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O museu como espaço de interação: arquitetura, museografia e museologia a partir dos casos do Museu do Futebol e do Museu do Amanhã / The museum as a space of interaction. Architecture, museography and museology based on the Museum of Football and Museum of TomorrowLupo, Bianca Manzon 17 December 2018 (has links)
O conceito de interatividade tem sido amplamente utilizado como premissa para a estruturação institucional de museus, sendo comumente introduzido no espaço museológico nas décadas recentes. A museografia interativa frequentemente aparece como alternativa para a apresentação de acervos formados a partir de bancos de dados digitais, participando ativamente da constituição de museus encarados como centros de referências e da criação das narrativas museais. O estudo pretende analisar a interatividade entendida como diálogo entre arquitetura, museografia e museologia, investigando sua relação com a concepção e recepção do espaço expositivo contemporâeo. Para tanto, possui como foco principal a análise do contexto brasileiro a partir dos casos de referência selecionados: Museu do Futebol (São Paulo, 2008) e Museu do Amanhã (Rio de Janeiro, 2015). A partir da análise proposta, pretende-se aprofundar o entendimento sobre a consolidação do campo da museografia interativa no Brasil, verificando suas implicações para o projeto de arquitetura de museus ao avaliar como se configura a relação entre acervos digitais, museografia interativa e arquitetura de museus. / Interactivity has been a widely used concept for the structuring of institutional museums. It has been frequently introduced in the museological space as an important point of consideration by the exhibition´s design, markedly in recent decades. The interactive museography is a common solution used to present digital collections, having assumed an important role to reference center museums. Although interactivity in museums has been a recurring theme developed in recent studies, the relation between interactivity and architectural design has not yet been enough analyzed. For this reason, this is the central question addressed by this article: to investigate the interactivity concept known as the relation between architecture, museography and museology, focusing on the relation between the creation and the reception of the exhibition contemporary space. For this reason, the study intends to deepen the analysis of the Brazilian context, especially in the lights of the Museum of Football (São Paulo, 2008) and the Museum of Tomorrow (Rio de Janeiro, 2015). By this research, we intend to deepen the present comprehension of interactive museography in Brazil, investigating the relation between digital collections, interactive museography and museum contemporary architecture.
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O museu como espaço de interação: arquitetura, museografia e museologia a partir dos casos do Museu do Futebol e do Museu do Amanhã / The museum as a space of interaction. Architecture, museography and museology based on the Museum of Football and Museum of TomorrowBianca Manzon Lupo 17 December 2018 (has links)
O conceito de interatividade tem sido amplamente utilizado como premissa para a estruturação institucional de museus, sendo comumente introduzido no espaço museológico nas décadas recentes. A museografia interativa frequentemente aparece como alternativa para a apresentação de acervos formados a partir de bancos de dados digitais, participando ativamente da constituição de museus encarados como centros de referências e da criação das narrativas museais. O estudo pretende analisar a interatividade entendida como diálogo entre arquitetura, museografia e museologia, investigando sua relação com a concepção e recepção do espaço expositivo contemporâeo. Para tanto, possui como foco principal a análise do contexto brasileiro a partir dos casos de referência selecionados: Museu do Futebol (São Paulo, 2008) e Museu do Amanhã (Rio de Janeiro, 2015). A partir da análise proposta, pretende-se aprofundar o entendimento sobre a consolidação do campo da museografia interativa no Brasil, verificando suas implicações para o projeto de arquitetura de museus ao avaliar como se configura a relação entre acervos digitais, museografia interativa e arquitetura de museus. / Interactivity has been a widely used concept for the structuring of institutional museums. It has been frequently introduced in the museological space as an important point of consideration by the exhibition´s design, markedly in recent decades. The interactive museography is a common solution used to present digital collections, having assumed an important role to reference center museums. Although interactivity in museums has been a recurring theme developed in recent studies, the relation between interactivity and architectural design has not yet been enough analyzed. For this reason, this is the central question addressed by this article: to investigate the interactivity concept known as the relation between architecture, museography and museology, focusing on the relation between the creation and the reception of the exhibition contemporary space. For this reason, the study intends to deepen the analysis of the Brazilian context, especially in the lights of the Museum of Football (São Paulo, 2008) and the Museum of Tomorrow (Rio de Janeiro, 2015). By this research, we intend to deepen the present comprehension of interactive museography in Brazil, investigating the relation between digital collections, interactive museography and museum contemporary architecture.
