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Browsing Escola das Artes by Author "Abreu, Filipa Martins de"
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- 3D printing objects as installation art: standing humanity: 3D yan characterPublication . Estadieu, Gérald; Abreu, Filipa Martins de; Barbosa, Alvaro3D printing technologies have been known for several decades and have been already used in arts, most often as accessories rather than as core material of a tangible installation art. We describe "Standing Humanity: 3D Yan Character" a collaborative and participative installation art based on 3D printing objects and we are analyzing participants' engagement and the playability of the installation. We analyze different types of interaction and conclude that 3D printing objects have a high potential to engage curiosity and open to interactions between visitors and the objects themselves. We finally suggest further investigations to explore 3D printing within the context of collaborative and interactive installation.
- Audience participation in interactive art systems: Is instructional signage a necessary evil?Publication . Cordeiro, João; Abreu, Filipa Martins de; Estadieu, GeraldInteractive Art deals with audience participation (visitor-madeinteractor), something that the artist devises and incorporates into the piece since its conception. This research deals with the challenges of audience engagement that such endeavor represents. In particular, we address the use of instructional signage as a way to increase visitors’ participation, through a field experiment research approach (taking place on a natural occurring environment) combining practice-based research, observation and a questionnaire. An interactive art piece using QR Code technology was created as part of the experimental procedure. Results showed that the interaction using smartdevices and QR Codes was successfully accomplished and audience engagement significantly improved when instructional signage was used.
- Creative engagement: multimodal digital games in children's learning environment in Macau S.A.R.Publication . Abreu, Filipa Martins de; Barbosa, ÁlvaroOne 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.