155 research outputs found
A construção de uma memória colectiva com recurso a Mashups web 2.0: o caso do Sport Lisboa e Benfica
Mestrado em Comunicação MultimédiaEste estudo procura investigar uma forma de auxiliar a construção de uma
memória colectiva com recurso a Mashups Web 2.0, tendo como foco a
memória existente relacionada com a instituição desportiva Sport Lisboa e
Benfica, com uma clara preocupação com a conservação e salvaguarda do
património material e imaterial da mesma. As Instituições de Memória têm
regulado até agora a selecção, documentação, contextualização, preservação,
indexação e valorização dos elementos da cultura da humanidade, narrativas
históricas e memórias individuais e colectivas. Grande parte dessas memórias,
que se consideram como património cultural, está dispersa pela memória
colectiva viva que existe nos membros das comunidades. Como medida de
apoio a actividades relacionadas com a preservação desta memória, exprimese
uma necessidade de fomentar a criação de mecanismos eficazes que
permitam identificar, proteger, conservar, valorizar e transmitir esse património
cultural material e imaterial às gerações futuras.
Com a Web 2.0 e todas as possibilidades que oferece, as instituições de
memória têm à sua disposição ferramentas Web 2.0 que podem permitir o
desenvolvimento de soluções propícias a serem utilizadas para a comunicação
da memória, que podem ajudar, em certa medida, a motivar as comunidades a
participar e a partilhar. As tecnologias de comunicação e informação (TIC)
associadas ao fenómeno da Web 2.0 que promovam a participação poderão
dar o apoio necessário às instituições de memória para a construção de uma
memória colectiva mais completa, em que os Mashups Web 2.0 se poderão
revelar como uma possível solução para a combinação de serviços com vista à
recolha de memórias com diversa expressão multimédia (texto, imagens, áudio
ou vídeo) através da internet. Tendo em conta estes factores, este estudo
pretende compreender e gerar conhecimento sobre a forma de desenvolver e
disponibilizar instrumentos baseados em serviços Web 2.0 que possam auxiliar
as instituições de memória do Sport Lisboa e Benfica na recolha, correlação,
discussão e indexação das memórias relativas aos seus objectos, eventos,
história, personalidades ou locais ligados a esta Instituição Desportiva.This study investigates a way to help building a collective memory using Web
2.0 Mashups, focusing on existing memory-related sporting institution Sport
Lisboa e Benfica, with a clear concern with the preservation and safeguarding
of equipment and the same immaterial. Memory institutions have hitherto
governed the selection, documentation, contextualization, preservation,
indexing and promoting aspects of the culture of humanity, historical narratives
and individual and collective memories. Most of these memoirs, which are
considered cultural heritage is scattered by the collective memory that exists in
living members of the communities. As a measure to support activities related
to the preservation of memory, expressed a need to foster the creation of
effective mechanisms to identify, protect, conserve, enhance and convey that
material and immaterial cultural heritage for future generations.