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Presentation of visual artworks in interactive virtual environments towards user engagementMaleshkova, Jeni January 2018 (has links)
This thesis explores the role of interactivity in interfaces for visual artwork display, and the promotion of user engagement. In contrast to most previous work, which has been based on digitally recreating the physical properties of traditional exhibition spaces, this research explores the advantages that interactive digital displays offer to user engagement by investigating different methods and techniques for presenting images of visual artworks in a virtual environment. Throughout this research, various interactive virtual presentation designs, including four interactivity modes, have been developed and tested in lab, field and online studies; data gathering and analysis have used both qualitative and quantitative methods. Further, event parameters have been introduced, the aid of which has allowed the separate phases of user engagement to be examined. The experiments on a broader scale in the final stage of this research are targeted towards demonstrating the potential of the proposed approach and will foster the application of advanced technologies for presentation of visual artworks. This thesis makes a number of contributions in the fields of digital art presentation and methods for measuring user engagement and its different phases. The conceptual framework for describing user engagement is generalised and ex- tended by additional elements. The relation between four designed interactivity modes and the extended phases of user engagement has been investigated, analysed and examined through the application of a mixed-methods approach that combines qualitative and quantitative techniques. Finally, the findings from this thesis about the design interactivity modes and evaluation of user engagement can be adopted by and applied in further research.
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Os impactos da revolução digital na indústria da comunicação / The impact of the digital revolution in communication industryVillegas, Greicy Marianne Lopes Guimarães Cahuana 21 September 2016 (has links)
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Previous issue date: 2016-09-21 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / With the technological advances of the last decade, sets up a new world. In this new scenario, change people and their daily life, mediated by new tools. New modes of interaction bring with them new possibilities, as well as new challenges. The research object deals with the advertising hybridization process, combined with the interactivity and distribution possibilities via sharing. We had as objective to describe and analyze the breaks of the current advertising model, the transitions of creative and production processes and trends in the communications industry in their new settings. The panorama of the advertising market is moving. On one side advertisers seeing their investments in communication falling in efficacy compared to a few decades ago and demanding new solutions to their agencies. On the other agencies, which until the other day felt comfortable to hold campaigns in the traditional format, looking for these new solutions, It is not enough to combine more creativity to the purchase of space on TV channels most watched and magazines wider audience. Today every advertising agency is faced with the same challenge: to create integrated campaigns in different formats involving multiple digital tools, that add value to the brand and reach a consumer increasingly demanding and participatory. In view of this we have the following cases: media convergence and the interactions of the media environment generate new advertising settings, incorporation into the advertising language elements such as entertainment and interactivity lead to hybridization between those elements and the original functions of advertising, which are to inform and persuade; the hybridization strategies of advertising language lead in persuade, making it a new media product, advertising entertainment and interactive advertising. In the investigation of these hypotheses in the fundamentals in various theoretical concepts and authors such as Pierre Lévy, Henry Jenkins, Martha Gabriel, Ricardo Ramos, Rogério Covaleski. There is much to be done so that the full potential of interactive media is maximized by agencies and advertisers. These need to be alert the changes that are occurring and prepared to adapt their services to this new reality, acting with competence and effectiveness. Competitive advantage will be in the hands of those who mobilize in order to meet new market demands .So, to win the market is crucial both the training of professionals who provide specialized