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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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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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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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Toda a obra e pensamento do Padre Manuel Antunes se revestem de características de grande abrangência e de capacidade de abertura à inovação, na perspetiva de que o pensamento crítico, sendo perscrutador do desconhecido, enquanto questiona o conhecimento adquirido ou em pesquisa, não se pode fechar em si mesmo ou separar partes do conhecimento de um todo que constitui o universo, e o homem como parte deste, já que se objetiva a compreensão última do Todo. Encontramos, portanto, traços de transdisciplinaridade na obra e pensamento do Padre Manuel Antunes indicando um pioneirismo relativamente ao movimento da transdisciplinaridade que arranca com o primeiro congresso da área e a respetiva carta daí resultante. Neste artigo, os autores propõem uma análise crítica da obra do Padre Manuel Antunes à luz dos princípios fundacionais encontrados na Carta da Transdisciplinaridade de 1994.
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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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(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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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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No existing review has synthesized key questions about acculturation experiences among international migrant workers. This review aimed to explore (1) What are global migrant workers’ experiences with acculturation and acculturative stress? (2) What are acculturative stress coping strategies used by migrant workers? And (3) how effective are these strategies for migrant workers in assisting their acculturation in the host countries? Peer-reviewed and gray literature, without time limitation, were searched in six databases and included if the study: focused on acculturative stress and coping strategies; was conducted with international migrant workers; was published in English; and was empirical. Eleven studies met the inclusion criteria. Three-layered themes of acculturation process and acculturative stress were identified as: individual layer; work-related layer; and social layer. Three key coping strategies were identified: emotion-focused; problem-focused; and appraisal-focused. These coping strategies were used flexibly to increase coping effectiveness and evidence emerged that a particular type of acculturative stress might be solved more effectively by a specific coping strategy. Migrant workers faced numerous challenges in their acculturative process. Understanding this process and their coping strategies could be used in developing research and interventions to improve the well-being of migrant workers.
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In the face of the Covid-19 pandemic, the fashion industry was surprised and quickly had to adapt to digital media. However, the relationship between fashion and the multiplicity of screens is not new. Fashion emerged and took its first steps with Cinema, in Modernity. Although there are times when these two systems are further apart from each other, the alliance survived. To analyse contemporaneity, we take as main reference the studies of Gilles Lipovetsky, and his reflections on aesthetic capitalism. The fashion system has many Western fields of life, including art and technology. In this article we discuss how this relationship of fashion adapts and develops with aesthetic capitalism and post-digital art while we analyse representative artefacts from/about fashion. We propose to put the recent digital fashion artefacts in dialogue with post-digital aesthetics theories, discussing the blurred boundaries between the digital and the post-digital, and proposing the instantiation of a post-digital creation cycle applied to fashion artefacts.
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This commentary reviews recent research in terms of tourist’s mobilities in terms practices of walking, cycling and driving. It concludes by reflecting on the contemporary lock down of travel in terms of the global pandemic and its consequences for waiting, stillness and immobility – particularly in terms of flying.
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