quarta-feira, 26 de dezembro de 2007

BOM ANO NOVO!!!

Head Tracking for Desktop VR Displays using the WiiRemote
http://www.youtube.com/watch?v=Jd3-eiid-Uw

Augmented Reality Application
http://www.youtube.com/watch?v=XgDRrJY8xyA&feature=related

UbiHand Augmented Reality Interaction
http://www.youtube.com/watch?v=O1e9FBtIyv4&feature=related

quarta-feira, 19 de dezembro de 2007

Ydreams & EGF

Dia 21,22,23 vai estar um camião tir na praça do comercio cheio de instalações interactivas desenvolvidas pela Ydreams para a Empresa Geral do Fomento. Se puderem deem lá um salto.

Talk at the Game Developers Conference about gestural interactions


Gave a talk at the European GDC today in Lyon. It was called “5 lessons about tangible user interfaces” and addressed an overview of classic misconceptions concerning tangible user interfaces. It’s actually a modified version of an earlier talk I gave last year at Nokia Design in Los Angeles; I added few things I’ve done since then. It’s always interesting to give such a talk to different audiences; the way it it is received by industrial designers is totally different by game developers, fully different insights and discussions. The slides are here (.pdf, 9.8Mb):

Tangible interfaces hold lots of promises ranging from being more intuitive or realistic, being more appealing to users to enabling people to get some physical exercises in the process. User experience research about it shows that things are not so simple. This presentation discusses 5 misconceptions and why they are wrong. Each can be exemplified by arguments drawn from user studies, which are of importance for game designers:1. Inert objects do not lead to tangible interactions or how non-gestural interfaces such as TV remote control can be gestural2. Direct mapping between the physical movement and the interaction in the digital world is simple and intuitive or how direct mapping is not always efficient for players or accurately detected.3. physical interfaces offer a larger variety of control than standard controllers, and are more realistic and intuitive”: depending on the task, tangible interfaces actually do not necessarily lead to intuitiveness and ease of control.4. The starting point of designing TUI is to look at real-life counterparts… so let’s design guns for shooting games, a flute for musical games…: there are actually other alternative that are almost never investigated, taking the opposite direction of direct mapping.5. Tangible interfaces are ubiquitous and allows mobile/seamless interactions or how tangible interactions do not appear in a vacuum and lots of problems due to the context can happen.
The description of why these ideas are misconceptions lead to important implications and design lessons about how to go beyond current implementations in video games.
The conference was interesting, sometimes a bit too techno-centric for me, I will try to write something about my notes from the sessions I found relevant.

http://liftlab.com/think/nova/2007/12/04/talk-at-the-game-developers-conference-about-gestural-interactions/

'Emotion' used to mark the insurmountable border between a man and a machine. Only in a distant future (science fiction, usually) machines were able to be intertwined with emotions. Actually, in real life, emotions are tracked, transmitted and mediated by machines. The brand new CCCS, Centre For Contemporary Culture Centre La Strozzina, will be inaugurated on November 29 with the exhibition Emotional Sytems, contemporary art between emotion and reason. The challenging topic is targeting one of the unresolved problem in the creation/perception of an artwork also in the neurological perspective. The exhibition si curated by Martin Steinhoff and Franziska Nori (the latter curated landmark exhibitions in the recent years like 'I Love You' or 'adonnam.mp3', and now has been appointed as CCCS project director). In the very tradition of Nori's curating style, the program includes an art education program, a series of lectures/performances and a catalogue with different related theories and essays. Among the works included, immersed in a dark room, there's the amazing video installation 'Observance' by Bill Viola, able to affect every person who suffered a significant loss in his life with a natural flow of empathy; 'Emotional Mapping' by Christian Nold, who detects skin tension and perspiration of participating people walking in the city, visualizing then the data on mapping systems like Google Maps; 'The Subjectivisation of Repetition' by Yves Netzhammer, in his usual style of shaping abstract 3D human bodies that act, morphs and join other known or abstract forms in a continuous stream of astonishment, delight and wondering; 'Mechanics of Emotions' by Maurice Benayoun, crossing internet search data with its geographical origin, then rendering such a user's emotional status on a 3D global map made by words in real time; 'Air/Aire' by Teresa Margolles, instead is able to deeply play with the ambiguity of objects and how they are perceived in specific contexts. She uses an air conditioner and steam from water taken from the laboratories in the municipal mortuary in Mexico City after it was used to wash unidentified corpses being prepared for autopsy. The consequent triggered visitor awareness becomes an unavoidable part of the work. So can art induce real discontinuity in blood pressure, changing the state of mind, triggering sudden recalls from the past and shed lights or shadows in your daily vision? Take a tour of this exhibition and then ask yourself this question again.
http://www.neural.it/art/2007/11/emotional_sytems_contemporary.phtml

