ESMAD - Departamento de Multimédia
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- Delimitar o futuro na relação entre a IA e a pedagogia fotográficaPublication . Mesquita, Hugo; Baptista, Adriana; Marques da Silva, Olivia MariaEste artigo explora a integração da “sintografia” em contexto de aula na Licenciatura em Fotografia, como uma estratégia para explorar as práticas artísticas e profissionais na era da transformação digital, problematizando as implicações pedagógicas da utilização da inteligência artificial em disciplinas criativas. O estudo gravita em torno do uso de IA para gerar conteúdo fotográfico, especificamente através da elaboração estruturada de prompts derivadas dos conhecimentos e práticas da fotografia. Analisámos os produtos fotográficos finais gerados por IA, categorizando-os como resultados 28 positivos ou negativos com base na sua qualidade estética e concordância com as diretrizes de promtping, para imagens de IA, ensinadas em aula. Esta avaliação é complementada por uma análise dos textos usados pelos estudantes na produção das prompts para gerar essas imagens, visando estabelecer uma relação entre a incidência de termos relevantes para a construção da fotografia utilizados nos prompts e a qualidade da imagem resultante. Além disso, o estudo apura casos em que ocorreram desvios das estratégias ensinadas, examinando tanto a natureza desses desvios como o seu impacto no produto final. A análise levanta hipóteses capazes de fundamentar o quanto o desvio pode levar a resultados positivos ou negativos. Partindo de uma aceção que a sintografia, como ferramenta pedagógica, pode promover uma compreensão mais profunda da interação entre tecnologia e criatividade, parece-nos urgente propor aos estudantes um envolvimento crítico com as dimensões éticas da IA, tanto na produção académica como artística. Por último, o estudo propõe explorar um conjunto de estratégias pedagógicas que visam otimizar o potencial educativo da IA nas disciplinas artísticas, contribuindo assim para o discurso mais amplo sobre a educação ética em IA.
- Delimiting the future in the relationship between AI and photographic pedagogyPublication . Mesquita, Hugo Edgar; Baptista, Adriana; Marques da Silva, Olivia MariaThis article explores the integration of synthography in the context of a class in the Degree in Photography, as a strategy to explore artistic and professional practices in the digital transformation era, problematizing the pedagogical implications of using artificial intelligence (AI) in creative disciplines. The study revolves around the use of AI to generate visual content, specifically through the structured creation of prompts derived from photography knowledge and practices of the students. We analyzed the final AI-generated images, categorizing them as positive or negative results based on their aesthetic quality and compliance with the AI imaging guidelines taught in class. This assessment is complemented by analyzing the texts used by students in the prompts that generate these images, aiming to establish a relationship between the incidence of terms relevant to the construction of photography used in the prompts and the quality of the resulting image. Furthermore, the study investigates cases where deviations from the taught strategies occurred, examining the nature of these deviations and their impact on the final product. The analysis raises hypotheses substantiating how the deviation can lead to positive or negative results. Starting from the idea that synthography, as a pedagogical tool, can promote a deeper understanding of the interaction between technology and creativity, it seems urgent to propose to students’ critical engagement with the several dimensions of AI, both in academic and artistic production. Finally, the study proposes to explore a set of pedagogical questions that can reflect on the potential educational use of AI in creative disciplines, thus contributing to the broader discourse on ethical education in AI.
- [Introdução de] Departamento de MultimédiaPublication . Azevedo, João
- [Introdução de] MultimédiaPublication . Azevedo, João
- [Introdução de] MultimédiaPublication . Leite, Luís
- Liber Domus: development of a prototype RPG for 6th grade mathematics and science learningPublication . Nunes, Eduardo; Gavaia, Bruno; Rodrigues, Rui; Sampaio, Luís; Silva, RaquelRecent studies shed an unfavourable light on existing tools that support at-distance learning in pre-university students. Concerns revolve around motivation, focus, engagement as well as long-term knowledge retention rates. Multiple attempts were made to connect digital games with education, designated by Game-Based Learning, although educational outcomes have been mixed. Possibly due to ad-hoc experimentation, the effects seem related to relationships between specific game mechanisms and structural design. This research project focused on potential effects of a digital 3D role-playing game in learning. A multidisciplinary team built a prototype, named Liber Domus, using game developing techniques and mechanisms that have never been used or explored in the area on this scale. Preliminary results show the game presents students with a more dynamic approach to learning inside the classroom, increasing motivation and fun levels and allowing for a less repetitive revision of subjects, and the flexibility of the tool for both classroom and at-home learning. Further development is ongoing.
- Pull-the-strings: generic mapping model for digital puppetryPublication . Leite, LuísPull-the-Strings presents a mapping model for digital puppetry based on a transparent framework to support generic device controllers and generic tools. Digital puppetry requires a creative interaction design, in particular in the way designers map the puppet to the puppeteer using specific devices. This process depends on a constantly changing interface technology, which limits the reuse of devices and mappings. This paper proposes a methodology and a set of tools that facilitate the mapping process, and promote the recycling of technologies. A flexible and generic environment independent from device specifications. By abstracting the hardware layer, the artist is motivated to think in terms of signal flow, establishing relations through meaningful mappings instead of handling the diverse specifications of each device and application. Pull-the-Strings is a data-flow ecosystem that focus on the functional usage of control signals. It provides a scalable environment for building semantic blocks that connect, transform and generate signals for the manipulation of virtual objects. Its goal is to make technology as transparent as possible, facilitating connections and reducing the obstacles between the performer and the performing object. On the other hand, it proposes an interaction design space that takes into account the manipulation and perception distance, responding to the specifications of the digital puppetry medium. This model was evaluated comparing a set of tools and methods with experienced and non-experienced users.
- Rave: exposição de finalistas ESMAD 2017Publication . Leite, Luís; Serapicos, Pedro; Sarson, Steven; Terroso, Teresa Azevedo; Quelhas, Vítor