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  • Contextualização da licenciatura em design de jogos digitais no panorama português
    Publication . Barroso, Bárbara; Ribas, Daniel
    O Design de Jogos Digitais em Portugal é um fenómeno recente, tanto a nível empresarial como a nível académico, mas tem já alguns casos de sucesso a registar. Para além disso, existe um interesse crescente desde a perspectiva que considera os jogos como artefactos culturais, que têm implicações para além do produto de entretenimento em si. Foram criadas associações com o intuito de ligar entre si profissionais e académicos que partilham este interesse sobre os jogos digitais. No ano lectivo de 2009/2010, dois Institutos Politécnicos vêem aprovadas, pelo Ministério da Ciência e do Ensino Superior, as primeiras licenciaturas na área dos jogos digitais: Design de Jogos Digitais, no Instituto Politécnico de Bragança, e Engenharia de Desenvolvimento de Jogos Digitais, no Instituto Politécnico do Cávado e Ave. É também colocada em funcionamento uma pós-graduação em Design de VideoJogos, na Escola Superior de Arte e Design.
  • Multimédia: formação superior adequada ao processo de Bolonha
    Publication . Santos, Arlindo; Guerra, Ana Isabel; Barroso, Bárbara
    Este artigo apresenta, com base no levantamento de um conjunto de factos e de definições de multimédia, a estrutura curricular do curso de Multimédia adequado ao processo de Bolonha. Considerando que o processo acrescenta valor à mobilidade, foi efectuado um levantamento de cursos desta área no contexto europeu.
  • No cinema português - continuidades e rupturas em Pedro Costa
    Publication . Barroso, Bárbara; Ribas, Daniel
    O cânone do cinema português, que se constrói a partir do Cinema Novo, nos anos 1960, assenta sobre uma diversidade notável de olhares. Pedro Costa, que se estreou no início da década de 1990, continua em muitos aspectos, seja em termos produtivos, estéticos ou éticos, a construção desse cânone. Este artigo pretende, por isso, fazer um historial cronológico da “Escola Portuguesa” e contrastá-lo com a obra decisiva de Pedro Costa. A canon of Portuguese cinema is built from the New Cinema onwards, since de the 196os, ove r a remarkable diversity of positions. Pedro Costa, who started h is career in the 1990s, continues in many aspects to build on this canon, whether it's in productive, aesthetic o r ethical terms. This paper aims to develop a chronological history of the "Portuguese School" and compare it do the fundamental work of Pedro Costa. Le canon du cinéma portugais se construi! à partir du Cinéma Nouveau, pendant les années 6o, qui est surtout basé sur une diversité remarquable de regards. Pedro Costa, qui a fait ses premiers pas au début des années 90, continue sur beaucoup d'aspects, qu'ils soient esthétiques ou éthiques à enrichir le modele existant. Cet article vise, donc, à faire un historique chronologique de I' "École Portugaise" et à contraste r l'avec l'oeuvre décisive de Pedro Costa.
  • Mountains of art
    Publication . Maia, Nuno; Barroso, Bárbara; Morais, Jorge; Alves, Vasco; Prazeres, Simone dos; Meireles, António; Costa, Jacinta Casimiro da
    In the context of the link between the IPB - Mountain Arts Laboratory - Graça Morais (LAM-GM) and the Graça Morais Center for Contemporary Art (CACGM), it has been developed a co-creation process that simultaneously promotes a creative, critical and innovative formation of the students involved, develops a shared process between the institutions and seeks to solve common challenges, such as an effective connection between IPB and CACGM, fostering new interactions with the community. The co-creation process is quite engaging and demanding, as comprehends four courses of four different degrees, involving an undergraduate degree and three bachelor degrees, in a total of 185 students. Within the scope of the curricular units, technical and artistic skills are developed, creating new artistic outcomes, developed mainly from and with drawings and paintings of Graça Morais, the painter herself, the building that encompasses her exhibitions and the works of other artists that have being exhibiting their work at CACGM. This partner institution is a committed team member, in its renown sphere of competences, providing specific knowledge, experience and expertise, fostering four different artistic approaches: Documentary - In a project-based learning environment and interconnected with the Graça Morais Center for Contemporary Art, a group of students enrolled in the Documentary course of the 3rd year of the degree in Communication and Journalism, divided by small teams, is producing short films. documentaries, about the life, work or themes of Graça Morais. The expected average duration of each short is 10 minutes. Drawing - Students from the degree of Art & Design and the undergraduate degree of Illustration and Graphic Art are developing an individual artist book created from the connection and inspiration students developed with Graça Morais, her work, and Graça Morais Center for Contemporary Art. Music - A co-creation experiment is being carried out in which the artistic objects contained in the exhibition serve as a basic source for developing an artistic-pedagogical process. The goal is to give sound life to pre-established sense units through the application and experimentation and techniques of musical production analysis. Photography - Based on the work of painter Graça Morais, the artist herself and texts that address her, the students are developing their own photographic interpretations. In the In2CoP Conference we wish to share the process this co-creation developed, to show the artistic outcomes, to connect effectively our student’s formation and outcomes with the community and to contribute to a reflection on creative processes of co-creation.
