118 resultados para sustainability, interactive media art


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No que diz respeito sua preservao e apresentao grande parte da arte contempornea exige respostas eficazes e pragmticas do ponto de vista da museologia. Esta situao torna-se mais evidente em obras de instalao e media art, que recorrem a mltiplos objectos, mantm uma relao com o espao e so alvo de fenmenos de obsolescncia tecnolgica, reclamando assim, estratgias que passam pela produo activa de registos documentais, a fim de garantir o seu legado a geraes futuras. A partir da obra de Alberto Carneiro "rvore jogo / ldico em 7 imagens espelhadas", que foi pela primeira vez materializada na Galeria Quadrum, em Lisboa, em 1975, e destruda no ano seguinte pelo autor, aps a Bienal de Veneza, discutimos as estratgias documentais mais adequadas. A metodologia assenta num trabalho de base antropolgica, atravs de entrevistas com o artista, que permitam identificar todos os aspectos relacionados com o processo criativo e criar um manual de instalao, que se pretende de fcil acesso a investigadores, conservadores e at ao pblico em geral. Para este efeito iniciou-se um trabalho de colaborao com o Departamento de Informtica da FCT-UNL com vista construo de uma ferramenta multimdia que permita reunir num s local toda a informao relativa obra.

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Dissertao apresentada para obteno do Grau de Doutor em Conservao e Restauro, especialidade de Cincias da Conservao, pela Universidade Nova de Lisboa, Faculdade de Cincias e Tecnologia

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European Master in Multimedia and Audiovisual Administration

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Dissertao para obteno do Grau de Mestre em Engenharia Informtica

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Dissertao para obteno do Grau de Doutor em Media Digitais

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Em cooperao com Glorianna Davenport do M.I.T. Media Lab

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This research addresses the problem of creating interactive experiences to encourage people to explore spaces. Besides the obvious spaces to visit, such as museums or art galleries, spaces that people visit can be, for example, a supermarket or a restaurant. As technology evolves, people become more demanding in the way they use it and expect better forms of interaction with the space that surrounds them. Interaction with the space allows information to be transmitted to the visitors in a friendly way, leading visitors to explore it and gain knowledge. Systems to provide better experiences while exploring spaces demand hardware and software that is not in the reach of every space owner either because of the cost or inconvenience of the installation, that can damage artefacts or the space environment. We propose a system adaptable to the spaces, that uses a video camera network and a wi-fi network present at the space (or that can be installed) to provide means to support interactive experiences using the visitors mobile device. The system is composed of an infrastructure (called vuSpot), a language grammar used to describe interactions at a space (called XploreDescription), a visual tool used to design interactive experiences (called XploreBuilder) and a tool used to create interactive experiences (called urSpace). By using XploreBuilder, a tool built of top of vuSpot, a user with little or no experience in programming can define a space and design interactive experiences. This tool generates a description of the space and of the interactions at that space (that complies with the XploreDescription grammar). These descriptions can be given to urSpace, another tool built of top of vuSpot, that creates the interactive experience application. With this system we explore new forms of interaction and use mobile devices and pico projectors to deliver additional information to the users leading to the creation of interactive experiences. The several components are presented as well as the results of the respective user tests, which were positive. The design and implementation becomes cheaper, faster, more flexible and, since it does not depend on the knowledge of a programming language, accessible for the general public.