services for advertising agencies, as the appropriate technologies for the use of interactive language. Some advertising agencies in Brazil are already adjusting to the changes required by digital technologies, thus bring cases of successful placements that take advantage of the great potential of these media / Com os avanços tecnológicos da última década, configura-se um novo mundo. Neste novo cenário, mudam as pessoas e o seu dia a dia, mediado por novas ferramentas. Novos modos de interação trazem consigo novas possibilidades, tanto quanto novos desafios. O objeto de pesquisa trata sobre o processo de hibridização da propaganda, aliadas à interatividade e às possibilidades de distribuição via compartilhamento. Tivemos como objetivos descrever e analisar as rupturas do modelo publicitário vigente, as transições de processos criativos e produtivos e as tendências na indústria da comunicação, em suas novos formatos. O panorama do mercado publicitário é de movimento. De um lado, anunciantes vendo seus investimentos em comunicação caindo em eficácia em comparação a algumas décadas atrás e exigindo novas soluções de suas agências. De outro lado agências, que até outro dia sentiam-se confortáveis em realizar campanhas no formato tradicional, procurando essas tais novas soluções, pois não basta mais aliar criatividade à compra de espaços em canais de TV de maior audiência e revistas de maior público. Hoje toda agência de publicidade depara-se com o mesmo desafio: criar campanhas integradas, em formatos diferenciados que envolvam as múltiplas ferramentas digitais, que agreguem valor à marca e atinjam um consumidor cada vez mais exigente e participativo. Diante disto temos as seguintes hipóteses: a convergência midiática e as interações do ambiente midiático geram novas configurações publicitárias; a incorporação na linguagem publicitária de elementos como entretenimento e interatividade levam à hibridização entre aqueles elementos e as funções originais da publicidade, que são informar e persuadir; as estratégias de hibridização da linguagem publicitária levam-na a persuadir, entreter e interagir, concomitantemente, tornando-a um novo produto midiático, favorecendo ao mesmo tempo o entretenimento publicitário e a propaganda interativa. Na investigação destas hipóteses nos fundamentamos em diversos conceitos teóricos e autores como: Pierre Lévy, Henry Jenkins, Martha Gabriel, Ricardo Ramos, Rogério Covaleski. Há muito a ser feito para que todo o potencial das mídias interativas sejam aproveitados ao máximo pelas agências e anunciantes. Estes precisam estar atentos às mudanças que estão ocorrendo e preparados para adaptar seus serviços a esta nova realidade, atuando com competência e eficácia. A vantagem competitiva estará nas mãos daqueles que se mobilizarem no sentido de atender às novas demandas do mercado. Desta forma, para conquistar o mercado é fundamental tanto a capacitação dos profissionais que prestam serviços especializados para as agências de publicidade, quanto a adequação das tecnologias para a utilização da linguagem interativa. Algumas agências de publicidade no Brasil já estão se ajustando às transformações exigidas pelas tecnologias digitais, reunindo assim cases de sucesso de veiculações que aproveitam o grande potencial dessas mídias
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Narrativas em hipermídia e tipos de interação / -Helena Damélio 05 August 2014 (has links)
Dentro do contexto das tecnologias digitais, desenvolve-se um novo tipo de narrativa, com características híbridas e interativas, apontando para um campo a ser explorado, o que abre espaço para análises mais específicas deste gênero no meio digital. O uso de diferentes linguagens, graus de interatividade e de imersão favorecem modos de leitura que vão configurando diferentes formas. Esta tese pretende investigar como as especificidades das mídias digitais possibilitam a construção de sentido narrativo a partir da interação e sinalizam caminhos críticos que sejam próprios para este universo. A tese usa como bases principais teóricas as discussões de Ryan (2001; 2002; 2004; 2006; 2011) sobre os graus de narratividade e as características de imersão e interatividade das narrativas em meio digital. As discussões de Murray (1999; 2013), Laurel (1991), Hayles (2009) e Ryan (2001; 2006) sinalizam as preocupações que se deve ter com as narrativas neste meio e sua preservação de coerência. As caracterizações da materialidade da escrita, as caracterizações de um processo de semiose que constitui sentido no ato de leitura, tomam por base as considerações de Hayles (2002) e de Santaella (2001), levando também em conta o que se discute já desde a poesia concreta, através de Pignatari (1977; 1987). Por meio da pesquisa e leitura das obras em hipermídia, a partir das características de criação, que permitem