Browsing by Issue Date, starting with "2021-03-03"
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- The Influence of Research and Innovation Strategies for Smart Specialization (RIS3) on University-Industry CollaborationPublication . Mascarenhas, Carla; Marques, Carla S.; Ferreira, João José de Matos; Galvão, AndersonThis study aims to understand better research and innovation strategies for smart specialization (RIS3) and assess how they influence university-industry (U-I) collaboration empirically. Primary data were collected from a focus group consisting of representatives of universities and government entities from Portugal and Spain. Secondary European Union (EU) data on the application of smart specialization measures and the innovation in these two countries were also included. The results reveal difficulties in implementing RIS3, resulting in decreased investment in research and innovation in all production sectors. Evidence also pointed to the negative impact of smart specialization measures on U-I collaboration and, consequently, on the respective knowledge transfer.
- Cinema expandido e videoartePublication . Oliveira, Daniela Távora; Cunha, Paulo Manuel Ferreira daAo fim dos anos 1950 e início de 1960, houve uma virada nas estruturas e costumes em várias áreas da atuação cultural e política humana. No campo das artes, uma série de novos artistas, conectados com movimentos de contracultura, apareceram com propostas voltadas principalmente a contestação dos padrões até então constitutivos da sociedade como um todo. Desdobrando este primeiro impulso, desconstruíram o dispositivo, a narrativa, a transparência e a divisão das funções. Na sequência, os videoartistas se envolveram com as questões referentes a tecnologia eletrônica, reavaliando criticamente seus usos pelas emissoras de televisão. Acompanharemos a trajetória desses movimentos, dos surgimentos, em eixos culturais e econômicos, até a popularização de suas práticas, em camadas mais periféricas do globo. Alguns objetivos destes artistas era a diminuição da distância entre arte e vida, artista e sociedade e a superioridade da imaterialidade em relação ao objeto. A partir da análise de obras de arte, teorias de artistas e outros escritos, pode-se dizer que, de certa forma, correntes estéticas contemporâneas estão voltadas ao documental, que existe uma abertura maior das práticas artísticas conforme o acesso aos meios de produção de imagens virtuais. No entanto, narrativas e formas cinematográficas começam a interessar novamente produções dessa natureza.
- VR Game Development for OCD TherapyPublication . Torrão, André Ricardo Pires Barroso de Sousa; Silva, Frutuoso Gomes Mendes daWith video games becoming more and more advanced, being pushed to their absolute limits in terms of Graphics, Performance, Gameplay and Narrative. It should come at no surprise when video games began to be used for more than just entertainment, and with Virtual Reality (VR), this notion has never been more widespread. From virtual reality movies being put into production, to musical and artistic experiences being brought into the virtual world, it was just a matter of time that video games would foray into the world of medical science, to be more exact, to the psychological field. In mental health, various toys and gimmick devices are used to distract and aid in treatments of many patients all around the globe. Using a VR game, one can give the player the ability to interact with an area that can be tailored to be as authentic as possible. This project aimed to create a prototype to deliver an experience that is grounded in a similar reality to the one the patient already knows, taking their Obssessive Compulsive Disorder (OCD) and challenging it in a controlled environment, asking the player to dissimulate their compulsions around a warm and inviting home. This prototype was reviewed by medical professionals, through video format due to the restrictions of the global pandemic in 2020.