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According to a recent Eurobarometer survey (2014), 68% of Europeans tend not to trust national governments. As the increasing alienation of citizens from politics endangers democracy and welfare, governments, practitioners and researchers look for innovative means to engage citizens in policy matters. One of the measures intended to overcome the so-called democratic deficit is the promotion of civic participation. Digital media proliferation offers a set of novel characteristics related to interactivity, ubiquitous connectivity, social networking and inclusiveness that enable new forms of societal-wide collaboration with a potential impact on leveraging participative democracy. Following this trend, e-Participation is an emerging research area that consists in the use of Information and Communication Technologies to mediate and transform the relations among citizens and governments towards increasing citizens participation in public decision-making. However, despite the widespread efforts to implement e-Participation through research programs, new technologies and projects, exhaustive studies on the achieved outcomes reveal that it has not yet been successfully incorporated in institutional politics. Given the problems underlying e-Participation implementation, the present research suggested that, rather than project-oriented efforts, the cornerstone for successfully implementing e-Participation in public institutions as a sustainable added-value activity is a systematic organisational planning, embodying the principles of open-governance and open-engagement. It further suggested that BPM, as a management discipline, can act as a catalyst to enable the desired transformations towards value creation throughout the policy-making cycle, including political, organisational and, ultimately, citizen value. Following these findings, the primary objective of this research was to provide an instrumental model to foster e-Participation sustainability across Government and Public Administration towards a participatory, inclusive, collaborative and deliberative democracy. The developed artefact, consisting in an e-Participation Organisational Semantic Model (ePOSM) underpinned by a BPM-steered approach, introduces this vision. This approach to e-Participation was modelled through a semi-formal lightweight ontology stack structured in four sub-ontologies, namely e-Participation Strategy, Organisational Units, Functions and Roles. The ePOSM facilitates e-Participation sustainability by: (1) Promoting a common and cross-functional understanding of the concepts underlying e-Participation implementation and of their articulation that bridges the gap between technical and non-technical users; (2) Providing an organisational model which allows a centralised and consistent roll-out of strategy-driven e-Participation initiatives, supported by operational units dedicated to the execution of transformation projects and participatory processes; (3) Providing a standardised organisational structure, goals, functions and roles related to e-Participation processes that enhances process-level interoperability among government agencies; (4) Providing a representation usable in software development for business processes automation, which allows advanced querying using a reasoner or inference engine to retrieve concrete and specific information about the e-Participation processes in place. An evaluation of the achieved outcomes, as well a comparative analysis with existent models, suggested that this innovative approach tackling the organisational planning dimension can constitute a stepping stone to harness e-Participation value.

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Fado was listed as UNESCO Intangible Cultural Heritage in 2011. This dissertation describes a theoretical model, as well as an automatic system, able to generate instrumental music based on the musics and vocal sounds typically associated with fados practice. A description of the phenomenon of fado, its musics and vocal sounds, based on ethnographic, historical sources and empirical data is presented. The data includes the creation of a digital corpus, of musical transcriptions, identified as fado, and statistical analysis via music information retrieval techniques. The second part consists in the formulation of a theory and the coding of a symbolic model, as a proof of concept, for the automatic generation of instrumental music based on the one in the corpus.

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Tese de doutoramento em Engenharia do Ambiente, especialidade em Sistemas Sociais

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Dissertao apresentada para a obteno do Grau de Doutor em Qumica, especialidade em Qumica-Fsica, pela Universidade Nova de Lisboa, Faculdade de Cincias e Tecnologia

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Focusing on the use of Interactive Whiteboards (IWBs) in primary schools in Oeiras municipality, this article presents primary teachers views, from their experience, on the implementation of this innovation as a resource for the teaching and learning processes. IWBs have been recently launched in the framework of a major program aiming the technological modernization of Portuguese schools, in order to promote the use of ICT in teaching and learning, as well as in school management. Findings show that teachers are enthusiastic about Interactive White Boards because they really believe their pupils learn better and in a more joyful way. However, they draw attention to the need of training in order to fully exploit the potential of this resourc

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A distal part of tibiotarsus from Charneca do Lumiar (Langhian, MN5) is identified as Palaeoperdix media, formerly known as Miophasianus medius. This species is thus known on a large area of the Palearctic province, from Portugal to Poland, and from the beginning of the Middle Miocene (MN 5) to the beginning of the Upper Miocene (MN9). An indeterminate, Gruid from Quinta das Pedreiras (Lower Langhian, MN4) and a few marine birds' remnants from Penedo Norte (Burdigalian) have been recognized.

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Dissertao apresentada para cumprimento dos requisitos necessrios obteno do grau de Mestre em Cincias da Comunicao: Culturas Contemporneas e Novas Tecnologias

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Dissertao apresentada na Faculdade de Cincias e Tecnologia da Universidade Nova de Lisboa para obteno do grau de Mestre em Conservao e Restauro