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CIAC | Artigos em revistas internacionais / Papers in international journals

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  • Média arte digital: o link entre a escola e a cidadania ativa
    Publication . Jermias, Sílvia Venturinha; Carvalho, Isabel Cristina; Soares, Ana Isabel
    Em pleno século XXI, a Média Arte Digital é parte constituinte da formação integral dos mais jovens. O acesso online, em equipamentos portáteis, facilita o acesso rápido, imediato e ao vivo, em qualquer espaço, formal ou informal, a diversos conteúdos. Nas escolas portuguesas os conteúdos inerentes à era digital são cenários de aprendizagem para os currículos onde os alunos desenvolvem competências digitais estimulantes da criatividade e da prática artística, capacitando-os para manusear e criar conhecimento através das ferramentas digitais. Atualmente, são definidos no Perfil dos Alunos à Saída da Escolaridade Obrigatória (PASEO) como valores a considerar para a Cidadania e a Participação, o saber tecnológico, a resolução de problemas, o pensamento crítico, a sensibilidade estética, de cerca de dez outras áreas de competências. Nas redes sociais os jovens comunicam e estabelecem conexões pessoais e sociais. Este consumo livre, fora das escolas, nem sempre está aliado a espaços físicos ou digitais de acesso à criação artística, individual ou coletiva, como estímulo para a arte e intervenção na prática ativa da cidadania. Serão os jovens meros seguidores da tecnologia num contexto informal? O presente artigo procura o foco da relação entre a Média Arte Digital e a Escola, na prática de uma cidadania ativa, e a sua ausência fora da escola. Os polos culturais das comunidades locais organizam-se geralmente em função de programas, festividades e interrupções letivas, nem sempre com continuidade temporal ou com metas socioeducativas. Na comunidade local a estrutura sociocultural e digital difere das competências fomentadas nas escolas. No âmbito das artes, a Média Arte Digital procura um espaço público para criação e partilha, um lugar de encontro estruturado e acessível aos mais jovens. Como estímulo da sensibilidade estética e artística dos jovens, os projetos nacionais dinamizados nas escolas portuguesas, Plano Nacional de Cinema (PNC), Plano Nacional das Artes (PNA), e outros, são a base onde a Média Arte Digital se desenvolve e habita na criatividade dos estudantes. A Média Arte Digital pode dar continuidade a estes projetos na sociedade, local e nacional, e permitir o acesso e a inclusão dos mais jovens numa Cidadania mais interventiva e criativa, estabelecendo uma relação entre a Escola e a Cidadania Ativa.
  • Critical spatial thinking in women's resilience for an inclusive city
    Publication . Carvalho, Isabel Cristina
    Gender continues to affect how urban spaces are perceived and experienced. Girls and women continue to experience sexual harassment, feel unsafe and conditioned as they live and move in urban environments. Reinforcing the concept "Right to the City" of Henri Lefebvre (1991) and David Harvey (2008), this paper aims to explore the need to promote critical spatial thinking to demystify gender stereotypes, leading to the exercise of active citizenship, able to participate and contribute to the (re)design of an inclusive city. People are social products whose values and beliefs are shaped by society, often perpetuating social practices and norms that promote gender inequalities. It is crucial to enable and encourage critical spatial thinking about women's environment to understand and recognise existing limitations and constraints. The desire for change begins with awareness of the situation in which we live. Several authors refer to critical thinking as fundamental to the empowerment process, pointing out that by exercising critical reflection on the situation, women challenge gender inequality. The exercise of critical spatial thinking also highlights the need for new communication processes that recognise and enhance the importance of showing and share individual perspectives in the use of urban spaces. It will enrich a more active collective voice, increase civic participation necessary to build safer and gender-equal spaces in urban life.
  • Facing challenges in higher education: enhancing accessibility and inclusion through flexible learning design
    Publication . Afonso, Ana Paula; Morgado, Lina; Carvalho, Isabel Cristina; Spilker, Maria João; Kuyini, Ahmed Bawa; Opoku, Maxwel Peprah; Das, Ajay Kumar; Nketsia, William
    The increasing cultural and demographic diversity among higher education students highlights the challenges regarding accessibility and inclusion. The COVID-19 pandemic has accelerated the shift toward flexible, technology-based teaching practices. However, inclusive, and accessible pedagogical practices lack consistency, particularly when supporting students with disabilities or diverse learning needs. This study evaluates the effectiveness of the Learning Design for Flexible Education (FLeD) Tool—a web-based platform developed to support teachers in designing flexible and inclusive learning scenarios. The research adopts a qualitative approach, featuring semi-structured interviews with two Portuguese experts in accessibility and inclusion. The experts analyzed three learning scenarios designed using the FLeD Tool, through the lens of Universal Design for Learning standards. The collected dataset was analyzed using thematic analysis to identify common issues, strengths, and opportunities for improvement. The findings show a gap between institutional policies and their practical application, mainly due to inconsistent teacher training and technical limitations. While the FLeD Tool supports more flexible and inclusive pedagogical designs, experts have identified key shortcomings such as the lack of automated accessibility checks and limited support for specific disabilities. Despite the reduced number of participants (two experts) and dataset (three learning scenarios), which limits the study’s generalizability, the conclusions draw attention to the pivotal role of systematic teacher training, embedded accessibility features and solid institutional policies in bridging the gap between policy aspiration and effective inclusive practice.
