Adérito Fernandes Marcos
Universidade Aberta
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Featured researches published by Adérito Fernandes Marcos.
Computer Graphics Forum | 2010
C. Urbano; Luís Magalhães; João-Paulo Moura; Maximino Bessa; Adérito Fernandes Marcos; Alan Chalmers
In the last decade, an increasing number of techniques have been developed to reproduce high dynamic range imagery on traditional displays. These techniques, known as Tone Mapping Operators (TMOs), have been compared and ranked in different ways according to several image characteristics. However, none of these algorithms has been developed specifically for small screen devices (SSD). In this paper, we present an evaluation of currently used TMOs to show that SSDs with limited size, resolution and colour depth require specific research to find or create an appropriate solution. The research described in this paper is based on psychophysical experiments; using three different types of displays (CRT, LCD and SSD). The obtained results show that rankings obtained are similar for the LCD and CRT but are significantly different for the SSD. Furthermore, these rankings show additionally that some characteristics of TMOs need to be emphasized to obtain better high‐fidelity mapped images for SSDs.
International Journal of Art, Culture and Design Technologies (IJACDT) | 2014
Rui Leitão; J. M. F. Rodrigues; Adérito Fernandes Marcos
In teaching, the use of virtual and augmented reality has been on the rise, exploring different means of interaction and student engagement. Based on constructivist pedagogic principles, augmented reality pretends to provide the learner/user with effective access to information through real-time immersive experiences. Game-based learning is one of the approaches that have received growing interest. This paper presents the development of a game in a teaching and learning context, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. We will show that by using the game students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids. Keywords: Educational technology, game-based learning (GBL), design thinking, game design, gamification, augmented reality, geometry.
SIACG | 2006
Pedro Branco; L. Miguel Encarnação; Adérito Fernandes Marcos
We propose to observe users’ spontaneous facial expressions as a method to identify adverse-event occurrences at the user interface level. We discuss an experiment designed to investigate the association between incidents during a word processing task and users’ facial expressions monitored using electromyogram sensor devices. The results suggest that an increase of task difficulty is related to an increase in specific facial muscle activity. A second study is presented where an application offers assistance based on the users’ facial expressions. This study evaluates a social agent that reacts to the users’ spontaneous display of emotions, in an attempt to reduce the frustration caused by usability problems. The results indicate that for highly frustrated users the agent often increased their frustration, while those experiencing a moderate level of frustration stated that it somewhat reduced their frustrations.
Proceedings of the 8th International Conference on Digital Arts | 2017
Acácio de Carvalho; Selma Pereira; Adérito Fernandes Marcos
This project combines the (e) materiality of the image on the screen, in Photography and in Augmented Virtual Reality. From Fashion, Theatre and Expanded Media-art, which extrapolate their original formats and (e)materialize on the screen, overcome the ephemerality associated with digital in the printed image and return to their virtualisation with Augmented Virtual Reality. With this installation we propose to explore, through artistic practice, an aesthetic, which values the concept and the critic through art, is a reflection of contemporaneity, of doing, and, above all, of Digital Media Art.
Proceedings of the 8th International Conference on Digital Arts | 2017
Acácio de Carvalho; Selma Pereira; Adérito Fernandes Marcos
In this article the authors aim to contribute to the definition of an aesthetics in the expanded field of Media-Art. Based on the discussion about the post-digital aesthetics, which we interpret as a field of expanded digital, we propose a definition of an aesthetic that is the reflection of the contemporaneousness, of doing and, above all, of Digital Media Art. This article follows a study to define an aesthetic resulting from the interrelationship between Fashion, Media-Art and Theatre.
tangible and embedded interaction | 2011
João Martinho Moura; Né Barros; Pedro Branco; Adérito Fernandes Marcos
NUVE is an artistic project that aims to explore the artistic possibilities offered by the digital dance performances in the interaction between the individual and his virtual double. In NUVE we conceptualized, developed and implemented a digital artifact, resulting in a fluid digital performance based on the theme of the analog body versus the digital virtual body.
James Braman, Giovanni Vincenti e Goran Trajkovski (Eds.), Handbook of Research on Computational Arts and Creative Informatics | 2009
Adérito Fernandes Marcos; Pedro Branco; João Álvaro Carvalho
ARTECH 2008 : proceedings of the 4th International Conference on Digital Arts | 2008
João Martinho Moura; Jorge Sousa; Pedro Branco; Adérito Fernandes Marcos
Proc. Conferência Ibero-Americana InterTIC 2007 | 2007
Carlos Urbano; Luís Magalhães; João Paulo Moura; Adérito Fernandes Marcos
Enhancing Art, Culture, and Design With Technological Integration | 2018
Rui Leitão; J. M. F. Rodrigues; Adérito Fernandes Marcos