  • Interdisciplinary week in game design: a learning experience
    Publication . Barbedo, Inês; Barroso, Bárbara
    Interdisciplinarity promotes competencies like asking meaningful questions about a complex problem, examine, and synthesize multiple sources of information, methods, and perspectives, in order to integrate knowledge and ways of thinking across two or more established disciplines to produce cognitive advancement. The Interdisciplinary Week of Game Design challenges the students to demonstrate an interdisciplinary understanding of a complex problem that students define, organized by teams, having as its starting point a given theme. Teamwork between members of different academic years favors the sharing of knowledge among peers with different aptitudes, technical skills, and degrees of competence.
  • Digital technologies for innovative mental health rehabilitation
    Publication . Lopes, Rui Pedro; Barroso, Bárbara; Deusdado, Leonel; Novo, André; Guimarães, Manuel; Teixeira, João Paulo; Leitão, Paulo
    Schizophrenia is a chronic mental illness, characterized by the loss of the notion of reality, failing to distinguish it from the imaginary. It affects the patient in life’s major areas, such as work, interpersonal relationships, or self-care, and the usual treatment is performed with the help of anti- psychotic medication, which targets primarily the hallucinations, delirium, etc. Other symptoms, such as the decreased emotional expression or avolition, require a multidisciplinary approach, including psychopharmacology, cognitive training, and many forms of therapy. In this context, this paper addresses the use of digital technologies to design and develop innovative rehabilitation techniques, particularly focusing on mental health rehabilitation, and contributing for the promotion of well-being and health from a holistic perspective. In this context, serious games and virtual reality allows for creation of immersive environments that contribute to a more effective and lasting recovery, with improvements in terms of quality of life. The use of machine learning techniques will allow the real-time analysis of the data collected during the execution of the rehabilitation procedures, as well as enable their dynamic and automatic adaptation according to the profile and performance of the patients, by increasing or reducing the exercises’ difficulty. It relies on the acquisition of biometric and physiological signals, such as voice, heart rate, and game performance, to estimate the stress level, thus adapting the difficulty of the experience to the skills of the patient. The system described in this paper is currently in development, in collaboration with a health unit, and is an engineering effort that combines hardware and software to develop a rehabilitation tool for schizophrenic patients. A clinical trial is also planned for assessing the effectiveness of the system among negative symptoms in schizophrenia patients.
  • Design 3D: o projeto na base do processo de ensino-aprendizagem.
    Publication . Gomes, Rogério Azevedo; Barroso, Bárbara; Barbedo, Inês
    A unidade curricular de Design 3D, do 2º semestre do 1º ano da licenciatura em Design de Jogos Digitais da EsACT – Instituto Politécnico de Bragança (IPB), propõe, num contexto de práticas de ensino-aprendizagem integradoras de conhecimentos multidimensionais e flexíveis, o ato de projetar um objeto a ser integrado num jogo digital, perante uma premissa e um estilo estético específicos. Nesta apresentação abordamos a metodologia projetual proposta nesta unidade curricular e as suas diferentes fases e procuramos evidenciar que o ato de projetar deve receber especial atenção no processo de ensino-aprendizagem. Neste âmbito, enunciamos a importância dos diferentes momentos de avaliação formativa como suporte à autoanálise do próprio processo projetual e dos resultados obtidos. Deste modo, visamos realçar que não é apenas o resultado final, o objeto em si, que traduz a compreensão do problema, mas sim todo o processo criativo e técnico. Para tal concorre, também, a colaboração entre docentes, demonstrativa da multidisciplinaridade dos jogos digitais. Este ênfase pretende dotar o aluno de capacidade criativa, analítica e crítica a aplicar em cenários futuros, numa perspetiva plural e de comunicação efetiva.
  • Mountains of art project
    Publication . Barroso, Bárbara; Morais, Jorge; Alves, Vasco; Meireles, António; Prazeres, Simone dos; Costa, Jorge
    In the context of the link between the IPB - Mountain Arts Laboratory - Graça Morais (LAM-GM) and the Graça Morais Center for Contemporary Art (CACGM), it is possible to develop co-creation activities that simultaneously promote a creative, criticai and innovative formation of the students involved, develop a shared process between the institutions and seek to solve common challenges
  • 12th International Conference on Videogame Sciences and Arts: book of abstracts
    Publication . Barroso, Bárbara (Ed.); Legerén, Beatriz (Ed.); Mainer Blanco, Belén (Ed.); Costa, Carlos Casimiro da (Ed.); Barbedo, Inês (Ed.); Valadares, Jeferson (Ed.); Sousa, João Paulo (Ed.); Palinhos, Jorge (Ed.); Roque, Licínio (Ed.); Wiemker, Markus (Ed.); Gomes, Rogério Azevedo (Ed.); Tavares, Rogério Júnior Correia (Ed.); Tanja Korhonen (Ed.)
    Livro de resumos do 12th International Conference on Videogame Sciences and Arts, realizado na Escola Superior de Comunicação, Administração e Turismo em 26-28 Novembro de 2020
  • A novel procedural content generation algorithm for tower defense games
    Publication . Dias, Diogo Miguel P.L.; Sousa, João Paulo; Barroso, Bárbara; Barbedo, Inês
    The purpose of this article is to present a procedural content gen- eration algorithm for tower defense games. The algorithm was developed for an isometric tower-defense game with roguelite ele- ments. This algorithm can generate content that improves replaya- bility by generating surprising new levels according to the expected gameplay in this game genre. Each time that the player starts a new game he is faced with new generated road maps, enemies, and spawn points. Finally, we made a playtest session to evaluate several aspects of the algorithm and of the game, such as the levels and enemies’ generation, gameplay, performance, and others.