With Web 2.0 and all the possibilities it offers, memorial institutions have
available Web 2.0 tools that may allow the development of solutions suited to
be used for the communication of memory, which can help to some extent, to
motivate communities to participate and share. The information and
communication technologies (ICT) related to the phenomenon of Web 2.0 to
promote participation may give the necessary support for memory institutions to
build a collective memory more fully in the Web 2.0 Mashups could well prove a
possible solution to the combination of services for the collection of memories
with different multimedia expression (text, images, audio or video) over the
Internet. Given these factors, this study aims to understand and generate
knowledge on how to develop and provide tools based on Web 2.0 services
which can help the memory institutions of Sport Lisboa e Benfica in the
collection, correlation, indexing of memories and discussion on its objects,
events, history, personalities or sites linked to this institution Sport
Digital Platforms and Algorithmic Subjectivities
Algorithms are a form of productive power – so how may we conceptualise the newly merged terrains of social life, economy and self in a world of digital platforms? How do multiple self-quantifying practices interact with questions of class, race and gender? This edited collection considers algorithms at work – for what purposes encoded data about behaviour, attitudes, dispositions, relationships and preferences are deployed – and black box control, platform society theory and the formation of subjectivities. It details technological structures and lived experience of algorithms and the operation of platforms in areas such as crypto-finance, production, surveillance, welfare, activism in pandemic times. Finally, it asks if platform cooperativism, collaborative design and neomutualism offer new visions. Even as problems with labour and in society mount, subjectivities and counter subjectivities here produced appear as conscious participants of change and not so much the servants of algorithmic control and dominant platforms
Digital Platforms and Algorithmic Subjectivities
Algorithms are a form of productive power – so how may we conceptualise the newly merged terrains of social life, economy and self in a world of digital platforms? How do multiple self-quantifying practices interact with questions of class, race and gender? This edited collection considers algorithms at work – for what purposes encoded data about behaviour, attitudes, dispositions, relationships and preferences are deployed – and black box control, platform society theory and the formation of subjectivities. It details technological structures and lived experience of algorithms and the operation of platforms in areas such as crypto-finance, production, surveillance, welfare, activism in pandemic times. Finally, it asks if platform cooperativism, collaborative design and neomutualism offer new visions. Even as problems with labour and in society mount, subjectivities and counter subjectivities here produced appear as conscious participants of change and not so much the servants of algorithmic control and dominant platforms
Digital manipulation versus real one: learning and motivation in a case study on Storytelling
Abstract
In this work, a Storytelling FabLab has been designed for the realization of virtual performances on a Shakesperian play in an elementary school. In this FabLab, many elements have been digitally manipulated: text, audio files, virtual actors on a 3D stage, and 3D Greek masks. Learning of contents and motivation have been assessed and compared to those of a traditional class working on the construction of real masks as artefacts. Regarding learning effectiveness, data show that there is no great difference between the score gained by the experimental group and the control one; however, results emphasize a high intrinsic motivation for both experimental and control groups. Moreover, qualitative results of both groups highlight the positive feeling of doing things reflecting user's own interest: pupils want to invent their own stories and realize them (physically or digitally)
A satisfação face aos atores de alojamento e restauração do destino turístico de Vila Nova de Foz Côa: análise de online reviews
As Tecnologias de Informação e Comunicação (TIC) desempenham atualmente um papel
fundamental em qualquer área da sociedade e especificamente em qualquer uma das que
compõem o setor turístico. A universalidade das TIC no setor do turismo em termos da oferta,
por exemplo na gestão e marketing, e da procura, desde a informação pré-viagem, reserva,
compra e partilha da experiência turística pós-viagem, possibilitou a criação de experiências
novas e inovadoras para os turistas. Também as novas fontes de informação online, como a
social media e o conteúdo gerado pelo utilizador, têm uma influência cada vez maior na perceção
e na expectativa dos turistas sobre os destinos, bem como na constituição da sua reputação e
imagem. Com a crescente popularidade e utilização de plataformas, websites e aplicações
relacionadas com o turismo, os online reviews constituem-se como uma inestimável fonte de
dados, essenciais para as empresas privadas do setor do turismo, mas também para as
organizações de gestão de marketing de destinos turístico.
Dada a importância da satisfação dos consumidores turísticos relativamente aos serviços de
alojamento e restauração numa visita a um destino turístico, propõe-se a realização de uma
análise dos online reviews, através dos conteúdos gerados pelos utilizadores efetuados na
plataforma Tripadvisor, de modo a analisar qual o grau de satisfação dos consumidores turísticos
estrangeiros relativamente aos atores de alojamento e restauração no destino turístico Vila Nova
de Foz Côa. Esta investigação tem como objetivo principal estudar as dimensões associadas à
satisfação, identificando para tal os motivos de satisfação e insatisfação e sugerindo medidas
que levem ao aumento da satisfação.
