Browsing by Issue Date, starting with "2025-02-24"
Now showing 1 - 3 of 3
Results Per Page
Sort Options
- The role of AI in battling disinformation and fake news on social media : how can AI be used to identify fake news on social media?Publication . Mössle, Cecilie Katharina; Ilharco, Fernando Albano Maia de Magalhãeshis dissertation examines the role of artificial intelligence in the fight against disinformation and fake news on social media. Over the past 15 years, social media have become an important media that have revolutionized the way information is disseminated. Not only is information disseminated in a matter of seconds, but it is as well published and distributed by anyone with access to social media. And precisely because the boundaries between information producers and information consumers are blurred by social media, there is an increase in fake news on social media. This also gave rise to the central question of this research: “The role of AI in battling disinformation and fake news on social media: How can AI be used to identify fake news on social media from a users perspective?” This work provides insights into the challenge of using AI as well as analyzes the risks that arise both from the social media user and from the use of AI. The findings of this research show that the use of AI is promising and indispensable today, as it is a great help in the fight against fake news. However, they also show that AI still has a considerable need for development so that it may become more reliable.
- Subcultural dance in arts institutions : the potential of mutualistic relationshipPublication . Pinto, Eva Cabañas; Silva, Ana Luísa dos Santos Diniz daThrough a curricular internship done at Centro de Arte Moderna (CAM) of the Calouste Gulbenkian Foundation and semi-open expert interviews, this dissertation explores the intersection of subcultural dance in permanent art institutions that host performing arts. With a focus on Lisbon, I argue that the relationship of dance subcultures and arts institution can be mutualistic, meaning that they can benefit each other. Within the realm of dance subcultures, I focus on street- and club dances from the American continent with African roots such as house, krump, vogue, or hip-hop. To understand what it means for each side to benefit, I first look at both, dance subculture and the institutional format of art centres, and then discuss the implications of an intersection. Especially for the case of art centres, given their experimental nature (Maurício 2016), the inclusion of subcultural dance represents an immense transformational force in trying out new formats of performing arts, working on cultural mediation in various dimensions, and creating a closer connection to local subcultural communities. This (bio)diversity of forms, aesthetics, and disciplines (Désanges 2017), that in return creates diversity in the audience and in the thematic fields of the institution, turning it richer and socially more relevant, is probably the biggest benefit that the inclusion of subcultural dance brings to art institutions. For dance subcultures, the benefits of this relationship are the visibility of their art, which leads to economic opportunities, representation of identity, and above all, validation of their culture, story, and dance. Although this intersection is already being practiced, I argue that cultural mediation is key to unlocking the full potential of the mutualistic relationship between dance subcultures and art institutions.
- The impact of game-based interventions on adult cognition: a systematic reviewPublication . Coelho, Franz; Gonçalves, Daniel; Abreu, Ana Maria; Abreu, Ana MariaThis 10-year systematic review examines the impact of game-based interventions (GBI) on adult cognition, covering game-based learning and training, serious games, gamification, and exergames. The research followed PRISMA guidelines and Cochrane recommendations for bias assessment. We reviewed 1,398 articles and selected 42 studies (26 randomized trials, 16 non-randomized). Our findings highlight the influence of contextual factors on GBI, such as culture and individual traits. We emphasize the predominance of digital over analog applications, reflecting GBI’s connection to Human-Computer Interaction (HCI). This review underscores GBI’s interdisciplinary nature and the need for high-quality research standards. We examined 23 outcome categories and found positive effects in areas like Satisfaction, Flow, Learning, Motivation, and Perception, though with varying bias risks. On average, GBI designs incorporated nine game elements. Most interventions used Puzzle and Simulation genres, were single-player, 2D, and computer-based. Innovations in neurophysiological tools, movement monitoring, and virtual reality offer promising HCI research avenues.