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In the last decade, the progress of internet technologies has led to a significant increase in security and privacy issues for users. This study aims to investigate how computer science students perceive computer network security. Thirty three students participated in the study in which we gathered data through a questionnaire. In this paper, we present an analysis that is inspired by the phenomenographic approach. Our conclusion is that the students have different levels of understanding of computer network security depending on their usage of the concepts they have learned, their theoretical or practical orientation to the subject, and their interest in the field.
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"Jornalismo e Qualidade no Mundo de Expressão Portuguesa"propõe uma análise sobre a paisagem do jornalismo nos oitopaíses de língua oficial portuguesa - Portugal, Angola, Brasil, Cabo Verde, Moçambique, Guiné-Bissau, São Tomé e Príncipee Timor-Leste - e na Região Autónoma Especial de Macau. Olivro é uma reflexão sobre a legislação, o plano jurídico-constitucionalque enquadra os media no espaço lusófono, os contextosde mercado, as especificidades inscritas em fatoreshistóricos e económicos, em percursos políticos, bem comosobre as relações entre os media e os jornalistas e estes e opoder regulador do Estado.Os trabalhos reunidos nesta obra escrita por autores que partilhamentre si um dos idiomas mais falados do planeta, mostram as diferentes realidades do jornalismo no espaço dalíngua portuguesa, nomeadamente as suas redes de conhecimento, de empenho na promoção da qualidade da informação, de intercompreensão entre povos e culturas, de novas einovadoras formas de parcerias sociais com vista à partilha e àconstrução de mundividências.
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We present an overview and discussion of the Colloquium «Narrative, Media and Cognition», which took place at Porto's Centre of Catholic University of Portugal in July of 2015, under the organization of the Research Centre for Science and Technology of the Arts (CITAR). Several scholars of different areas presented research about the uses and advances in narrative study and practice in a broad range of areas, giving some important insights about the latest developments in Narrative Studies, Ontology of Narrative and the uses of Narrative in Art, Cinema, Performance, Journalism, Marketing and Literature, among other fields. After briefly describing the main points of each presentation in the Colloquium we try to draw some conclusions and possibilities raised by the Colloquium and take a glimpse of future paths that the use of Narrative can end up taking.
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The difficult task of innovation is a key facet of Research & Development (R&D) institutions. To Design, innovation is to make the project technically feasible, economically viable, merchandising interesting and emotionally engaging. Design Thinking integrated with R&D organizations can foster the relationship between Universities and new markets. By addressing these topics, this book researches new emerging design methods and provide an overview of Design Thinking tools that can be applied in an early stage of the R&D research process to produce meaningful results. It is taken into account that design, through Design Thinking, extends to the experience that costumers/users have with products/services or even multidimensional experiences, which is a relevant input for R&D innovation development. In fact, the establishment of coherent guidelines for the Design Thinking process is a very complex task, due to its interdisciplinary requirements, that convey many diverse mindsets. The main focus of this book is creating an analysis toolkit that enables non-specialist and specialist users to perform high-quality design solutions.
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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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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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In Macau, the effectiveness of traditional classroom learning is questioned as the problem is discovered by the changes in technology advances, social media, and the varieties of learning methods. Learning experiences, interests, discoveries, and creativity development are considered essential to ac...
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In Macau, the effectiveness of traditional classroom learning is questioned as the problem is discovered by the changes in technology advances, social media, and the varieties of learning methods. Learning experiences, interests, discoveries, and creativity development are considered essential to ac...
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At EA/CITAR (School of Arts/Research Centre in Science and Technology of the Arts), sound has always assumed a fundamental role, both in academic research and curricular offer, featuring a Master Program in Sound Design and a Doctoral Program Specialization in Computer Music. This paper presents an overview of some recent artistic/research projects undertaken by students and researchers at this institution, which stimulate the user/listener awareness for the acoustic phenomenon. Furthermore, we describe three pedagogical practices, stemming from Soundscape and Film Sound studies, which aim at training students to avoid the devious influence of sight on the assessment of soundscapes.
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