Para o efeito foi realizada uma abordagem qualitativa, tendo em consideração 343 online reviews
de 15 restaurantes e oito alojamentos turísticos existentes em Vila Nova de Foz Côa, publicados
na plataforma e website Tripadvisor, em inglês, que permitiu elaborar uma análise conceptual
utilizando o software Leximancer. Através da análise de texto foram identificados os temas
principais e conceitos, o que possibilitou dar resposta à questão de investigação formulada,
identificando para tal as dimensões associadas à satisfação dos atores de alojamento e
restauração deste destino turístico. Os resultados obtidos confirmam a satisfação geral dos
consumidores turísticos estrangeiros relativamente a estes atores.
Uma vez que até hoje não foi realizado nenhum estudo científico sobre esta realidade em
concreto, o presente estudo fornece um conjunto de dados valiosos quer para a entidade pública
responsável pela gestão do destino turístico, quer para os gestores e proprietários dos
estabelecimentos de alojamentos turísticos e restaurantes, que poderão ser utilizados para a
qualificação da sua oferta de forma a aumentar a satisfação nos seus estabelecimentos e no
destino turístico.
Esta dissertação pretende oferecer assim um contributo significativo para o conhecimento das
dimensões associadas à satisfação relativamente aos atores de alojamento e restauração do
destino turístico de Vila Nova de Foz Côa.Information and Communication Technologies (ICT) currently play a fundamental role in any area
of society and specifically in any of those that make up the tourism sector. The universality of ICT
in the tourism sector in terms of supply, for example in management and marketing, and demand,
from pre-travel information, reservation, purchase and sharing of the post-travel tourist
experience, has enabled the creation of new and innovative options for tourists. New sources of
online information, such as social media and user-generated content, are also having an
increasing influence on tourists' perception and expectations of destinations, as well as on the
formation of their reputation and image. With the growing popularity and use of platforms,
websites and applications related to tourism, online reviews are an invaluable source of data,
essential for private companies in the tourism sector, but also for marketing management
organizations of tourist destinations.
Given the importance of tourist consumer satisfaction regarding accommodation and restaurant
services when visiting a tourist destination, it is proposed to carry out an analysis of online
reviews, using user generated content on the Tripadvisor platform, to analyse the level of
satisfaction of foreign tourism consumers regarding accommodation and restaurant players in the
tourist destination Vila Nova de Foz Côa. This investigation's main objective is to study the
dimensions related to satisfaction, identifying the reasons for satisfaction and dissatisfaction, and
suggesting measures that might lead to increased satisfaction.
For this purpose, a qualitative approach was carried out, considering 343 online reviews of 15
restaurants and eight tourist accommodations in Vila Nova de Foz Côa, published on the
Tripadvisor platform and website, in English, which allowed the elaboration of a conceptual
analysis using the Leximancer software. Through text analysis, the main themes and concepts
were identified, which made it possible to answer to the research question formulated, identifying
the dimensions associated to the satisfaction of the accommodation and restaurant players in this
tourist destination. The results obtained confirm the general satisfaction of foreign tourism
consumers regarding these players.
As no scientific study has been carried out on this specific reality to date, this study provides a
set of valuable insights both for the public entity responsible for managing the tourist destination
and for the managers and owners of tourist accommodation and restaurant establishments, which
can be used to qualify the offer and increase satisfaction in their establishments and in the tourist
destination.
