2018
Authors
Carvalhais, M; Cardoso, P;
Publication
Estudos em Comunicacao
Abstract
Computational media allow the development of very particular relationships with readers. Their nature allows them to register static information but also complex and contingent behaviours that they are capable to operationalise, thus becoming interactive and immersive. These media exist in a dual state between a surface layer and a subface layer. These two are inextricably connected, with the subface often becoming a black box that can only be peered at through surface effusions that both mediate and isolate it. The procedural layer of the subface can be discovered through a process of virtuosic interpretation that allows readers to form a theory of system, breeding empathy with it, and ultimately, transferring some of its processes to their minds. This paper focuses on how virtuosic interpretation is developed, and how from it stems the development of a unique kind of aesthetic experience. It explores how computational media, through anamorphosis and a dialectics of aporia and epiphany, become narrative games. © 2018 Universidade da Beira Interior.All right reserved.
2018
Authors
Torres, MF; Sousa, AJ; Torres, RT;
Publication
INTERNATIONAL JOURNAL OF TECHNOLOGY AND DESIGN EDUCATION
Abstract
Replanning is often used to optimize results of an activity in an ever changing world. To address the challenge of preparing future engineers for success, a special course was created for all engineering freshmen of the Faculty of Engineering of the University of Porto, in Portugal. Presented as a case study, this special course underwent a careful replanning as a result of several years of experience in teaching practice alongside with a theoretical deepening in pedagogical and technological issues, under the aegis of the action-research methodology. Within the context of the case study course, the mentioned replanning was also based on a theoretical approach that clearly identifies teaching-learning-assessment methodologies that promote regulation from those that foster emancipation, using a specific instrument: a taxonomy of educational processes. The replanning was designed to globally boost results regarding the educational aims of the course such as furthering freshmen's integration into work environment and preparing them for success by fostering transversal skills (needed for study and work). Technology is seen as a mean of education enrichment as well as a productivity tool. The introduced innovations include fun-but-educational activities, several types of assessment over time and specific technological tools which were critical for the educational impact/achievement of this course. Success is demonstrated by encouraging feedback from the stakeholders, high students' classifications and a steady reduction in retention. It is advocated that large portions of the reasoning behind the replanning can be extrapolated to other courses.
2018
Authors
Torres, M; Ferreira, S; Sousa, A; Moreira, L; Torres, R;
Publication
INTERNATIONAL JOURNAL OF ENGINEERING EDUCATION
Abstract
The presented research explores four years of newcomer engineering students at FEUP, one of the largest faculties of engineering in Portugal. The students are surveyed in a mandatory course common to all engineering programs at the mentioned faculty, totalling an involvement of about four thousand. This research explores the perceptions of 1198 newcomer students regarding learning and satisfaction, workload, integration into academic work environment and institutional support whilst trying to find gender differences regarding the following variables: engineering program, academic year and change of residence. The questionnaire used in the presented research was validated and its internal consistency was excellent. The findings reveal that students' perceptions on learning and satisfaction as well as on institutional support (two out of four factors) are consistently similar between genders throughout the four years of the study. The differences found between male and female students on integration and workload, however consistent, are small if not marginal. The study is significant because it shows the relevance of the optimization efforts for integration (in the academic work environment) introduced in a mandatory course at the start of engineering degrees in order to bridge the gap between male and female students. This research shows that we are walking towards gender equality in engineering, but we feel that there is still some effort to be done, namely through inspiring scholars to analyse and act upon academic contexts and higher education governance without prejudice and with an open mind: a commitment that is as hard as necessary.
2018
Authors
Medeiros, D; dos Anjos, RK; Mendes, D; Pereira, JM; Raposo, A; Jorge, J;
Publication
24TH ACM SYMPOSIUM ON VIRTUAL REALITY SOFTWARE AND TECHNOLOGY (VRST 2018)
Abstract
Head-Mounted Displays are useful to place users in virtual reality (VR). They do this by totally occluding the physical world, including users' bodies. This can make self-awareness problematic. Indeed, researchers have shown that users' feeling of presence and spatial awareness are highly influenced by their virtual representations, and that self-embodied representations (avatars) of their anatomy can make the experience more engaging. On the other hand, recent user studies show a penchant towards a third-person view of one's own body to seemingly improve spatial awareness. However, due to its unnaturality, we argue that a third-person perspective is not as effective or convenient as a first-person view for task execution in VR. In this paper, we investigate, through a user evaluation, how these perspectives affect task performance and embodiment, focusing on navigation tasks, namely walking while avoiding obstacles. For each perspective, we also compare three different levels of realism for users' representation, specifically a stylized abstract avatar, a mesh-based generic human, and a real-time point-cloud rendering of the users' own body. Our results show that only when a third-person perspective is coupled with a realistic representation, a similar sense of embodiment and spatial awareness is felt. In all other cases, a first-person perspective is still better suited for navigation tasks, regardless of representation.
2018
Authors
Caputo, FM; Mendes, D; Bonetti, A; Saletti, G; Giachetti, A;
Publication
2018 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2018, Tuebingen/Reutlingen, Germany, 18-22 March 2018
Abstract
The choice of a suitable method for object manipulation is one of the most critical aspects of virtual environment design. It has been shown that different environments or applications might benefit from direct manipulation approaches, while others might be more usable with indirect ones, exploiting, for example, three dimensional virtual widgets. When it comes to mid-Air interactions, the success of a manipulation technique is not only defined by the kind of application but also by the hardware setup, especially when specific restrictions exist. In this paper we present an experimental evaluation of different techniques and hardware for mid-Air object manipulation in immersive virtual environments (IVE). We compared task performances using both deviceless and device-based tracking solutions, combined with direct and widget-based approaches. We also tested, in the case of freehand manipulation, the effects of different visual feedback, comparing the use of a realistic virtual hand rendering with a simple cursor-like visualization. © 2018 IEEE.
2018
Authors
Cordeiro, E; Giannini, F; Monti, M; Mendes, D; Ferreira, A;
Publication
Italian Chapter Conference 2018 - Smart Tools and Apps in computer Graphics, STAG 2018, Brescia, Italy, October 18-19, 2018
Abstract
Current immersive modeling environments use non-natural tools and interfaces to support traditional shape manipulation operations. In the future, we expect the availability of natural methods of interaction with 3D models in immersive environments to become increasingly important in several industrial applications. In this paper, we present a study conducted on a group of potential users with the aim of verifying if there is a common strategy in gestural and vocal interaction in immersive environments when the objective is modifying a 3D shape model. The results indicate that users adopt different strategies to perform the different tasks but in the execution of a specific activity it is possible to identify a set of similar and recurrent gestures. In general, the gestures made are physically plausible. During the experiment, the vocal interaction was used quite rarely and never to express a command to the system but rather to better specify what the user was doing with gestures.
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