Mostrando recursos 1 - 20 de 79

  1. Recensão a Jacques Rancière, os intervalos do cinema

    Soares, Ana Isabel
    (Quando li pela primeira vez um ensaio de Jacques Rancière, lembro-me, pensei em Sebastião da Gama. Não é tão distante o tiro: a ideia de saber, em Gama, é a ideia daquilo que procura o mestre desconhecedor. Mas talvez o que mais tivesse aproximado aquelas duas figuras, na minha leitura, fosse um certo posicionamento, de ambos, perante o que pretendem conhecer. As explorações da sala, de cada um dos rostos dos seus alunos, fazem de Gama o “incapaz como tal” que constitui o explicador no relato sobre a “aventura intelectual” de Joseph Jacotot, tal como Rancière a narrou no começo...

  2. Tempo e conceitos em Hans Ulrich Gumbrecht

    Soares, Ana Isabel
    Entre as páginas do exemplar de Produção de Presença que tenho comigo, guardo duas folhas, com impressões a cores de outros tantos artigos que Hans Gumbrecht publicou n’O Estado de São Paulo, em fevereiro e em março de 2009. Um debruça-se sobre “A crise de um futebol sem rosto”, título que discute a fraca prestação da seleção canarinha nos jogos de preparação para o Mundial de 2010; no outro artigo, anterior àquele, em pouco mais de três colunas, traça-se o quadro de uma cultura desaparecida: o ideal comunista de Leon Trotsky.

  3. Cinema português/cinema literário?

    Soares, Ana Isabel
    Antes de refletir sobre o carácter adjetival presente no segundo termo do título, sugiro que se pense em como os nomes “literatura” e “cinema” frequentemente integram expressões mediadas por uma conjunção ou por locuções preposicionais: Literatura e Cinema, Cinema na Literatura, O Cinema da Literatura, enfim, a série de possíveis combinações e as adjetivações possíveis que, pela proximidade dos termos, delas deriva. Qualificar “cinema” como “literário” implica, desde logo, um entendimento (em separado) daquilo que é fílmico e daquilo que é literário. Só então se torna possível teorizar uma eventual relação entre ambos, uma expressão que sugira, do começo, a...

  4. A musicalidade africana narra a vida de vita na comédia-musical nha fala do cineasta Flora Gomes

    Oliveira, Jusciele
    O filme Nha fala (2002), uma comédia-musical, do cineasta Flora Gomes, narra parte da história de Vita, uma jovem guineense, que carrega uma maldição familiar, que proíbe que as mulheres de sua família cantem e, caso essa lei seja descumprida, elas morrerão. No entanto, ao viajar para estudar na França e apaixonar-se por Pierre, canta, conhece o sucesso e resolve voltar para a Guiné-Bissau, para realizar o seu próprio funeral. O presente ensaio, centra-se na análise do filme Nha fala, enfocando inicialmente na discussão sobre gêneros cinematográficos e depois na musicalidade africana e, em especial, as músicas que compõem o...

  5. Stress approach by media art

    Figueiredo, Mauro; Jesus, Saul; Duarte, Duarte; Cabral, Fernando
    With a background in conceptual art and media art, and the relations between science and art, we tried to approach the concept of stress through art. Stress is a recent problem of people in several countries, and could be caused by external factors, such as social pressure, or be derived from internal factors, such as the requirement that the subject puts himself. Stress had a negative impact at several organs of the human body, but heart is the main one. Taking into account all of these aspects, and from photos of two drawings of the heart ?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? setup program EDIUS, that integrate...

  6. A topological framework for interactive queries on 3D models in the web

    Figueiredo, Mauro; Rodrigues, J. I.; Silvestre, Ivo; Veiga-Pires, C.
    Several technologies exist to create 3D content for the web. With X3D, WebGL, and X3DOM, it is possible to visualize and interact with 3D models in a web browser. Frequently, three-dimensional objects are stored using the X3D file format for the web. However, there is no explicit topological information, which makes it difficult to design fast algorithms for applications that require adjacency and incidence data. This paper presents a new open source toolkit TopTri (Topological model for Triangle meshes) for Web3D servers that builds the topological model for triangular meshes of manifold or nonmanifold models. Web3D client applications using this...