Therefore, this dissertation aims to offer a significant contribution to the knowledge of the
dimensions related to the satisfaction regarding the accommodation and restaurant players in the
tourist destination of Vila Nova de Foz Côa
The Routledge Handbook of Museums, Media and Communication
Museums today find themselves within a mediatised society, where everyday life is conducted in a data-full and technology-rich context. In fact, museums are themselves mediatised: they present a uniquely media-centred environment, in which communicative media is a constitutive property of their organisation and of the visitor experience. The Routledge Handbook of Museums, Media and Communication explores what it means to take mediated communication as a key concept for museum studies and as a sensitising lens for media-related museum practice on the ground. Including contributions from experts around the world, this original and innovative Handbook shares a nuanced and precise understanding of media, media concepts and media terminology, rehearsing new locations for writing on museum media and giving voice to new subject alignments. As a whole, the volume breaks new ground by reframing mediated museum communication as a resource for an inclusive understanding of current museum developments. The Routledge Handbook of Museums, Media and Communication will appeal to both students and scholars, as well as to practitioners involved in the visioning, design and delivery of mediated communication in the museum. It teaches us not just how to study museums, but how to go about being a museum in today’s world
Democratising the Museum
Democratising the museum is a collection of articles reflecting upon the problem of how participation, technologically mediated or not, can support the museum in the process of becoming more accessible. The open museum shares power with its visitors while negotiating professionalism and the role of the museum in a modern society. The book looks at the roles and struggles of audiences/visitors and professionals and the role of digital technologies in supporting the participatory museum. While different chapters draw on a variety of empirical examples, the main analytical backbone of the book comes from an extended participatory action research study conducted at the Estonian National Museum. This book aims at both academics and professionals working in the museum field
Aetherspheres: spatial sensitivity and self awareness in food and social media prosuming practices
The focal point of this thesis is on whether and how digital practices can challenge
and reintroduce values and concepts related to self-awareness and spatial
sensitivity. It uses prosuming practices of food and social media as a research and
learning tool. Prosumption is a compound word formed by joining the words
production and consumption and, in brief, it means producing for one’s own
consumption.
This study is conducted in the area of digital media and architecture. The main
architectural interest lies in the way that place (and notions related to the private
and public spheres) is perceived by its users and how this experience can be affected
by prosuming social media platforms every day. In particular, this study explores if
and how digital media, especially the prosuming of social media content, alters preestablished
issues related to spatial sensitivity.
A thorough critical examination of the prevailing views on these topics, as well
as their evolution in time, is described. The present status of the matters studied is
approached by a literature review and an empirical study using mainly
phenomenological methods of approach. Food prosuming is explored first and the
conclusions reached, related to self awareness and spatial sensitivity, are then further
tested and attempts are then made to apply these to social media content
prosuming.
The research methods used involved in-depth interviews with 35 participants
over a period of two years. Individuals who covered a spectrum of different ages,
social groups and professional categories were selected for interview. Data relating
to the documentation of prosuming practices of the participants, questionnaires,
and personal reflections through blogging and social media practices were
recorded. Furthermore, one intervention of public prosuming activity was also
investigated.
As it was found in food prosumerism, there is a significant difference if practiced
occasionally and when practiced in the frame of habitual everydayness. This
differentiation can be related to and affect issues such as privacy and the personal and
social spheres. It was also found that while casual prosuming in the digital domain
of social media involves aspects and values of the public domain, everydayness
transforms these digital prosuming practices into familiar practices as they are
habituated in the private domain. Schematically, this can be represented as: Public →
Casual → Private. Everyday digital prosumerism cultivates and incorporates issues of the private
domain, whereas by definition it should incorporate issues of the social domain.
This is what in this thesis is referred to as issues of the public-private domain. This
remark, though, affects the essence of spatial sensitivity, the understanding of the
private and the social sphere and the values and tendencies involved.
Our findings suggest that, in most cases of food prosuming, when sharing, the
host aims to instil a specific mood for the event, to be responsible for the setting, the
ambience, the atmosphere of the sharing experience with the guests and the facilitation
of sharing. In the digital domain, the mood and ambience of the sharing setting
might follow the same pattern as is facilitated by the host, but at the same time the
process of sharing sets the mood in an accelerated process; it is co-created,
continued or totally altered by the public private sphere.
Prosumerism as explored so far is correlated positively to issues of selfactualization
and personal wellbeing (Xie, Troye and Bagozzi, 2008). Do digital
prosuming practices share the same qualities? Personal atmospheres today, or what
we call in this thesis aetherspheres, incorporate values and issues cultivated and fed
by the fused atmosphere of the physical and the digital domain, forming a new
ethos of prosumerism and crafting new norms
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