  • Prospective workflows for generative AI-assisted immersive illustration: the case of multiplicity
    Publication . Masiero Sgrinzatto, Chiara; Araújo, António; Caires, Carlos Sena
    The introduction of generative AI into the field of immersive illustration threatens to displace both the knowledge of perspective and the practice of drawing as the main tools of this very technical branch of illustration. Yet for many illustrators this type of technical drawing is not just a tool but an end in itself. We consider what future workflows may accommodate both AI and handmade drawing in a way compatible with the market realities of illustration, and we illustrate our reflections with the case study of MultipliCity, an installation exploring and representing the interplay between myth and reality in the Venetian urban environment.
  • A novel shortcut to cubical perspective drawing
    Publication . Olivero, Lucas Fabian; Araújo, António; Rossi, Adriana
    The article introduces a novel construction that simplifies the drawing of cubical perspectives. A recent work described a method for drawing cubical perspectives which classifies lines into several types and renders each type systematically. Some of these types require an auxiliary external construction, hindering the drawing process. This research proposes a novel method that shortcuts this step with an internal construction. This method both accelerates and simplifies the studio process, reduces systematic errors, and makes freehand sketching more viable and precise. Next, the shortcut is applied through the case of the Solimene factory (Italy), an organic architecture that highlights both the issues inherent to cubical representation and the advantages of the proposed shortcut.
  • A prototype for cartographic human body analysis
    Publication . Carvalho, Elizabeth; Marcos, Adérito; Santos, Maribel Yasmina; Espregueira-Mendes, João
    It is proposed a cartographic-oriented model to visualize and analyze medical data relative to the human body. A prototype implementation has proved the viability and long-term promise of this approach in two case studies.
  • Using a cartographic model to assist medical diagnoses
    Publication . Carvalho, Elizabeth; Marcos, Adérito; Santos, Maribel Yasmina; Espregueira-Mendes, João; Pereira, Rogério B.
    Objective: The main goal of the CHUB (cartographic human body) model is to introduce a cartographic approach that can assist in the analysis, visualization and diagnosis of medical images and related data. Method: A cartographic model is proposed as a reference framework for developing computer systems and applications. This model accommodates subtle spatial features of these data that may facilitate diagnosis. Medical images and related data are structured into different “human-referenced” information layers. Algebraic map operations are used to combine these layers and achieve greater insights into the information content. Results: Two case studies were considered to evaluate and validate the model: hydrokinetic therapy and the diagnosis of knee osteoarthritis. A prototype based on the CHUB model was implemented, and two different approaches were used to test and evaluate it. Full acceptance of the model was achieved by clinicians who used the CHUB system.
  • Tone mapping operators on small screen devices: an evaluation study
    Publication . Urbano, C.; Magalhães, L.; Moura, J.; Bessa, M.; Marcos, Adérito Fernandes; Chalmers, A.
    In the last decade, many techniques have been developed to reproduce high dynamic range imagery on traditional displays. These techniques, known as Tone Mapping Operators (TMOs), have been compared and ranked in different ways according to several image characteristics. However, none of these algorithms has been developed specifically for small-screen devices (SSD). In this paper, we evaluate currently used TMOs to show that SSDs with limited size, resolution and colour depth require specific research to find or create an appropriate solution. The research described in this paper is based on psychophysical experiments using three different types of displays (CRT, LCD and SSD). The obtained results show that rankings obtained are similar for the LCD and CRT but are significantly different for the SSD. Furthermore, these rankings show additionally that some characteristics of TMOs need to be emphasized to obtain better high-fidelity mapped images for SSDs.
  • O fórum central: catalizador da participação do aluno em turmas virtuais no ensino a distancia online
    Publication . Coelho, José; Marcos, Adérito
    No ensino a distancia online a participação do aluno torna-se inviável em espaços virtuais com um grande número de participantes pois a intervenção individual tende rapidamente a diluir-se no elevado volume de interações geradas. Este é o motivo principal subjacente à criação de turmas virtuais com um máximo de 60 alunos, especialmente se se considerar os cursos de primeiro ciclo do ensino superior. Aguarda-se assim que ao reduzir a dimensão da turma virtual se implemente uma maior proximidade online e se aumente a participação individual do estudante. No entanto, nas áreas das ciências da computação os níveis de participação do aluno são em regra bastante reduzidos, sendo que a intervenção fica geralmente monopolizada por um reduzido núcleo de alunos com maior domínio da área ou mais desinibidos. Propõe-se uma nova abordagem baseada na exploração de um espaço comum e fórum central partilhado por diversas turmas que permita catalisar toda a interação, mesmo que residual, de cada turma, maximizando o seu impacto final junto dos estudantes. Neste artigo descreve-se um caso de estudo e respetivos resultados experimentais recolhidos ao longo de dois anos letivos que permitiram aferir um efetivo incremento da participação dos estudantes no processo de ensino-aprendizagem e respetivo aproveitamento.
  • NUVE: resizing the digital gesture
    Publication . Moura, João Martinho; Marcos, Adérito; Barros, Né; Branco, Pedro
    The project presented here aims to explore the artistic possibilities offered by digital performances in real-time, in the form of dance, which is regarded as a privileged form of body language in the interaction between the performer and a digital artefact, an interaction that establishes itself as the driving element of the whole scenic narrative. To research the aforementioned possibilities, a digital artefact named NUVE was conceptualized, developed and implemented for the purpose of creating a dance performance where a performer will interact with the system, resulting in a fluid digital performance based on the theme of the analogue body versus the digital/virtual body, a performance that will be exhibited in public.