Jul 282022
 

Vai decorrer uma conferências sobre videojogos em Sevilha em setembro, a chamada de trabalhos já decorreu pelo que agora é desfrutar do evento. Para arquivo fica a apresentação do evento:
“El séptimo congreso Internacional de “Videojuegos y Educación” se celebrará los días 20, 21 y 22 de septiembre de 2022 en València. Organizado por la Cátedra: Ludificación y Gobierno Abierto (según convenio firmado entre la Universitat de València y el Ayuntamiento) y el Grupo Internacional de Investigadores Asociación ALFAS.

Los videojuegos son herramientas transformadoras que han ido adquiriendo cada vez más notoriedad en la sociedad, no solo como un objeto de entretenimiento sino también como una herramienta de formación. Se trata de aportar para la transformación digital en ámbitos como la educación, la cultura, el arte, la inclusión social, la innovación y el trabajo.

Áreas temáticas
ÁREA ESPECÍFICA: LA CIUDAD Y EL ARTE EN LOS VIDEOJUEGOS
La relación con la ciudad es objeto de múltiples perspectivas que se construyen tanto desde el punto de vista físico como del simbólico y de los diversos lenguajes que la van configurando. En estos momentos los lenguajes están, en gran medida, protagonizados por tecnologías y entre ellas el videojuego es claramente el protagonista.

Los videojuegos permiten la interacción con la realidad y la simulación de nuevas realidades imaginadas que se convierten en modelos para la toma de decisiones.
• Creaciones artísticas curriculares con videojuegos
• Aproximación a la creación artística con videojuegos
• El arte como transmisor de valores y estéticas
• El patrimonio artístico y cultural en los videojuegos
• Datos abiertos para la toma de decisiones con videojuegos

ÁREA 1: LOS VIDEOJUEGOS EN LA EDUCACIÓN FORMAL:
¿Cómo influye la sociedad de la información en la organización de la práctica educativa? ¿Qué papel pueden desempeñar los videojuegos en las nuevas estrategias de formación? ¿Se pueden mantener las mismas metodologías docentes utilizadas tradicionalmente, para alcanzar las exigencias del actual sistema educativo? ¿Cómo modular la incorporación de recursos tecnológicos para conseguir las competencias y valores a los nuevos tiempos? ¿Cómo preparar a los educadores para estos cambios?

En esta área se incluirían los trabajos de investigación o reflexión que traten el tema de la utilización de los videojuegos en el ámbito de la educación formal:

Las comunicaciones pueden tratar temas como:
• Videojuegos y currículum
• Formación del profesorado en la utilización y creación de videojuegos
• Experiencias de buenas prácticas con videojuegos en educación formal
• Videojuegos en la atención a la diversidad.

ÁREA 2: LOS VIDEOJUEGOS EN LA EDUCACIÓN NO FORMAL:
Niños, niñas, jóvenes y adultos, como usuarios de videojuegos pueden obtener una experiencia que contribuya a su alfabetización digital, lo que significa no sólo jugar sino controlar su discurso, conocer las reglas desde las que han sido construidos o sumergirse en el mundo virtual que nos presentan. Pero todo ello debe realizarse de una forma consciente y, en este sentido, crítica para contribuir a la formación de las personas.

Esta área recogerá los trabajos de investigación o reflexión que traten el tema de la utilización de los videojuegos en el ámbito de la educación no formal:
• Desarrollo de valores a través de los videojuegos
• La formación de profesionales a través de videojuegos de simulación (Serious games)
• Videojuegos en las terapias de rehabilitación
• Experiencias de buenas prácticas con videojuegos en educación no formal
• Construir puentes entre la educación formal y no formal

ÁREA 3: LA EDUCACIÓN INFORMAL Y LOS VIDEOJUEGOS:
Videojuegos y sus efectos
No cabe duda que hoy en día, los videojuegos ocupan gran parte del tiempo libre de muchos niños, adolescentes y jóvenes.

