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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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As an emergent tourism sector, driving tourism connects car use and touristic activities intimately. Following the notion of the ‘inhabited car’, this article explores how and why Chinese tourists inhabit a travelling car for drivers/passengers in the leisure automobility and driving tourism context. Through three different road trips and ‘mobile methods’, it was found that Chinese tourists inhabit the car in four ways: driving, gazing, listening, and communicating. Through this embodied habitation, the car is turned into a ‘touristic inhabitation’ space for protecting the tourists generating touristic emotions、social interactions, and tourism meanings. The study contributes to automobility and tourism literature and provides implications for driving tourism development in China.
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The manifestation of generating digital visuals through an algorithm is gaining worldwide attention in the graphic design industry. It is a new form of computing that visualizes data input by the designer or collected in the physical environment and turns them into artwork. The generative design of...
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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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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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Nessa noite decidiram hospedar-se num motel pois queriam acordar às 3.45 para ver o primeiro sol das Américas na Ponta de Seixas, João Pessoa, Paraíba. Subiram à torre do Nazareno às 4.45 e, quando já pensavam que as nuvens não iam deixar assistir ao nascer de mais um dia aprazível, eis que ele, o senhor rei dos dias, surge do mar. Enquanto os olhos brilhavam ao sol, lembrou-se que Chico César era dali perto, do interior da Paraíba, para as bandas de Campina Grande. Recordou que a primeira vez que tentou olhá-lo nos olhos percebeu que ele estava envolvido numa […]
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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 study, focusing on the China's Yao minority community, investigates the feasibility to create a generative computational method to replicate the diversity of the existing Yao traditional wood buildings, addressing the critical issues currently facing computational design methods, in the attempt to adapt genetic-generative algorithms to the study of local ancient architecture. The project develops a computational tool to generate a network of three-dimensional prototypes, or building structures, derived from traditional wood frame village houses. It studies possible housing structures that illustrate some of the key working methods available in digital systems such as ‘generating' and ‘compositing' taking as a starting point computational strategies oriented towards geometry and where a set of local variables play a decisive role: available local technologies, use of raw materials, and the dimensioning of timber components based on data collected from Yao architecture.
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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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HISTÓRIAS DO BRASIL DE 1550: BISPO SARDINHA ASSADO NA BRASA Recostado na sua poltrona de madeira maciça, forrada a veludo grená, Mem de Sá decidiu autorizar um combate de vingança contra os índios que tinham esquartejado e comido assado o bispo Sardinha. O objetivo seria apanhá-los para os forçarem a trabalhar nas plantações de cana-de-açúcar, mas os soldados, na ânsia do desforço, dispararam sem descrição. Dos 12 mil catecúmenos das terras do extremo Norte da Paraíba sobraram pouco mais de mil. O fidalgo, nascido em 1500, tinha sido nomeado Governador-Geral do Brasil para pacificar a colónia, meter água […]
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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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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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"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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The land of the potiguara indians of Brazil: a social and political construction The space in which the potiguaras of Brazil live is, today as in the past, the result of a longterm process, many negotiations and well-managed refuges. Paradoxically, despite their recurrent discourse invoking the ancestry of their lands of origin, the Potiguara fight and continue to fight politically for the return to the spaces where their colonial refuge took place.
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