diferentes modos de interação, buscamos averiguar como este processo interativo revela diferentes tipos de narrativas / In the context of digital technologies, a new type of narrative is developed, with hybrid and interactive characteristics, pointing to a new field to be explored, what gives room for more specific analysis of this genre in the digital media. The use of different languages, degrees of interactivity and immersion promote ways of reading that shape different forms. This thesis intends to investigate how the specificities of digital media allow the construction of narrative meaning through interaction and how they indicate critical paths that are appropriate for this universe. The thesis uses as its main theoretical basis the discussions of Ryan (2001; 2002; 2004; 2006) about the degrees of narrativity and the characteristics of immersion and interactivity of narratives in digital media. The discussions of Murray (1999), Laurel (1991), Hayles (2009) and Ryan (2001; 2006) point to the concerns that one must have with narratives in this medium and its preservation of coherence. The characterization of the materiality of writing, the characterization of a process of semiosis that composes meaning in the act of reading, take as a reference the considerations of Hayles (20002) and Santaella (2001), also taking into account what has been discussed since the concret poetry, through Pignatari (1977; 1987). Through the research and the reading of the hypermedia texts, considering the strategies of their creation, which allow different ways of interaction, we tried to verify how this interactive process reveals different types of narratives.
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Modelagem e implementação de um Atlas Eletrônico interativo utilizando métodos de visualização cartográfica. / Modeling and implementation of an Electronic Atlas using cartographic visualization concepts.Delazari, Luciene Stamato 17 September 2004 (has links)
Nesta Tese apresenta-se a proposta de utilização de métodos de visualização cartográfica aplicados a um Atlas Eletrônico Interativo. Este Atlas é destinado a suprir a necessidades da área de Assistência Social no contexto da implantação e avaliação da LOAS (Lei Orgânica de Assistência Social) no Estado do Paraná. O desenvolvimento do trabalho foi baseado em conceitos de Atlas Eletrônicos, projeto cartográfico temático aplicado aos mapas digitais, interfaces e interatividade em cartografia e testes qualitativos de software com os usuários. O produto deste desenvolvimento foi um protótipo denominado Atlas Eletrônico Interativo. A modelagem conceitual deste protótipo foi baseada na análise das necessidades de atuação da área de Assistência Social no contexto da LOAS. Assim, nesta modelagem foram definidas as funções e operações presentes no protótipo, classificadas em: análise e comparação de padrões espaciais, análise espacial e de tendência, métodos de representação e combinação de diferentes tipos informações. Para a implementação do protótipo foi usada a linguagem de programação Visual Basic e o conjunto de classes MapObjects 2.0a (ESRI). As interfaces e o estilo de interatividade adequado a cada uma delas, de modo a proporcionar um Atlas em um ambiente exploratório, foram estabelecidos em um processo implementação e avaliação interativa de modo a valorizar tanto a estética quanto a funcionalidade. O protótipo foi submetido a testes com dois diferentes grupos de usuários, buscando avaliar a facilidade de uso das interfaces e determinar se o ambiente de utilização pode ser considerado como exploratório. Foi elaborado um roteiro de utilização do protótipo com atividades a serem desenvolvidas e questões específicas sobre cada atividade. A partir das respostas obtidas junto aos usuários após a realização dos testes, concluiu-se que o protótipo atendeu ao objetivo de servir de auxílio para compreensão e análise de diversas situações. O protótipo possibilitou aos usuários inferir adequadamente sobre a realidade do Estado quanto ao processo de implantação da Política Pública, conhecer as relações espaciais entre as diferentes situações dos municípios e analisar diferentes mapas, juntamente com gráficos, textos e tabelas. A proposta do Atlas Eletrônico como suporte à tomada de decisões na área da Assistência Social mostrou-se, no parecer dos usuários, como o instrumento adequado para o conhecimento detalhado de fenômenos espaciais, em particular sobre as informações relativas às Políticas Públicas no Estado. / This thesis presents a proposal of use of applied methods of cartographic visualization to an Interactive Electronic Atlas. The Electronic Atlas concepts and its characteristics had been applied as wel as applied thematic cartographic project to the digital maps, interfaces and interactivity in cartography and qualitative