quinta-feira, 13 de dezembro de 2007

Atmosferas

Serve este email para informar de algumas novidades mesmo ao cair do novo ano.

O Atmosferas está agora oficialmente numa nova fase: alterou o nome para CADA (Centro de Artes Digitais Atmosferas) e é uma estrutura completamente independente. Temos finalmente um novo site em www.cada1.net .

Nos últimos meses temos estado a trabalhar num projecto de design generativo para telemóvel chamado "TODAY".
Embora ainda esteja numa fase beta, beta, vamos fazer a primeira apresentação pública do projecto no próximo dia 18 Dez (prox. 3ª feira) às 22h no LUX, no âmbito da Pecha Kucha Night Lisbon. Info sobre o evento em http://pechakuchalisbon.blogspot.com/. Estão convidados.

Ana Reis a reactable teve este ano em portugal na zdb

é um dos meus projectos preferidos.

domingo, 9 de dezembro de 2007

sexta-feira, 7 de dezembro de 2007

Sites com papers interessantes:

http://www.cecl.com.pt/
http://www.recensio.ubi.pt/
http://www.medienkunstnetz.de/
http://www.artmetamedia.net/
http://virose.pt/
http://www.rizoma.net/
http://mouseland.blogs.ca.ua.pt/

White Box

White Box


STREAM
A Unique Multimedia Exhibition of Artists from Portugal
Curated by João Silvério

November 30, 2007 - January 5, 2008
Opening Reception: Friday, November 30, 6-8pm

White Box
525 West 26th
StreetNew York, NY 10001
P: 212.714.2347 / F: 212.714.2354
http://www.whiteboxny.org/

PEDRO BARATEIRO / PEDRO CABRAL SANTO / FILIPA CÉSAR / LUISA CUNHA / ALEXANDRE ESTRELA / CRISTINA MATEUS / CARLOS ROQUE / ANDRÉ SIER / JOÃO SIMÕES / MIGUEL SOARES / RUI TOSCANO
[VIDEOBOX] JOÃO LEONARDO

STREAM is an exhibition that will surprise New York audiences, making us reconsider, rethink and re-contextualize global art making and information technology. The selected group of Portuguese artists stretch and stream their particular lenses into outposts of innovative art, be it where their work is made, in New York or elsewhere.
STREAM’s media-based works require a public art space where the art is available in a one-to-one temporal engagement, a viewing that takes place in the context of continual coming and goings, with traffic and a constant flow of visitors -- different from a cinema or a concert hall. STREAM is presented as an irregular flux, which overflows its margins and continuously re-establishes its limits.
All are time-based works, moving in various directions, streaming from the artist’s studio to a public space: artworks that fetishize digital media, use video and audio narratives, and display performative aspects inherent to technology.

White Box is a 501(c)(3) non-profit organization. Your donations are tax-deductible to the full extent of the law.
Annual exhibitions are supported in part by the New York City Department of Cultural Affairs and the Andy Warhol Foundation for the Visual Arts, with additional annual organizational funds from the Rockefeller Brothers Fund and the Lily Auchincloss Foundation.