En esta área se englobarán temas de investigación y reflexión sobre la utilización, consecuencias, creación, de los videojuegos en su utilización en el ámbito de la educación informal:
• La violencia en los videojuegos
• Familia y videojuegos
• Género y videojuegos
• Los videojuegos en la tercera edad
• Creación y desarrollo de videojuegos
• Videojuegos en redes sociales”

+infos(oficial): https://www.uv.es/cive2022/

Jul 262022
 

Gostava de ter acesso a estes artigos:
Nintendo® WII? For the Elderly, Yes! : Contributions to a Better Inclusion and Quality of Life for the Elderly
“Video games are aimed at a younger audience, however, with this study we intend to demonstrate that they can also be leveraged with the elderly. The main objective was to investigate whether the Nintendo® Wii has characteristics that allow promoting and improving the inclusion and quality of life of the elderly. In methodological terms, an exploratory study was chosen, because the confinement constraints associated with the pandemic did not allow the participation of a larger group, in which the participant observation method was applied. Data collection was carried out at the Activities Center of a municipality in the district of Castelo Branco, with the participation of three users. After the activities carried out, it appears that video games contribute to the inclusion and quality of life of the elderly, due to the fact that a collaborative environment is felt among the participants, the relaxed and mutual environment and the smiles and laughter that were heard. The fact that they mastered a technological resource was also emphasized because it gave them a feeling of inclusion in a technological world to which, in most cases, they feel on the sidelines. In short, the use of the Nintendo® Wii made it possible to verify that it can promote and contribute to a healthier and more inclusive life for the elderly.”
+infos(oficial): LINK

Algorithmic Interactions in Open Source Work
“This study focuses on algorithmic interactions in open source work. Algorithms are essential in open source because they remedy concerns incompletely addressed by parallel development or modularity. Following algorithmic interactions in open source allows us to map the performance of algorithms to understand the nature of work conducted by multiple algorithms functioning together. We zoom to the level of algorithmic interactions to show how residual interdependencies of modularity are worked around by algorithms. Moreover, the dependence on parallel development does not suffice to resolve all concerns related to the distributed work of open source. We examine the Linux Kernel case that reveals how algorithmic interactions facilitate open source work through the three processes of managing, organizing, and supervising development work. Our qualitative study theorizes how algorithmic interactions intensify through these processes that work together to facilitate development. We make a theoretical contribution to open source scholarship by explaining how algorithmic interactions navigate across module rigidity and enhance parallel development. Our work also reveals how, in open source, developers work to automate most tasks and augmentation is a bidirectional relationship of algorithms augmenting the work of developers and of developers augmenting the work of algorithms..”
+infos(oficial): LINK

Developing Games with Data-Oriented Design
“Data-Oriented Design (DOD) is a software design process used in the commercial game industry for medium to large scale (AAA) games that revolves around data as the central design focus. Since DOD grew organically from industry practices, it has been viewed primarily as a set of tools and design patterns without a cohesive core. After studying data-oriented design, it has become clear that there is one core motivating concept behind DOD and that is that software exists to input, transform, and output data. In order to demonstrate the core concept and tools of DOD, examples are shown. The history and focus of DOD are discussed as well as how DOD is used in current commercial software..”
+infos(oficial): LINK

Jul 262022
 

Authors are invited to submit papers and exhibition proposals from all areas related to digital media art, with emphasis on artefacts or art installations as well as general-purpose interactive artworks, which will be reviewed by an international committee.
Descriptions of artistic practices, authorship or co-authorship with graphic records (such as images, diagrams, links to dynamic images, drawings, sketches, etc.) are valued.

Topics of interest include (but are not limited to):
Algorithmic Art & Design
Art and Technology
Art Game
Augmented and Immersive Art (including Mobile)
BioArt
Digital Art and Communication
Digital Culture
Digital Dance & Body Poetics
Digital Media
Digital Poetry & Electronic Literature
Digital Serious Games
Digital Sound & Music
Digital Transmedia Storytelling
Generative Art
Gesture Interfaces
Information and Data Visualization
Interactive Film
NanoArt
VideoArt
VideoMapping
WebArt
xArt
The International Scientific and Art Committee is composed of experts in various disciplines. The conference program will consist of keynote sessions by eminent specialists, oral presentation of the contributed papers, art installations and videos of work-in-progress.

