm o direito a serem valorizados por aquilo que são, a ter oportunidades iguais para desenvolver suas competências e a viver uma vida gratificante. O projeto ID Games está estruturado nessa crença e visa criar oportunidades para pessoas com deficiência intelectual (DI), para os seus cuidadores, profissionais e restantes stakeholders neste campo. Com o foco especial no desenvolvimento de um método inovador de inclusão de pessoas com DI no contexto dos países europeus, o ID Games é uma cooperação entre seis instituições que produzirão oportunidades de formação, por meio de um curso online (e-course). Disseminado através de uma plataforma de e-learning, jogos híbridos (digitais e físicos), metodologias e conteúdos aplicados estarão disponíveis para apoiar o desenvolvimento e partilha de conhecimento para pessoas com DI, cuidadores informais e formais, profissionais de saúde, game designers, desenvolvedores de jogos, estudantes universitários, pessoas de comunidades locais, voluntários, entre outros. As conclusões deste processo visam refletir acerca da democratização da capacitação dos stakeholders na área, encarando os sistemas de e-learning como uma oportunidade. Palavras-chave: deficiência intelectual, e-course, jogos híbridos, democratização. Introdução O projeto ID Games tem como principal objetivo o estabelecimento de uma parceria internacional estratégica baseada na crença de que cada pessoa deve ter a oportunidade de ser aceite, valorizada, tendo oportunidades iguais para desenvolver as suas competências e personalidade. Para tal, o projeto inclui seis parceiros, em quatro países diferentes, que representam os diversos stakeholders envolvidos no desenvolvimento e implementação de práticas inovadoras no âmbito da formação e desenvolvimento de competências em pessoas com deficiência intelectual (DI). Assim, pretende-se um trabalho concertado, visando:-Promover a inclusão de pessoas com DI, envolvendo-as em workshops participativos de game design;
This project aims to explore the psychological effect of the player during gaming and how reciprocally game designers can manipulate the sensations of the player through biofeedback information (physiological sensors) and implementation... more
This project aims to explore the psychological effect of the player during gaming and how reciprocally game designers can manipulate the sensations of the player through biofeedback information (physiological sensors) and implementation of certain game mechanics. In an initial phase, the objective of the project is to study the physical and psychological response of the participants to different visual and sound stimuli using the simulation of a digital space modeled in 3D, with verisimilar textures of real environments and that can be interacted in VR. As a case study, we present an immersive simulation game (VR) where the game mechanics change, according to the various signals received from the participant and the results of a large focus group of university Ba and Ma students. We will use BiosignalsPlux devices, the Unity graphics engine, Oculus VR Kit and Leap Motion tools to validate the study and the future work for an game that could be studied in the field of games and psychology.
The erasure of stereoscopic photography from 20th century media history (referred by authors such as Jonathan Crary or Tom Gunning), had repercussions in other fields. In the main bibliography of visual effects history we can find some... more
The erasure of stereoscopic photography from 20th century media history (referred by authors such as Jonathan Crary or Tom Gunning), had repercussions in other fields. In the main bibliography of visual effects history we can find some historical reviews from the different eras of stereoscopic movies (S3D) but we hardly find references to the stereoscopic photography.
Computer-generated effects are addressed as a remediation of analogue techniques in motion pictures, such as the double exposures of Georges Méliès, the image compositing of Edwin S. Porter, the “glass shots” of Norman O. Dawn or the model animations of Willis O'Brien, among others. However, we cannot find relevant studies about stereoscopic compositions using transparencies from 1860, which could be looked upon as direct predecessors of modern spectacular effects in cinema and television.
The compositing work of French tissues, such as diableries from the publisher Adolf Block (1860-1900), reveals processes of image manipulation that can be found in modern visual effects movies. Nowadays, the digital work made from render and matte passes in film is similar from Tron (Disney, 1982) post-production processes, but we intend to clarify that Tron remediates compositing methods from diableries and others French tissues stereocards.
In this work we intend to investigate the remediation of the feeling of admiration and wonder (wow effect), present in these early manipulations, as it is in state of the art 21st century visual effects. We shall also address the importance of the stereo apparatus in the spectator response to visual effects, hoping to comprehend if, how, and to what extent, does the device influence the emotional response and the immersive effect.
Research Interests:
In this article we intend to relate the production of visual effects for film and television with examples of stereoscopic photography of the nineteenth century. We will not resume our study to methods of capture and production of... more
In this article we intend to relate the production of visual effects for film and television with examples of stereoscopic photography of the nineteenth century. We will not resume our study to methods of capture and production of three-dimensional effect of stereoscopy, but analyse how current processes of image manipulation remediates analogue technology that could be seen on a set of stereoscopic images of the nineteenth century.

Through access to various portuguese collections of stereoscopic photography consulted in the research project of Stereo Visual Culture (PTDC/IVC-COM/5223/2012), it was possible to make a selection of images that use transparency effects and manipulation by cutting or drilling of the photographic paper. By these destructive processes, we aim to show that this analogue image manipulation is the basic concept for many compositions in digital cinema picture.

Despite the complex programming of computer-generated effects that we could analyse in several contemporary film productions , it is a fact that these processes remediates analogue painting techniques such as the “glass shots” of Norman O. Dawn in Missions of California (1907), the double exposures Mélies George or Edwin S. Porter, animations of models of Willis O'Brien, among others. However , in the state of the art of visual effects the main bibliography ignores stereoscopic compositions using transparencies that come from 1860.

Therefore , in this work we intend to do justice to important works that precede the film and they are also deeply narratives to created spectacular effects. So, as an object of study , we selected 6 stereoscopic photographs of portuguese landscapes , captured between 1880 and 1900 and 4 photos Diableries (Series A) dated 1860-1870 .

The original photographs were analysed on a stereoscopic Holmes , manufactured by BW Kilburn. Also, we photographed in the studio so you can compare yourself digitally producing the 3D effect and the illusion caused by the effects of backlighting (colorization and perforation of photographic paper). Finally we interviewed a small sample of students of higher education courses in Film, Photography and Animation so they could evaluate the stereoscopic effect produced by original photographs and their digital reproductions.
Research Interests:
The erasure of stereoscopic photography from 20th century media history (referred by authors such as Crary and Gunning), had repercussions in other fields. In the main bibliography of visual effects history there are no references to this... more
The erasure of stereoscopic photography from 20th century media history (referred by authors such as Crary and Gunning), had repercussions in other fields. In the main bibliography of visual effects history there are no references to this medium.
Research Interests: