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According to recent data (Hoje Macau, 2014), 79% of the Macao families own computer equipments (desktops and laptops). 93% of the residents have access to the internet from their own homes and 24% also surf the internet while in the work place. Accordind to the same source, Macao residents make use of the internet, especially to search for information (87%), communicate (83%) and to access government services (35%). In Macao, in the Higher Education sector, at the moment, the Portuguese Language, one of the official languages of the Region, can be learned in, at least, five institutions: University of Macau (public), Macau Polytechnic Institute (public), Institute for Tourism Studies (public), City University of Macau (private) and University of Saint Joseph (private). Each of these institutions may have Portuguese, Brazilian and Chinese teachers to carry on the teaching/learning process. Having said that, what is the relationship between the previous two aspects? It is obvious that in Macao the new technologies, digital tools and the internet are very important. We hardly need to make a survey to realize that young people use, for example, facebook and wechat, daily and constantly (“allways-on”). Travelling on a bus, from home to school, one will see mobile phones or ipads on almost everyones hands. In meanwhile, are the teachers of Portuguese Language in Macao, in the Higher Education, taking advantage of the digital tools and of the young people interest in new technology to teach the foreign language? In this study, through an online based questionnaire, we would like to know if the teachers of Portuguese (Chinese, Brazilian and Portuguese), working in the previous mentioned Higher Education institutions, are aware of language learning with new technology. We also would like to learn about teachers’ opinion on the technology and digital tools as facilitators of learning. Finnally, we’ll try to know what specific tools are used by the teachers to achieve certain learning goals. This study will allow us to know whether, in a society dominated by new technology, Internet and “digital natives” (Prensky 2001), on one hand, teachers of Portuguese in Macao Higher Education institutions have experience using online materials to teach the language and, on another hand, learn about the reasons why they do/do not make use of those materials.
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ARTeFACTo is a transdisciplinary studies journal and conference centered around the concept of digital media and computer artifacts, which were the genesis of its name. It aims to give visibility to all digital media and technology-based artifacts, creators, or contributors from a transdisciplinary, humanistic, and holistic perspective of integration and composition. The main objective is constructing and disseminating knowledge through descriptions of artistic practice, authorship or co-authorship (including the narration and description of other works), and graphic data (images, diagrams, animations, drawings, sketches). The Journal is open to international contributions from all those studying digital media/computer artifacts, embracing their conceptualization, design, creative and research processes, computational implementation, exhibition and fruition, and role in today’s information and knowledge society. Also welcomed are articles fostering the establishment of the conceptual foundations of an artifact theory in the digital media world. Accepted articles shall be original (in compliance with the standards of conduct of the COPE – Code of Conduct and Good Practices) in Portuguese and English, with a mandatory abstract in English. The Conference has the same goals as the Journal but provides a specific floor for the concrete exhibition of artifacts along with their presentation and discussion. All submissions will be evaluated by peer review, including two advisors from the Scientific Council. All feedback will be sent to the authors, indicating their approval, refusal of publication, or requests for correction or recast. The authors will be notified of the publication once the entire selection process has been completed. ARTeFACTo is a joint project between Artech International and Universidade Aberta.
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Virtual reality, a computer-generated 3D environment, allows one to navigate and possibly interact, resulting in real-time simulation of one or more of the user’s five senses (Gutierrez et al., 2008; Vince, 2004). Virtual tours and places have swiftly become popular in education, professional training, arts, exhibitions, and medication and rehabilitation. The empirical studies derived from the PhD thesis research aim to identify the conditions for Macao’s single-user experience to achieve mindfulness in virtual reality through immersion and interactivity.
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Research in ubiquitous networked music systems has unveiled the potential of behavioural-driven interaction interfaces as an effective model to cope with network communication delays in remote musical performances. Most of the techniques developed under these premises are based on digital music interfaces implemented on laptop computers or tablet devices, where a certain degree of gestural control comes as an added dimension. The purpose of this paper is to present an implementation of such type of interfaces in the form of a physical tangible musical instrument, contemplating multiple expressive possibilities. This is viable at the current stage of technological development thanks to leveraging 3D printing and laser cutting technologies for effective prototyping and testing of such a device. The paper seeks to demonstrate that this approach opens a wide range of possibilities for creating musical instruments with versatility and expressiveness beyond what is usually accomplished in traditional instruments. This implementation, entitled “Radial String Chimes,” is presented with its advantages, the challenges it faces, and the methods used to create it. Finally, the paper will offer suggestions for further developing such an instrument to unlock its potential.
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Small and medium-sized enterprises (SMEs) can benefit significantly from open innovation by gaining access to a broader range of resources and expertise using absorptive capacitive, and increasing their visibility and reputation. Nevertheless, multiple barriers impact their capacity to absorb new technologies or adapt to develop them. This paper aims to perform an analysis of relevant topics and trends in Open Innovation (OI) and Absorptive Capacity (AC) in SMEs based on a bibliometric review identifying relevant authors and countries, and highlighting significant research themes and trends. The defined string query is submitted to the Web of Science database, and the bibliometric analysis using VOSviewer software. The results indicate that the number of scientific publications has consistently increased during the past decade, indicating a growing interest of the scientific community, reflecting the industry interest and possibly adoption of OI, considering Absorptive. This bibliometric analysis can provide insights on the most relevant regions the research areas are under intensive development.
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This study is an attempt to understand and describe the compositional principles of Chaoshan traditional houses (CTH) through a computational space syntax. In this approach, the space syntax is used to describe and verify the compositional rules of Chaoshan houses. Chaoshan rural residence is a classical Lingnan style building in Chaoshan area of eastern Guangdong province, associated with Teo-Swa people, a Han Chinese minority. This study takes the example the prototypes existing in the village of Zhupu, Haojiang District, Shantou city as a case study, to analyse the spatial form of the residences. The Zhupu village houses date from the Qing Dynasty - Qianlong period, around 1700 AD. The hypothesis of this study is that CTH buildings are a result of a space compositional rule system that can be described and replicated through a computational design methodology. This study will establish a computational architectural syntax, and is the first stage of an extended research work on the evolution of Chaoshan residential types. The understanding of this evolution may help, as future work, to develop urban strategies for adaptation of the CTH heritage buildings to the contemporary living conditions. As the result of this study is a computational 3D graphics modelling algorithm, the ability of the system to generate the house layouts is not limited to the reconstruction of existing typologies of CTH and its variations. The same algorithm will allow the generation of new housing schemes, with adaptation to design variables extracted from a particular site and region.
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The contemporary city is a complex system where a multitude of factors and dwellers interact, creating a multi-layered spatial structure that supports the urban life. To successfully research and intervene in this context, one needs to develop fitting approaches and methods to be able to analyze it in depth.
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Countless historical sites worldwide have become unrecognisable based on their historical context. Many are cultural heritage structures with significant historical and aesthetic importance. The majority have not been well preserved; worse, some were demolished (Stenning, 2015). Furthermore, structures are part of a dynamic and changing environment, and their location within the original landscape is not always clear. People have gradually forgotten cultural traditions as environments where historical stories took place, and the look and feel have been corrupted. Immersive Virtual Reality (V.R.) allows us to relive and explore the past. However, in the Pearl River Delta Region, specifically Macau S.A.R., V.R. is still in its infancy and is not frequently used for reproducing historical sceneries. Our research focuses on reproducing heritage structures and scenery based on scarce historical information. It shows how to incorporate facts and memories into the design and create engaging, immersive experiences in V.R. scenery that takes place, both inside and outside of a cultural heritage site that has lost its original appearance. Following this, a prototype was created with specific parameters relating to past and present sceneries. We partially reproduced an existing building complex currently being used for creative and commercial purposes, but it was a shelter for the poor and a house for old ladies to live in. There were not enough facts or images linked to the inner space in the past. Inadequate information allows audiovisual scene creators to be more imaginative. The prototype focuses on a functional design that integrates cultural traits tied to local industries. The researcher used image processing software, and web 3D tools (A-Frame 1.1.0). Users can navigate by virtually “walking” and starting the visual tour; simultaneously, the story unfolds as the timeline progresses. After entering, the users jump from the present to a specific era in the past. With audio guidance, users enter the private space, shared areas, working space, etc. Users can interact with objects from the virtual scenes while the interface displays relevant audiovisual introductions. Users could utilise the virtual system to learn how the old ladies led their daily lives in the Pearl River Delta Region and grasp the local single ladies’ group lifestyle at a specific time in the past (Kwong, 2020). The interactive experience enhances the users’ interest; additionally, the users become more familiar with the region’s traditional customs. With this approach, we can create old stories using modern technology. A-Frame provides users with great convenience and can be used by any Internet browser without relying on professional V.R. devices. The content from this usage provides a greater understanding of our heritage buildings and their historical context to the wider community. This could be used in other heritage sites worldwide to reproduce and maintain structural qualities over time. This immersive experience could be a means to navigate the past while in the present. This application could benefit exhibition developers, and visitors, notably in exhibition guided tours, virtual tours inside museums, or educational assisted historical storytelling.
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Macao SAR, China is one of the more densely-populated territories in the world, and as such necessarily struggles with Soundscape quality. Nonetheless, the territory has already been identified as a unique location for to function as a Soundscape living lab (Cordeiro et al., 2014), since it has a very small manageable area that includes many types of geographical varieties, from extremely high density urban areas to natural environments with dense vegetation highland or varied water front typologies. In addition, Macao has extremely wide multicultural population with a broad range of subjects that have diverse cultural perceptions and thresholds in regards to sonic cognition. The potential impact of this diversity has already been noticed in both tourism (To & Chung, 2019) and research (Chung et al., 2016). The concept of Soundscape itself is garnering increased awareness as a viable alternative to assess the quality of the sonic environment, of use to policy management and legislation, shown not only by the increasing numbers of scientific articles on the subject (Moscoso et al., 2018), but also by recent international standardisation efforts in measuring it (ISO,2018). In this talk we shall give a preliminary description and illustration of the Soundscape in a territory that is rich in diversity and has huge potential for citizen participation. This includes approaches like noise mapping, sound mapping, Soundwalks, grounded theory efforts for detailed descriptions of the environment and use of alternative objective metrics. We will describe how to use the richness of this gathered data in developing artificial-intelligence algorithms to autonomously assess and predict the evaluation of a given Soundscape based on recordings alone. This goal will alleviate the intense human effort in subjective assessment, and may prove to be an effective and substantial diagnostics tool in planning the soundscape for prospective built environments, functioning not only as an analysis and diagnostics tool, but as a design strategy for a sustainable sonic future.
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Crime fiction in China emerged in the 1890s in translations of Western works, and evolved from the mere imitation of Western crime fiction to becoming an autonomous literary genre. Despite fluctuations in popularity, the genre of Chinese crime fiction, the plots of which are based on true cases, has retained a reasonably constant presence on the literary scene, and has captured the popular imagination in contemporary China and, more recently, across the world. After the demise of Mao, under whose governance the genre was banned, the government of the early Deng regime began to favor so-called “legal system literature” (fazhi wenxue), and aimed to use it to propagate moral principles and maintain political control in opposition to writers who strived for independence and originality. Since the mid and late 1980s, which were considered the heyday of Chinese crime fiction, and the expansion of the legal system and legal institutions, crime fiction has served to illuminate the role of law and to display new social perceptions. To investigate these attitudes, I focus on works of contemporary Chinese crime fiction by arguing that they are expressions of a confluence of cultural exchange and new trends. Several factors may have contributed to such a change, from the impact of the cinema and television serials in China to the celebrity status of Chinese detectives, lawyers and judges both as crime solvers and writers in the Chinese mainland and amongst the Chinese writing diaspora. An important finding is that besides giving detailed descriptions of legal procedures, all of the works studied have clearly shifted away from the traditional formula of Chinese crime fiction, that is, of the quest of a hero for justice, punishment, and revenge, to focus on the process of solving crime and the rendering of justice through legal processes. It seems that crime fiction is becoming crucial in conveying a new understanding of citizen’s rights in an attempt to fit into ongoing contemporary debates on universalistic notions of justice and the competence of legal institutions to provide justice to increasingly marginalized sectors of contemporary China.
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This paper argues for paradigm pluralism in computing education research. The value of mixing paradigms, and the choice of methodological eclecticism and mixed methods is explored using pragmatic knowledge claims. A research study, which focused on the design of an introductory object-oriented programming (OOP) course for undergraduate students, is introduced as an illustration of paradigm pluralism. The study demonstrates methodological eclecticism and use of mixed methods for data collection and analysis. Meaningful outcomes resulting from the choice of the research design are described. A framework that focuses on the research problem and research questions to guide research design is presented as the outcome of the study. Through the discussion and demonstration of paradigm pluralism, this paper contributes to increased awareness of theoretically anchored research in computer science. © 2012, Australian Computer Society, Inc.
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People with intellectual disabilities need vocational training and support in order to be able to get into the work market and maintain their workplace. In Macau SAR, China, the vocational training ecosystem still operates in fully classic, in-person, fashion, which means it is susceptible to pandemic situations such as COVID-19. This causes a big disruption to the training when isolation measures are in place. Our goal is to study the introduction of serious games for vocational training of people with disabilities in Macau. This work presents a study to assess the training benefits of serious games and usability factors, understand the acceptability and adoption factors/benefits of serious games for vocational training for people with intellectual disabilities and associated stakeholders in Macau.
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During the past two years, Massive Open Online Courses (MOOCs) have created wide interest in the academic world raising both enthusiasm for new opportunities for universities and many concerns for the future of university education. The discussion has mainly appeared in non-scientific forums, such as magazine articles, columns and blogs, making it difficult to judge wider opinions within academia. To collect more rigorous data we surveyed teachers, researchers, and academic managers on their opinions and experiences of MOOCs. In this paper, we present our analysis of responses from the computer science academic community (n=137). Their feelings about MOOCs are highly mixed. Content analysis of open-ended questions revealed that the most often mentioned positive aspects included affordances of MOOCs, freedom of time and location for studying, and the possibility to experience teaching from top-level international teachers/experts. The most common negative aspects included concerns about pedagogical designs of MOOCs, assessment practices, and lack of interaction with the teacher. About half the respondents claimed they had not changed their teaching as a result of MOOCs, a small number used MOOCs as learning resources and very few were engaging with MOOCs in any significant way.
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Phenomenography is a well-known empirical research approach that is often used to investigate students' ways of learning programming. Phenomenographic pedagogy is an instructional approach to plan learning and teaching activities. This theoretical paper gives an overview of prior research in phenomenographic studies of programming and shows how the results from these research studies can be applied to course design. Pedagogic principles grounded in the phenomenographic perspective on teaching and learning are then presented that consider how to tie students' experiences to the course goals (relevance structure) and how to apply variation theory to focus on the desired critical aspects of learning. Building on this, an introductory object-oriented programming course is described as an example of research-based course design. The insights gained from the experience of running the course are shared with the community of computer science educators, as also the benefits and responsibilities for those who wish to adopt the phenomenographic perspective on learning to plan their teaching. The development of an increased awareness of the variation in students' ways of experiencing programming and the need to broaden the context of the programming course are discussed.
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Faculty of Arts and Humanities
- Adérito Marcos (5)
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