SUBMISSIONS DEADLINE
Submissions deadline: 2nd September
Acceptance notice: 20th September
Final version: 4th October”

+infos(oficial): LINK

Jun 282022
 

Gostava de ter acesso a este livro “Fifty Key Video Games” editado por Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault

Do conteúdo consta: “This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day.
This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies.
With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.”

da lista de jogos consta:
1. Adventure (1979),
2. Angry Birds (2009),
3. Animal Crossing (2001),
4. Assassin’s Creed Origins (2017),
5. Bejeweled (2001),
6. BRAID (2008),
7. Call of Duty: Modern Warfare 2 (2009),
8. Dance Dance Revolution (1998),
9. Diablo (1996),
10. Donkey Kong (1981),
11. DOOM (1993),
12. Dragon’s Lair (1983),
13. The Elder Scrolls II: Daggerfall (1996),
14. Elite (1984),
15. EVE Online (2003),
16. FarmVille (2009),
17. FIFA 14 (2013),
18. Final Fantasy VII (1997),
19. Fortnite Battle Royale (2017),
20. Grand Theft Auto III (2001),
21. Guitar Hero (2005),
22. Half-Life (1998),
23. Journey (2012),
24. King’s Quest (1984),
25. The Legend of Zelda (1986),
26. Minecraft (2009),
27. Mortal Kombat (1992),
28. Need for Speed III: Hot Pursuit (1998),
29. No Man’s Sky (2016),
30. The Oregon Trail (1971),
31. Pac-Man (1980),
32. Pokémon Go (2016),
33. PONG (1972),
34. Portal (2007),
35. Resident Evil (1996),
36. Riven (1997),
37. Sid Meier’s Civilization (1991),
38. SimCity (1989),
39. The Sims 4 (2014),
40. Space Invaders (1978),
41. StarCraft (1998),
42. Super Mario 64 (1996),
43. Super Mario Bros. (1985),
44. Tetris (1984),
45. This War of Mine (2014),
46. Ultima IV: The Quest of the Avatar (1985),
47. Wii Sports (2006),
48. Wing Commander III: Heart of the Tiger (1994),
49. World of Warcraft (2004),
50. Zork (1980)

+infos(oficial): LINK

Jun 172022
 

Gostava de ter acesso a este livro:
Live Visuals, History, Theory, Practice dos editores BySteve Gibson, Stefan Arisona, Donna Leishman, Atau Tanaka

“This volume surveys the key histories, theories and practice of artists, musicians, filmmakers, designers, architects and technologists that have worked and continue to work with visual material in real time.
Covering a wide historical period from Pythagoras’s mathematics of music and colour in ancient Greece, to Castel’s ocular harpsichord in the 18th century, to the visual music of the mid-20th century, to the liquid light shows of the 1960s and finally to the virtual reality and projection mapping of the present moment, Live Visuals is both an overarching history of real-time visuals and audio-visual art and a crucial source for understanding the various theories about audio-visual synchronization. With the inclusion of an overview of various forms of contemporary practice in Live Visuals culture – from VJing to immersive environments, architecture to design – Live Visuals also presents the key ideas of practitioners who work with the visual in a live context.
This book will appeal to a wide range of scholars, students, artists, designers and enthusiasts. It will particularly interest VJs, DJs, electronic musicians, filmmakers, interaction designers and technologists.”

do índice faz parte:
PART I THE HISTORY OF LIVE VISUALS
Chapter 1 – Inventing Instruments: Colour-Tone Correspondence to Colour-Music Performance (pre-1900) de Maura McDonnell
Chapter 2 – Moving Towards the Performed Image (Colour Organs, Synesthesia and Visual Music): Early Modernism (1900-1955) de Steve Gibson
Chapter 3 – Liquid Visuals: Late Modernism and Analogue Live Visuals (1950-1985) de Steve Gibson
Chapter 4 – Scratch Video and Rave: The Rise of the Live Visuals Performer (1985-2000) de Léon McCarthy and Steve Gibson
Chapter 5 – The Post-conceptual Digital Era (2000-present) de Paul Goodfellow and Steve Gibson

PART II THE THEORY OF LIVE VISUALS
Chapter 6 – Cross-Modal Theories of Sound and Image de Joseph Hyde
Chapter 7 – Live Visuals in Theory and Art de Paul Goodfellow
Chapter 8 – Live Visuals: Technology and Aesthetics de Léon McCarthy
Chapter 9 – AVUIs: Audio-Visual User Interfaces – Working with Users to Create Performance Technologies de Nuno N. Correia and Atau Tanaka
Chapter 10 – A Parametric Model for Audio-Visual Instrument Design, Composition and Performance de Adriana Sá and Atau Tanaka
Chapter 11 – Presence and Live Visuals Performance de Donna Leishman

PART III THE PRACTICE OF LIVE VISUALS
Chapter 12 – VJing, Live Audio-Visuals and Live Cinema de Steve Gibson and Stefan Arisona
Chapter 13 – Immersive Environments and Live Visuals de Steve Gibson
Chapter 14 – Architectural Projections: Changing the Perception of Architecture with Light de Simon Schubiger, Stefan Arisona, Lukas Treyer, and Gerhard Schmitt
Chapter 15 – Design and Live Visuals de Donna Leishman

