4 resultados para Animation apparatus
em ReCiL - Repositório Científico Lusófona - Grupo Lusófona, Portugal
Resumo:
Neste 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.
Resumo:
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.
Resumo:
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. 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.
Resumo:
RESUMO: O golpe de Estado de 1998-1999 na Guiné-Bissau é - entre outras razões - o resultado da difícil articulação e coabitação entre as principais racionalidades que afectam o xadrez sociopolítico guineense. De facto as racionalidades de tipo «weberianas», representadas maioritariamente pela população crioula, devido ao impacto da cultura colonial – o mimetismo cultural e político-económico nessa população -, não se adaptaram às racionalidades de tipo «tradicional» e estas por sua vez, não compreendem as primeiras. As práticas dos actores políticos das racionalidades de tipo «weberianas», dentro do aparelho de Estado confundiam-se com o próprio processo de construção e o funcionamento do Estado pós-colonial na Guiné De facto o Estado em referência tornou-se durante o segundo regime do PAIGC num simples instrumento político e económico a favor dos dirigentes daquele partido e da classe-Estado em geral em detrimento da população guineense sobretudo a da sociedade tradicional. E é também dentro desta lógica da difícil articulação e a coabitação de racionalidades entre actores guineenses que a suspensão do ex-Brigadeiro Ansumane Mané, das suas funções de chefe de Estado-maior das forças armadas guineenses deve ser analisada, explicada e entendida com a consequente ruptura político-militar. Certamente que a Guiné, como laboratório social, não se esgota neste trabalho, que apenas pretende abrir caminho para novas investigações. ABSTRACT: This study is focused on the analysis of the 1998-1999 «coup d’état» in Guiné as a denouncer of the difficulties in the construction of Guiné as a State and a Nation. The above mentioned coup d’état is, among other reasons, the result of the difficult articulation and cohabition among the main rationalities affecting the Guiné sociopolitical chess. The as-webeian rationalities, mainly represented by the creole population, on reproducing the colonial cultural, political and economic model, did not fit in the astraditional rationalities, which by their turn do not understand the former ones. The as-weberian practices of the main political agents within the state burocracy overlapped with the process of construction and the functioning of the post colonial state apparatus. During the second PAIGC regime the state becomes a mere political and economic instrument to favour the party leaders and the new emerging class of public workers, in detriment of the population, mainly the ones belonging to the traditional societies. It is against this sociopolitical background that the suspension of the ex-Brigadier Ansumane Mané from his functions as Chief Commander of the Armed Forces of Guiné, and the following military and political rupture, has to be analysed, explained and understood. Certainly, the study of Guiné as a social laboratory is not finished with the present research, which intended only to open the path to further researching.