53 Ludlow street
New York, NY 10002, USA

quinta-feira, 6 de dezembro de 2007

Nokia The Passenger

the_passenger.jpg

The Passenger, advergame da Nokia para lançamento de seu novo kit para carros. Vale a pena explorar esta missão com locações na França. Durante a jornada, um passeio pelas funcionalidades do aparelho: GPS, MP3 e Viva Voz

quarta-feira, 5 de dezembro de 2007

domingo, 2 de dezembro de 2007

ARCO 06 INTERACTIVE

http://www.youtube.com/watch?v=KvxD8Q2CjkM&mode=related&search

The Wall Piano


As we traipse around the summer’s degree shows on the hunt for the hottest, brightest, tastiest new talent, some projects just leap out and slap us about the head with their all-round neatness. Like this: a little bit of tech-trickery that turns an ordinary wall into, you guessed it, a piano.
The Wall Piano is the work of Hon Lam Li (Patrick to his friends), who has just graduated from the London College of Communications’ Interactive Design BA. Watch a video of it in action here
We got in touch with Patrick to find out more:
CR: How does the Wall Piano work exactly?P: There are two microphones attached on the wall surface. Those microphones are acting like human ears for the computer. Therefore, the computer is able to hear people who tap/bang on the wall. The program that I made could translate those hits into piano keys.
It all depends on how hard you hit the wall. The lower key will be produced when you hit it harder; and the higher key will be produced when you hit it softer. Just like every other modern piano, it has 88 keys.
http://www.creativereview.co.uk/crblog/the-wall-piano/

Audiokinematics

http://www.youtube.com/watch?v=0cVIySdDXs4&eurl=http%3A%2F%2Fkinematics%2Eglyph%2Ede%2Findex%2Ephp%3Fid%3D84

sexta-feira, 30 de novembro de 2007

Rui em relação ao http://www.squidoo.com/soundtoys/ essa instalação já tinha sido desenvolvida pelo grupo "Paradiso's Group " do Mit, mais coisas deles aqui:
http://www.media.mit.edu/resenv/Navigatrics/index.html

Quanto ao the-future-of-desktop, não sei se é tão futuro. Com a saida do Adobe Air em junção com o flash, olha para esta aplicação : http://br.youtube.com/watch?v=Kz5RzBS7seg

OFFF Lisboa 2008

Dia 8,9,10 Maio de 2008
Mais info: http://www.offf.ws/

Uma das maiores convenções de design interactivo

quinta-feira, 29 de novembro de 2007

visualcomplexity

http://www.visualcomplexity.com/vc/

VisualComplexity.com intends to be a unified resource space for anyone interested in the visualization of complex networks. The project's main goal is to leverage a critical understanding of different visualization methods, across a series of disciplines, as diverse as Biology, Social Networks or the World Wide Web.

Database of Virtual Art

http://www.virtualart.at/common/recentWork.do

The Database of Virtual Art documents the rapidly evolving field of digital installation art. This complex, research-oriented overview of immersive, interactive, telematic and genetic art has been developed in cooperation with established media artists, researchers and institutions. The web-based, cost-free instrument - appropriate to the needs of process art - allows individuals to post material themselves. Compiling video documentation, technical data, interfaces, displays, and literature offers a unique answer to the needs of the field. All works can be linked with exhibiting institutions, events and bibliographical references. Over time the richly interlinked data will also serve as a predecessor for the crucial systematic preservation of this art.

Augmented Reality / Realidade Aumentada

Estas são algumas demonstrações que fiz sobre a realidade aumentada, alguns de voçês já viram.





Se alguem tiver interesse em Realidade Aumentada, é só dizer, que eu explico como funciona e o que é necessário para criar aplicações.

quarta-feira, 28 de novembro de 2007

Lista de software/Hardware

Aqui fica uma lista de ferramentas passiveis de serem usadas nos projectos.

Associados a estes links existem uma série de projectos que demonstram a utilização do software.

