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The world is perpetually changing, and the COVID-19 pandemic has taught us that the future is full of unforeseen challenges and potentialities. What are the implications of the advancement in technology on education? How are teachers coping with contemporary educational expectations? Is there a need to redesign the learning environment? What is the exact nature of the forces driving such a change? Is there anything we can learn from successful innovations around the globe? The goals of this dissertation include designing a learning/teaching app and redesigning classroom furniture for primary-level education. A design thinking methodology is used, working through the phases of empathizing, defining, ideating, prototyping and testing the two potential designs
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The main focus of this thesis was to characterize the patient information leaftlets as a text genre in Portugal, compare it with the same text genre in other countries and propose a new form of elaborating these documents in order to rise its comprehensibility levels. Therefore, we proceeded with an analysis of the patient information leaflet as a text genre and its relationship with text linguistics and translation. We also analyzed a corpus of 50 patient information leaflets with focus not only on its content, but also in the way they were created. In order to know the opinion of the general public, a survey about the situation of these documents in Portugal was distributed. In order to find the differences between these documents in different contexts, we made a comparison of a portuguese leaflet with leaflets from other countries. By last, we proposed a new writing scheme for these documents, reformulating one of the leaflets analyzed in the corpus and, to get the opinion of the general public, distributing a survey where the reformulated version was compared to the original one. The results point out to a lack of uniformity between documents and the way that they are created in pharmaceutical companies. The content of the patient informations leaflets in Portugal has an excess of text, technical language and a visual organization that is not appealing, problems that were also pointed out by the public in a survey. In the comparison between leaflets of different countries, big differences were found even when they were produced by the same company. When confronted with the original version and the reformulated version of the same document, the general public prefered the latter.
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Este trabalho consiste numa análise multimodal das estratégias discursivas de Bernie Sanders e Hillary Clinton num excerto de um debate sobre as benesses dadas pela senadora norte americana aos bancos no pós-crise económica global de 2008. Bernie Sanders e Hillary Clinton evidenciaram uma linguagem corporal diferente, tanto na posição de locutor como na de interlocutor. No entanto, mesmo utilizando estratégias de comunicação verbal e física diferentes, os gestos utilizados enquadram-se no campo dos gestos recorrentemente observados em figuras políticas em estudos feitos por outros autores. Reforça-se assim a ideia de que os gestos em questão são regularmente utilizados por figuras políticas.
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Artists are increasingly using blockchain as a tool for trading digital artwork as non-fungible tokens (NFTs); however, some are also beginning to experiment with the blockchain as a medium for generative art, using it as a seed for a generative process or to continuously modify an evolving piece. This paper surveys, reviews, and classifies the state-of-the-art in blockchain-interactive NFTs and presents a liberal-arts critique of the opportunities and threats posed by this technology, whilst addressing existing criticism on the broader topic of art-related NFTs. The paper examines some of the most experimental pieces minted on the Hic et Nunc (HEN) and Teia NFT marketplaces, for which a purpose-built research tool was developed. The survey reveals some reliance on centralised infrastructure, namely blockchain indexers, placing undesired trust on third parties which undermines the potential longevity of the artwork. The paper concludes with recommendations for artists and NFT platform designers for developing more resilient and economically sustainable architectures.
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In a context of a new transnational division of labour, temporary international labour mobility is on the rise in Europe. In particular, recent decades have seen considerably more women seeking work experience abroad. Observers have been concerned with how such mobility is related to individualization, and in particular how it may challenge collective institutions, communities and families. The aim of this study is to explore such issues among women and men with international work experience. Using data from European Social Survey, the paper investigates previously mobile workers in terms of their current working and living conditions. Across genders, we consider different forms of individualization that may be associated with transnational labour mobility. While both women and men with transnational work experience generally feature strong strategic individualization, this is most pronounced among men. Hence, men's mobility is among other things associated with increased autonomy in working life, while – in contrast to women – it does not seem to hamper their integration in the sphere of social reproduction.