  7. Surface collision detection for virtual prototyping

    Figueiredo, Mauro
    This paper presents an efficient collision detection algorithm designed to support assembly and maintenance simulation of complex assemblies. This approach exploits the surface knowledge, available from CAD models, to determine intersecting surfaces. It proposes a novel combination of Overlapping Axis-Aligned Bounding Box (OAABB) and R-tree structures to gain considerable performance improvements. This paper also shows an efficient traversal algorithm based on the R-tree structure of Axis-Aligned Bounding Boxes to determine intersecting objects and intersecting surfaces between three-dimensional components, for supporting the recognition of constraints in assembly and disassembly operations in virtual prototyping environments. The implementation of the proposed collision detection algorithm...

  8. Designing eBook interaction for mobile and contextual learning

    Figueiredo, Mauro; Bidarra, José; Natálio, Carlos
    Given the global spread of mobile platforms, such as iOS and Android, it is relevant to consider the potential of these devices in teaching and learning. Our exploratory research was designed to evaluate the possibility of using common ebook formats to create gamebooks (gamified books) that are effective in teaching and learning. After analyzing the features available in many free or open tools, we decided to use iBooks Author to built a first model of a dynamic book that may function as an educational game for "Environmental Studies", aimed at children in the 4th grade, mostly 9-10 years old, in...

  9. Interactive design and gamification of eBooks for mobile and contextual learning

    Figueiredo, Mauro; Bidarra, José; Natálio, Carlos
    Given the global spread of mobile platforms like iOS and Android, it is relevant to consider the potential of these devices to teach and learn. Our exploratory research was designed to evaluate the possibility of using common eBook formats to create gamebooks (gamified books) that are effective in teaching and learning. After analyzing the features available in many free or open tools, we decided to use iBooks Author to build a model of a dynamic book that may function as an educational game for "Environmental Studies", aimed at children in the 4th grade, mostly 9 to 10- year olds enrolled...

  10. Milage app: mobile learning of mathematics

    Figueiredo, Mauro; Godejord, Beaa; Rodrigues, José; Gozáles-Pérez, Alicia
    This paper presents the novel app MILAGE Learn+ Launcher for smartphones and tablets where students can solve mathematical problems outside the classroom or at home and increase the time they spend learning and practicing mathematics. This app is a tool for learning mathematics that provides a set of problems organized according to the curriculum. It was designed for upper secondary schools but it can be used for other levels and subjects too. This tool is innovative in the introduction of self and peer evaluation for students of secondary schools in a gamification process of solving problems. With this app students...

  11. The development of an interactive mathematics app for mobile learning

    Figueiredo, Mauro; Godejord, Beata; Rodrigues, José
    Low achievement in mathematics education has been an increasing problem in the recent years in some countries. According to a 2010 study from the U.S. Department of Education, blended learning classes produce statistically better results than their face-to-face. There is also an increasing number of students using smartphones and tablets in schools. Mobile devices gained popularity as an educational tool and there are many schools that use them frequently in educational activities to improve learning. In this paper, we present the development of an application for smartphones and tablets to provide activities that students can do outside the classroom or...

  12. A topological framework for interactive queries on 3D models in the web

    Figueiredo, Mauro; Rodrigues, J. I.; Silvestre, Ivo; Veiga-Pires, C.
    Several technologies exist to create 3D content for the web. With X3D, WebGL, and X3DOM, it is possible to visualize and interact with 3D models in a web browser. Frequently, three-dimensional objects are stored using the X3D file format for the web. However, there is no explicit topological information, which makes it difficult to design fast algorithms for applications that require adjacency and incidence data. This paper presents a new open source toolkit TopTri (Topological model for Triangle meshes) for Web3D servers that builds the topological model for triangular meshes of manifold or nonmanifold models. Web3D client applications using this...

  13. The Development of a Gamebook for Education

    Figueiredo, Mauro; Bidarra, José
    Mobile technologies are becoming very accessible to students, due to advances in the development of technology and a simultaneous decline in hardware costs. In this way, it is relevant to consider the potential of these devices in teaching and learning. Our research was designed to evaluate the possibility of creating gamebooks (gamified books) that are effective in teaching and learning. After analyzing the features available in many free or open tools for making ebooks we find out that these tools were not appropriate creating gamebooks. This paper presents a novel interactive book, the gamebook (g-book): a book with a story...