PART IV INTERVIEWS WITH KEY PRACITIONERS–STEVE GIBSON
Chapter 16 – Interview 1 – Tony Hill, Expanded Cinema pioneer
Chapter 17 – Interview 2 – Christopher Thomas Allen, Founder & Director, The Light Surgeons
Chapter 18 – Interview 3 - Greg Hermanovic, CEO, Derivative
Chapter 19 – Interview 4 – Markus Heckmann, Technical Director, Derivative; Programmer for Carsten Nicolai and others.
Chapter 20 – Interview 5 – Peter Mettler, Digital and Live Cinema Artist

+infos(oficial): LINK

May 222022
 

Nos dias 3, 4 e 5 de novembro de 2022, a Universidade de Santiago, acolhe a Conferência da Associação Portuguesa de Sistemas de Informação, na sua 22ª edição, numa organização conjunta com o Instituto Politécnico de Santarém, o ISCTE – Instituto Universitário de Lisboa e a Universidade de Évora.
A CAPSI 2022 encontra-se (desde 2017) Indexada à SCOPUS.

O programa da 22ª CAPSI, no qual estamos a trabalhar, deverá seguir o modelo da Conferência anterior, com apresentação de comunicações, workshops e Doctoral Consortium em sessões presenciais e online.
Este ano o tema principal da Conferência é ” Sistemas de Informação – Inovação no espaço lusófono “.

Subtemas:
Transformação Digital (Impactos Sociais dos SI e o Trabalho do Futuro; Sistemas de Informação e Sustentabilidade; Blockchain, Criptomoedas e novos Modelos de Negócio; Economia Partilhada; Social Media)
Organização e Sistemas de Informação (Cibersegurança, privacidade e Ética; Gestão de Projeto; Sistemas de Informação na Saúde; Governo Eletrónico; Comportamento Humano e Marketing Digital em SI; Gestão de Processos de Negócio)
Tecnologias de Informação (Interação Pessoa-Máquina; Novas Tecnologias Digitais; Adoção e Uso de TI; Criação de Valor em TI)
Ensino e Investigação em SI (Metodologias de SI; Desenvolvimento de SI; Ciência de Dados; Currículo e Ensino de SI; Ensino Digital)

Contamos com a vossa participação, seja através da apresentação dos vossos trabalhos de investigação, seja pela participação nas diversas iniciativas que estamos a preparar no âmbito da Conferência.

A submissão de trabalhos está aberta às comunidades académica e empresarial com trabalhos de investigação e desenvolvimento relevantes no domínio dos sistemas de informação. Os documentos a submeter deverão ser escritos em português, inglês ou castelhano. Na edição de 2022, serão aceites trabalhos sob a forma de artigos, os quais serão considerados full-paper, deverão ter no máximo 6.000 palavras e respeitar o formato definido para a Conferência.

Serão ainda aceites na conferência os seguintes tipos de trabalhos:

Artigos de trabalhos em curso (reseach-in-progress paper): um artigo de trabalho em curso apresenta resultados preliminares de um trabalho de investigação em curso, devendo conter entre 2000 a 4000 palavras.
Póster: um póster apresenta investigação inicial, ideias e modelos em discussão, devendo conter apenas um resumo com 500 a 1000 palavras.

Os artigos deverão ser submetidos por via eletrónica e em formato DOC, até ao próximo dia 25 de junho de 2022. Cada artigo será revisto, no mínimo, por dois revisores em double-blind review. Os autores deverão omitir qualquer referência ao seu nome e contacto em todo o texto do artigo, incluindo a secção de referências bibliográficas.

O sucesso da Conferência depende da Todos nós, pelo que contamos Convosco para divulgarem esta chamada de trabalhos nas vossas instituições e pela vossa rede de contactos.

Mais informações sobre a 22ª CAPSI: http://capsi2022.apsi.pt/.

May 162022
 

Vai decorrer em junho, e durante seis dias, seis manhãs uma acção de formação relacionada com Structural Equation Modelling.
Do programa consta:
1. SEM Foundations and Path Analysis
2. Confirmatory Factor analysis
3. SEM with latent variable
4. Multigroup analysis and other SEM applications
5. Meet the researchers

podem ser feitas inscrições até ao dia 4 de junho com um custo de 275 euros.

+infos(oficial): LINK