TY - CONF TI - Audience Participation in Interactive Art Systems: Is Instructional Signage a Necessary Evil? AU - Cordeiro, João AU - Martins de Abreu, F. AU - Estadieu, Gerald T2 - ARTECH2017: Eighth International Conference on Digital Arts C1 - Macau China C3 - Proceedings of the 8th International Conference on Digital Arts DA - 2017/09/06/ PY - 2017 DO - 10.1145/3106548.3106595 DP - USJ Library SP - 31 EP - 37 LA - en PB - ACM SN - 978-1-4503-5273-4 ST - Audience Participation in Interactive Art Systems UR - https://dl.acm.org/doi/10.1145/3106548.3106595 Y2 - 2022/10/27/15:40:23 ER - TY - CONF TI - 3D Printing Objects As Installation Art: Standing Humanity: 3D Yan Character AU - Estadieu, Gérald AU - Martins de Abreu, F. AU - Barbosa, Álvaro T3 - Proceedings of the 8th International Conference on Digital Arts C1 - Macau, China C3 - Proceedings of the 8th International Conference on Digital Arts (ARTECH 217) DA - 2017/// PY - 2017 DO - 10.1145/3106548.3106588 DP - USJ Library SP - 1 EP - 7 PB - ACM SN - 978-1-4503-5273-4 ST - 3D Printing Objects As Installation Art UR - http://doi.acm.org/10.1145/3106548.3106588 Y2 - 2021/01/29/04:20:03 ER - TY - CONF TI - Creative Engagement: Multimodal digital games in children's learning environment in Macau S.A.R. AU - Martins de Abreu, F. AU - Barbosa, Álvaro T3 - ARTECH2017 AB - One of the biggest challenges that we have encountered, when trying to encourage digital games in schools, is trying to explain what its benefits are in teaching and learning environments. In this pilot experimental study we explore how multimodal audio and visual games can be used in learning environments for children, specifically by fostering creative behaviors through User-Centered design approaches. To achieve this objective, a framework is being developed with multimodal experiences based on flexible design patterns that exploits basic visual and audio elements, allowing children from three to six years of age to play and learn through fun and subsequently trigger creative behaviors. These studies are making use of tangible objects, digital games and mobile platforms. We are making use of commercial digital games to understand and discuss the affordances of these games in an educational environment and how they support creativity in learning. (Fig.1) C1 - New York, NY, USA C3 - Proceedings of the 8th International Conference on Digital Arts DA - 2017/09/06/ PY - 2017 DO - 10.1145/3106548.3106599 DP - ACM Digital Library SP - 47 EP - 54 PB - Association for Computing Machinery SN - 978-1-4503-5273-4 ST - Creative Engagement UR - https://dl.acm.org/doi/10.1145/3106548.3106599 Y2 - 2023/04/25/00:00:00 KW - Children KW - Creative Learning KW - Devices KW - Digital Games KW - Mobile KW - Multimodal KW - Tangible Technologies KW - User-Centered Design ER - TY - SLIDE TI - Cyberculture and Multimodal Digital Games in Learning Environments: Fostering Creativity in Macau’s Educational System T2 - LISBON CONSORTIUM - VIII Lisbon Summer School for the Study of Culture “Cyber+Cipher+Culture" A2 - Martins de Abreu, F. A2 - Barbosa, Alvaro CY - Lisbon, Portugal DA - 2018/// PY - 2018 M3 - Conference ER - TY - SLIDE TI - The impact of multimodal digital games in children’s learning environments T2 - MRI INTERNATIONAL CONFERENCE - Common Good and Education A2 - Martins de Abreu, F. A2 - Barbosa, Alvaro CY - Macao SAR, China DA - 2017/// PY - 2017 M3 - Conference ER -