3 resultados para Real-world process
em ReCiL - Repositório Científico Lusófona - Grupo Lusófona, Portugal
Resumo:
The solving of emotional and mental references and their translation to other languages demands from the translator the perfect understanding of every element of the culture which operates the language of the text that needs to be translated. However, this task often proves to be very hard or even impossible to accomplish, therefore the translator gives preference to some aspects over others in the process. The study tries to complete this typical poetics with the epistemology of the translating act and regards translation as a critical life situation, especially when the translator is faced with a fantastic literary material. This is because the translator arrives at the psychological state of inquiétante étrangeté, which is known from the classic theories of Freud and representatives of fantastic literature. That state is characterized by an uncertainty and fear towards the inexpicable phenomenon in the scope of the real world.
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.