tests of software with the users. The considered general objective was the use of methods for visualization of spatial information in an Interactive Electronic Atlas to support the evaluation of the implantation of the LOAS (Organic Law of Social Assistance) in the State of the Paraná. From the types (kinds) of necessary analysis on the relative information to the Social Assistance the conceptual modeling of the Interactive Electronic Atlass prototype was carried through. In this modeling had been defined the functions and operations that would have to be presents in the prototype. The functions and operations had been classified in: analysis and comparison of spatial pattern analysis and comparison, spatial analysis and trends, methods of representation and combination of different types of information. For the implementation of the prototype it was used the programming language Visual Basic and the set of classes MapObjects 2.0 (ESRI). During the implementation the interfaces and the style of interatividade to each one of them had been defined, in order to provide an Atlas in a exploratory environment. The prototype was submitted to tests with two different groups of users, having searched to evaluate the usability of the interfaces and to determine if the environment can be considered exploratory. A script of use of the prototype was elaborated with activities and specific questions on each activity. From the answers after the the users accomplishment of the tests, concluded that the prototype took care of to the objective to serve of aid for understanding and analysis of diverse situations. The prototype made possible to infer adequately on the reality of the State how much to the process of implantation of the Public Politics, to know the spatial relations between the different situations of the cities and to analyze different maps, together with graphs, texts and tables. The proposal of Atlas Electronic as supported to the taking of decisions in the area of the Social Assistance revealed, in seeming of the users, as the instrument adjusted for the knowledge detailed of spatial phenomena, in particular on the relative information to the Public Politics in the State.
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Narrativa e Interatividade em meios audiovisuais / Narrativa e Interatividade em meios audiovisuaisSá, Alexandre Machado de 23 March 2007 (has links)
Em O Discurso da Narrativa Gerrard Genette faz uma análise de À La Recherche du Temps Perdu de Proust, destrinchando a poética narrativa e fornecendo elementos eficazes para a compreensão e estudo de qualquer outra obra narrativa. Genette sugere a análise através de 3 chaves: Tempo (que pode ser subdividido em Ordem, Duração e Freqüência), Modos de Narrativa e Voz. A narrativa é cada vez mais presente nos videogames e para compreender as congruências e diferenças entre a narrativa literária e a narrativa que permite interação, própria dos jogos eletrônicos, o jogo de aventura Full Throttle , de Tim Schafer, foi observado sob a ótica de O Discurso da Narrativa. A partir dos elementos fornecidos pelo estudo, esse trabalho propõe a criação de uma obra: LIMBO, um jogo eletrônico com a aplicação objetiva dos recursos narrativos observados. O documento de produção do jogo, é apresentado de forma completa, procurando abordar o maior número de características que deverão ser implementadas através dos seguintes tópicos: visão geral, sinopse, descrição dos personagens, descrição do universo onde se passa a história, argumento, descrição do funcionamento do jogo, mecânica do jogo, descrição progressiva fase a fase, descrição do espaço e descrição da direção de arte. / In Narrative Discourse Gérrard Genette makes an analyze of À La Recherche du Temps Perdu by Proust, breaking apart the poetic narrative and bringing new effective elements to comprehend and study any other kind of narrative. Genette suggests that this analyze should be taken by three basic keys: Time (could be divided in Order, Duration and Frequency), Mode and Voice. The narrative have been more and more common in the videogames and to comprehend the congruencies and differences between the literature narrative and a narrative that allows interaction, of the electronic games, the adventure Full Throttle from 1994, by Tim Schafer, was observed by the eye of Narrative Discourse. Using the elements found in this study, this work consists on the creation of a new product: LIMBO, an electronic game with the objective application of this narrative features observed. The Game Document is presented in a completed way, trying to approach the biggest number of characteristics that will be implemented by the topics: overview, synopsis, characters description, description of the universe where the story happens, argument, game play, level design and concept arts.