  14. High-resolution digital 3D models of Algar do Penico Chamber: limitations, challenges, and potential

    Silvestre, Ivo; Rodrigues, José; Figueiredo, Mauro; Veiga-Pires, C.
    The study of karst and its geomorphological structures is important for understanding the relationships between hydrology and climate over geological time. In that context, we conducted a terrestrial laser-scan survey to map geomorphological structures in the karst cave of Algar do Penico in southern Portugal. The point cloud data set obtained was used to generate 3D meshes with different levels of detail, allowing the limitations of mapping capabilities to be explored. In addition to cave mapping, the study focuses on 3D-mesh analysis, including the development of two algorithms for determination of stalactite extremities and contour lines, and on the interactive...

  15. Musical journey: a virtual world gamification experience for music learning

    Gomes, José; Figueiredo, Mauro; Amante, Lúcia
    Games are an integral part of the learning process of humans, in particular for children, who exploit the imagery as an intrinsic part of their lives. Features from games have been successfully implemented as a means to captivate and motivate students to perform learning at various levels of education in traditional schools. This paper presents a virtual world – Musical Journey – representing the Aesthetic Periods of Music History. This virtual environment allows students to freely explore and discover the most relevant sounds, musical instruments and composers, ranging from the first century to present time. Musical Journey is a three-dimensional...

  16. A deriva na análise do espaço urbano, na perspetiva da média-arte locativa

    Carvalho, Isabel; Bidarra, José; Figueiredo, Mauro
    Este artigo reflete sobre a deriva urbana, em contexto pedagógico, realizada na Vila de Caminha, como prática artista e enquanto exercício de experimentação, leitura e análise daquele espaço. Através de tecnologia móvel, nomeadamente smartphones e tablets, aborda-se a média-arte locativa como instigadora da experimentação de espaços urbanos. Explora-se a deriva como exercício de apreensão urbana e processo de procura e levantamento de narrativas locativas. Com base numa investigação teórica e na análise de resultados empíricos obtidos com tecnologias de realidade aumentada atualmente existentes, reflete-se ainda acerca do papel da média-arte locativa na vivência de espaços urbanos e no seu contributo...

  17. Film literacy: media appropriations with examples from the european film context

    Reia-Baptista, Vitor
    El creciente desarrollo de nuevos materiales multimedia como apoyo al lenguaje fílmico ha promovido y generado algunos interrogantes y problemas en torno a la necesaria alfabetización global, así como nuevas perspectivas en la formación de los docentes. Así han surgido nuevos interrogantes sobre el currículum en medios: ¿cómo sintonizar la formación específica de los docentes con la dinámica diaria de los diversos medios de comunicación en contextos culturales diversos, con el objeto de aproximar los problemas globales a un lenguaje cinematográfico común, pose- edor de apropiaciones cívicas y curriculares contemporáneas? El Curriculum MIL de la UNESCO (Media and Information Literacy),...

  18. Multidimensional and multicultural media literacy. Social challenges and communicational risks on the edge between cultural heritage and technological development

    Reia-Baptista, Vítor
    For quite some time, we have been “observing some of the new environments of media exposure”1 and we may probably say, by now, that the multidimen- sional forms of media exposure that can be experienced daily through the use of different technologies and technological devic es are not always signs of cor- responding multicultural media literacy phenomena. We also know, from earlier contexts and attempts to combine media, technology and literacy inside different cultural environments of different societies and public communication spheres, that the ‘empowerment’ effect that could be expected to arise from those expo- sure situations is not always...

  19. Film languages in the European collective memory

    Reia-Baptista, Vitor
    The conservation of the collective memory of sounds and images as a European cultural heritage means acknowledging the various evolutionary contexts of audiovisual communication in Europe as well as their relations with the cultures of the world at large, as these processes never occur in geographical or cultural isolation. The language of film takes on a vital role in these processes of communicative and educational evolution as a vehicle of collective communication and education, that is, as a factor for an in-depth learning of the most varied domains of human knowledge. It is also important to examine the evolution of...

  20. Problemas de comunicação global e estratégias de formação em contextos lusófonos

    Reia-Baptista, Vítor
    Esta comunicação procura dar conta de alguns aspectos estratégicos que têm caracterizado o contexto lusófono de formação em Ciências da Comunicação na Universidade do Algarve. Em qualquer área das Ciências da Comunicação, mesmo quando se desenvolvem estudos e estratégias de estudo em zonas periféricas e sobejamente marcadas por aspectos predominantemente regionais e específicos, não é possível ignorar que quase todos os problemas passíveis de estudo requerem abordagens globais e plurais, capazes de propiciar estratégias de enquadramento teórico e investigacional adequadas às complexidades em presença.

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