Percorrer por autor "Tavares, Mirian"
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- 5º Retiro Doutoral em Média-Arte DigitalPublication . Marcos, Adérito; Tavares, Mirian; Martins, Amílcar; Saldanha, Ângela; Silva, Bruno; Veiga, Pedro Alves da; António, Rui; Costa, SusanaLivro de bordo do 5º Retiro Doutoral em Média-Arte Digital – Audentes Fortuna Iuuat”, Faro, 8-14 julho de 2017.
- 6º Retiro Doutoral em Média-Arte DigitalPublication . Marcos, Adérito; Tavares, Mirian; Bidarra, José; Martins, Amílcar; Coelho, José; Carvalho, Elizabeth; Saldanha, Ângela; Mucheroni, MarcosLivro de bordo do 6º Retiro Doutoral em Média-Arte Digital – Ad Astra Per Aspera”, Centro Cultural Magalhães Lima, Alfama, Lisboa, 21-27 julho de 2018.
- Artech 2012. Crossing digital boundaries: proceedings of the 6th International Conference on Digital ArtsPublication . Chambel, Teresa; García Ariza, Alberto; Perin, Gavin; Tavares, Mirian; Bidarra, José; Figueiredo, Mauro
- Artech 2015: proceedings of the 7th International Conference on Digital ArtsPublication . Bidarra, José; Eça, Teresa; Leote, Rosangella; Tavares, Mirian; Pimentel, Lucia; Carvalho, Elizabeth; Figueiredo, MauroARTECH 2015 is the Seventh International Conference on Digital Arts, this time hosted by Universidade Aberta in the ancient village of Óbidos, Portugal. The goal of the conference is to promote the interest in the current digital culture and its intersection with art and technology as an important research field, but also as a common space for discussion and exchange of new experiences. Seeking to foster greater understanding about digital arts and culture across a wide spectrum of cultural, disciplinary, and professional practices, this edition of the conference also includes a strand concerned with mobile technologies such as smartphones and tablets that have become widespread creation instruments.
- Cadavre Exquis: Forking Paths from surrealism to interactive filmPublication . Silva, Bruno Mendes da; Tavares, Mirian; Costa, Susana; Araújo, António
- Desafios da implementação de um sistema de gestão da qualidade nas indústrias culturais e criativasPublication . Bernardo, Maria do Rosário ; Lima, Miguel Carlos; Tavares, Mirian; Teixeira, Luis Miguel Lopes; Lacerda, Angela Nobre
- Desenvolvimento de um modelo pedagógico virtual paras as artes performativas digitaisPublication . Bidarra, José; Veiga, Pedro Alves da; Sapucaia, Rosimária; Wexel, Juliana; Tavares, Mirian; Costa, SusanaUm modelo pedagógico orientado para as artes performativas digitais não pode descurar a forma como muitos artefactos tecnológicos e media sociais são utilizados na sociedade atual. Neste sentido, a integração de novas tecnologias digitais e media locativos na aprendizagem híbrida é obrigatória neste modelo que deve ter ainda, como base, áreas específicas do domínio das Artes Digitais que necessitem de uma pedagogia apropriada, como é o caso das Artes Performativas. Assim, neste artigo, é desenvolvida uma proposta de modelo pedagógico híbrido, com base em várias metodologias reconhecidas e testadas, procurando abranger a ciberperformance em si mesma. Pode ainda ser usada como ferramenta de ensino-aprendizagem, de forma criativa e criadora, em ambientes híbridos, em que alguns elementos podem partilhar o mesmo espaço físico, enquanto outros se encontram a distância, ou em que alguns elementos da performance podem ter sido previamente gravados, enquanto outros ocorrem em tempo real.
- Digital masks: reimagining digital media for co-presence with the KogiPublication . Šnajberková, Jaroslava; Bidarra, José; Tavares, MirianThis paper presents arts-based research on digital media and indigenous communities. It departs from Kogi sacred masks to discuss community life and how digital media can serve as a relational, ethically attuned environment for engaging with indigenous communities in the Sierra Nevada de Santa Marta in Colombia. Grounded in visual ethnography, autoethnography, and analogue photography, the project explores how image-making may shift from mere acts of capture to practices of co-presence, inner silence, and respectful withholding. The work draws from the story of two sacred ritual masks repatriated from Berlin to the Kogi in 2023, using them as both material artefacts and conceptual metaphors for opacity, sovereignty, and spiritual integrity. Through digital fragments, ambient sound, underexposed imagery, and poetic interruption, the digital arts project challenges conventional representation and contributes to a decolonial visual methodology rooted in care and attentiveness.
- In[The Hate Booth]: a case study on how to deal with online hate speechPublication . Costa, Susana; Tavares, Mirian; Bidarra, José; Silva, Bruno Mendes daIn today's hyper-connected world, digital games and online gaming communities occupy a prominent place in the communication system, in social media, forums or Internet communities, where online hate speech (OHS) takes place, frequently and publicly, triggering toxic environments. In this chapter we present a case study based on interviews, distributed in two sessions, to ten participants with 12 and 13 years old, and an experience over the SG In[The Hate Booth], as a counterproposal to address OHS. The qualitative data approaches three aspects: the experiences with OHS, the perspectives about OHS and the possible solutions to counteract OHS. We conclude that OHS is a common complaint from players and a characteristic behavior in game communities. Data shows that even users who don’t identify themselves with this behavior accept it as part of online environments and agree that this toxicity continues outside the in-game screen with effects in everyday life. The pedagogical approach, namely through SG, is perceived as a possible measure to counteract the OHS.
- IN[The Hate Booth]: a gamified installation to counteract hate speechPublication . Costa, Susana; Tavares, Mirian; Bidarra, José; Silva, Bruno Mendes daPlaying an online game, interacting on a social network or in a digital gaming community is part of the daily lives of most children and youth, with effects on the development of the personality, influence on the behavior and on the ability to manage conflicts. Studies and reports have been analyzing the interactions of online players, on gaming platforms and communities, as consumers and content producers, with the aim of understanding and finding effective ways to prevent hate speech from proliferating in these digital environments. In this article, we present a gamified installation, combining narrative and participatory approaches, as a response to the proliferation of online hate speech. The game-installation [IN]The Hate Booth consists of a light booth, where the interactor can find an interactive fiction game inspired by the videogame universe. This game will be the basis of a pedagogical itinerary, aiming to reflect on experiences with online hate speech and its effects inside and outside the virtual world [1, 2]. The initiative seeks to contribute to achieving and developing the sixteenth goal of the United Nations 2030 Agenda for Sustainable Development, Peace, Justice and Strong Institutions: the construction of peaceful and just societies, and effective, accountable and inclusive democracies at all levels.