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(Un)Directed Reading is an interactive installation (Edmonds, 2010) initially derived from the “Directed Reading” course, which all undergraduate students at the University must take during their final year. In this course, students are assigned different writing exercises and research assignments to open their creative and constructive minds in writing (EdwardsGroves, 2012; McVey, 2008). Every year, at the end of the course and after a selection process, a collection of stories is uploaded to a database of original stories. We then developed an open-source application to print a receipt ticket from a thermal printer with a randomly picked story every time a user pushes a button. An arcade game-style button is installed on a kiosk designed in collaboration with students and set on the university's campus (left photo). The printed receipt presents a short extract of one of the stories and a QR code that links to the full story decorated with illustrations. In a modern society where most of our interactions are audiovisual-based, young generations are less and less encouraged to read and even less to write. By offering a simple kiosk installation with short stories and graphical illustrations, we propose a new interactive interface that can easily engage passers-by to eventually stimulate their reading and creativity. By reading these stories, students, professors, staff, and visitors can be surprised by the talent of our students, as it stimulates students to write new pieces to be selected. The interactive kiosk was accessible to all for a period of 3 months with 23 stories during which we automatically collected some data to use in quantitative analysis. In this first run, we focused on data from the user's interactions such as story printed, story read, date and time. It allowed us to see the ratio between the printed receipt and the actual online reading of a story and more.
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It has been proven in numerous research that mindfulness can be helpful to reduce stress and chronic pain (Hall, 2014; Lindström, n.d.; Tong et al., 2015). While interactive mindfulness has been one of the focuses in the recent mobile applications market, usually tackling three essential human senses: audio, visual, and touch, each mobile application has quite some different approaches in terms of interactivity. Some focus on the touch and visual, and some on audio (environmental sounds or instructing meditation). Immersing oneself in virtual reality (VR) creates a constant stream of interactivity. Nonetheless, what are the conditions for an (in)tangible virtual reality to be more effective? Under the COVID-19 pandemic and lockdown since the end of 2019, Macao has been facing a social concern that we cannot travel easily to visit our decedents’ graves abroad, let alone the existing concerns of expensive burial services, lack of space, and alternative burial options. Also, taking into consideration that standard funeral service in Macao is often too brief, and getting briefer, thus lacking the opportunity to properly farewell the decedent, this research is proposing a virtual reality 3D model construction of the Chapel of St. Michael, located in St. Michael the Archangel Cemetery in Macao, to be streamed on a 360 virtual tour platform, Kuula. co. By immersing in this virtual reality, the participant is to have a single user experience for mindfulness with the decedent. To ensure valid and reliable results that address the research aims and objectives, a single-user experiment is going to be set up with multiple electronic devices, namely, the smartphone iPhone X with cardboard VR, the tablet iPad Pro, and the Oculus Quest 2. The methodology to collect the data will be using observation and simulation. The experiment will be started with an introduction to the project and conducted with no instruction, allowing users to explore and examine all features in this immersive experience. Along with a post-experience survey (interview + questionnaire), we seek its conditions and impacts on Macao residents in terms of interactive mindfulness and participants’ expectation of testing, for the first time in Macao, a virtual reality grave mourning experience.
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Macao inhabit a population of 683,100. The birth rate has been dropping while the death rate has risen compared to two years ago. Cemeteries are becoming crowded, and burial spots are demanding. In this case, video calls and social media can be the solution. How about our beloved ancestors? Can we video call them on their memorial days? This paper presents a VR experience of immersing oneself in the 3D VR of the Chapel of St. Michael of Macao to create a peaceful atmosphere for grave mourning. The chapel is also a personal space where we can be truly isolated in serenity. It is a retreat to pray, disconnect, and reconnect to the beloved deaths that may not be buried in an easily accessible location. The authors propose a possible future of mourning our loved ones through virtual reality and telepresence: an immersive experience connected with Macao's extraordinary and cultural unicity.
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Various materials, objects, and sensors have been explored earlier for creating tangible user interfaces (TUIs). However, there is little work on 3D-printed TUIs based on visual markers for smartphone-based extended reality (XR) experiences. The combination of visual markers and smartphones results in cheap, accessible XR systems within reach of many people. Combined with 3D printing, it could foster do-it-yourself (DIY) projects for XR experiences, which may further expand and open-up possibilities for accessible and tangible interaction. This work explores the design space of modular 3D-printed tangibles for smartphone-based XR. The authors report the design exploration process, provide several interactive 3D-printed markers, and reflect on the resulting possibilities.
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This essay presents a mapping of the historical concepts that contributed to the emergence of post-digital aesthetics and their connections to the concept of post-media in historical terms. It also analyzes the transition from techno-positivism to discourse of resistance against the effects of the capital technological industrial complex and how these advances in technology influence artistic discourses, practices and are the leverage of art and technology which is nothing more than a representation of the aesthetics of capital. Following art and capitalism as an ideology of innovation. Is proposed an unstinting theory about technology, geology, and the importance of these conditions to the post-digital aesthetics in terms of material disponible and conceptual articulation. Producing a reconfiguration of the post-digital conceptual approach as I propose beyond the dysfunctional aesthetics and connected with the concept of radical ecology centered in the usability of electronic garbage and technical obsolescent technologies in the arts.
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