5 resultados para digital tools and resources
em ReCiL - Repositório Científico Lusófona - Grupo Lusófona, Portugal
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:
LUDA is a research project of Key Action 4 "City of Tomorrow & Cultural Heritage" of the programme "Energy, Environment and Sustainable Development" within the Fifth Framework Programme of the European Commission
Resumo:
Existem referências aos manuais de bem confessar que os Jesuitas utilizaram na Índia desde os inícios da sua actividade missionária, mas até agora não se tinha publicado nenhum para os séculos XVI-XVII. Encontrei alguns na British Library em Londres em 1994, e estão aqui analisados, dando a conhecer como a nova religião ajudava a criar cidadãos responsáveis do império colonial e a cumprir as suas leis. Para além de ajudar-nos a compreender o vocabulário e o estilo da língua vernácula destes tempos, alguém que evitasse pagar impostos ao Estado ou manipulasse os livros de contas da aldeia encorria em pecados a confessar.
Resumo:
Neste artigo argumenta-se que as simulações numéricas fomentam e exploram relações complexas entre o jogador e o sistema cibernético da máquina que com este se relaciona através da jogabilidade, ou seja, da real aplicação às regras de jogo de tácticas e estratégias usadas pelo participante durante o seu trajecto na aplicação lúdica. Considera-se que o espaço mágico imposto pelo tabuleiro de jogo é mais do que um espaço de confusão entre real e artificial mas antes se apresenta como uma cortina ou interface entre o corpo próprio do participante e a simulação digital inerente ao sistema computacional.
Give or take: thoughts on museum collections as working tools and their connection with human beings
Resumo:
This paper proposes a look at museums from the perspective of sociomuseology, an area of research and practice under development in countries such as Portugal, Brazil and Spain. Sociomuseology was born from the Latin new museology tradition and is closely connected with the International Movement for a New Museology (MINOM/ICOM). The Lusofona University in Lisbon offers MA and PhD programmes in Sociomuseology. The University supports a research centre in Sociomuseology and publishes the journals Cadernos de Sociomuseologia, in Portuguese, and Sociomuseology, in English (for more information see http://tercud.ulusofona.pt.). Sociomuseology concerns the study of the social role of museums and of the continuous changes in society that frame their trajectories. The practice of sociomuseologists is based on their work with the different dimensions of social and community development from ecomuseums to networking and other ways of organizing social action in the 21st century in which heritage plays a strategic role.