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Dangerous radio/activity : self and social space in contemporary Australian talk radioCook, Jacqueline Ann, University of Western Sydney, College of Arts, Education and Social Sciences, School of Communication, Design and Media January 2001 (has links)
This study examines talk-radio relations in advance of digitisation, testing the continuity of patterns of listener formation, to assess the accuracy of claims that 'interactivity' and individuated informational flows are demand-driven. Australian talk broadcasters are shown discursively creating a living 'thirdspace' or 'real virtuality' of transactional locations. Listener-caller participation arrays varying social orders across this imagined-yet-real terrain. Radio talk thus becomes a 'euphemised' form of social pre-dispositioning power, differentially locating power across communities. Four sets of talk-radio texts are examined in detail, using a socially contextualised form of linguistic analysis. Transcripts from 2UE's 'The Stan Zemanek Show' reveals an openly-gendered and more covertly classed discourse. The address to private rather than to public 'selves' in late-night sex-counselling talkback is examined. The study then examines programming from the community radio sector of volunteer-produced, local radio transmission. Finally, the study examines 'The prison show', a community radio music request and message programme for Aboriginal prisoners. The study concludes by suggesting that talk radio's role within cultural formation is complex in its articulations, but deeply implicated within the major cultural formational activities of contemporary consumer culture, on which are being modelled digital audio broadcasting's newly intensified flows of interactivity / Doctor of Philosophy (PhD)
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Interactive user experience design : creating an effective online experiencePark, Ji Yong, n/a January 2007 (has links)
Designing for user experience is central to good web design, particularly in e-commerce
settings. However, the relevant dimensions and processes of designing for user experience
have been variously defined. This project develops an approach to web design that defines
the key dimensions of user experience, including interactivity, participation, and flow, and
web site design of the user experience. The idea of Interactive User Experience
Design is advanced as a model for designing from the perspective of user experience.
The project reviews relevant dimensions of user experience, proposes a model integrating
key design dimensions of this experience, surveys design literate university students on
effective online experiences, and develops a prototype for a hypothetical commercial web
site that incorporates elements of co-creation and identity play. This practice-based
project contributes a new proposal for web-based design and new knowledge in the form
of an approach to user experience design.
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Playing at Reality: Exploring the potential of the digital game as a medium for science communicationAitkin, Alexander Lewis, alex.aitkin@dest.gov.au January 2005 (has links)
Scientific culture is not popular because the essential nature of science – the models and practises that make it up – cannot be communicated via conventional media in a manner that is interesting to the average person. These models and practises might be communicated in an interesting manner using the new medium of the digital game, yet very few digital games based upon scientific simulations have been created and thus the potential of such games to facilitate scientific knowledge construction cannot be studied directly. Scientific simulations have, however, been much used by scientists to facilitate their own knowledge construction, and equally, both simulations and games have been used by science educators to facilitate knowledge construction on the part of their students. The large academic literatures relating to these simulations and games collectively demonstrate that their ability to: re-create reality; model complex systems; be visual and interactive; engage the user in the practise of science; and to engage the user in construction and collaboration, makes them powerful tools for facilitating scientific knowledge construction. Moreover, the large non-academic literature discussing the nature of digital games (which are themselves both simulations and games) demonstrates that their ability to perform the above tasks (i.e. to re-create reality, model complex systems, and so forth) is what makes them enjoyable to play.¶Because the features of scientific and educational simulations and games that facilitate knowledge construction are the very same features that make digital games enjoyable to play, the player of a scientific-simulation-based digital game would be simultaneously gaining enjoyment and acquiring scientific knowledge. If science were widely communicated using digital games, therefore, then it would be possible for there to be a popular scientific culture.
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