Gaming, Graphics, and Video Sound and Music

Max/Jitter
Eyesweb
Processing
Processing Mobile
Wiring
Arduino
Fritzing
Blender
Isadora
Context Free
Design By Numbers
DrawBot
GEM
Irrlicht
Jitter
NodeBox
Ogre
openFrameworks
Scriptographer
VVVV

Sound and Music
ChucK
Pure Data (PD)
SuperCollider

Electronics and Fabrication
Fab@Home
Gainer
Reactable
RepRap

MovLab - Laboratório de Motion-Capture

Aqui fica o link para o laboratório de motion-capture da universidade:

http://movlab.ulusofona.pt/

O objectivo do laboratório é abranger 2 áreas: Biomecânica e Animação Digital.
Animação Digital associada a à indústria de entretenimento (televisão, cinema e multimédia) onde se pretende explorar o universo criativo a três dimensões. E biomecânica do movimento humano, em que se desenvolvem projectos de análise cinemática, de análise das forças reactivas do apoio (através de uma plataforma de forças AMTI sincronizada com o sistema Vicon) e de análise da dinâmica por conjugação das anteriores de modo a serem obtidas as forças internas desenvolvidas pelo executante e os momentos de força que actuam nas articulações.
Alguns links que acho interessantes:

http://www.lichtensteiger.de/

Jogo áudio
http://www.thedark.net/

Zoundz Demo
http://www.squidoo.com/soundtoys/

the-future-of-desktop
http://haha.nu/creative/the-future-of-desktop/

opensourcery



opensourcery is what you get when you throw a master of bewitching installations and a "real" magician right into a workshop dedicated to magic and illusion.
The workshop was Interactivos?, it took place in June at the MediaLab Madrid. The illusionists are Zachary Lieberman and Mago Julián ("Julian the Magician" in english.)
opensourcery is a performance which marries camera based technology with old fashioned close magic to manipulate a live video image seamlessly and create new tricks. The custom developed software is completely open-source (thus the title) and designed as a starting point for imagining a new language of tricks and techniques for magical

http://www.we-make-money-not-art.com/archives/009647.php

Spellbinder Makes Invisible Artwork Appear When You Take a Picture


Say you're in Europe, standing in front of some medieval castle. You take a picture of it with your cameraphone and send it via MMS to Spellbinder. Soon you get a message back with your shot, only now there's a giant green fire-breathing dragon guarding the castle's gate. There are no elves in a sweatshop, magically overlaying images on top of your stuff. Rather there's a system that analyzes the shot, matches it to a huge database of other shots, then does what Spellbinder's programmers tell it to do. And it can do a whole lot more.
The same system can be turned into a dueling game: you and your worst enemy put on shirts with barcodes or distinct images on the front and back. At 10 paces, you both draw your digital Elphs and start snapping. He who snaps the most shots of the other guy's sensitive areas—or maybe a iconic flag your enemy was meant to protect—wins. (I assume the tally happens later on, because even with cameraphones, there'd surely be an annoying lag as Spellbinder performed shot-by-shot analysis.)
http://gizmodo.com/gadgets/i-c-u/spellbinder-makes-invisible-artwork-appear-when-you-take-a-picture-288416.php

interactive party ball



Sure, you've played "keep it up" with big rubber ball or half-helium balloon at a rave or concert before, but you've probably never had the pleasure of smacking around a one-and-a-half-meter sphere that responds to your whacks with multi-colored blinks. Enter the Zygote: the "interactive" party ball. Yes, now you and your New Rave posse can really get into the "groove" by violently tossing a gigantic orb of light into the air, and then watch as fellow hedonistic revelers join in the fray. Created by designer Alex Beim of the interactive collective Tangible, the Zygote consists of a cube of touch-sensitive, colored LEDs, surrounded by a helium filled globe; when the ball is hit, squeezed, or tapped it emits a variety of colors. The Zygote doesn't serve any technical purpose, though critics have noted that the glowing sphere helps keep "bad vibes" from "harshing" their "mellow." Check the video after the break to see the magic in action.

Video: http://www.youtube.com/watch?v=RoZyCAkO6CQ
Source: http://www.engadget.com/2007/08/27/zygote-the-interactive-party-ball/

The Impact of Large Scale Integrated Displays on Architecture and Urbanism.


have mixed feelings on LED facade architecture and in particular the placing of large LED Screens in publc spaces. I’m therefor glad to see that these technologies are getting crtically discussed by a great line up of designers, artists, and architects at a 2 day conference held at Central Saint Martins Innovation Center in London. There’s a few people speaking, I’ve not had the chance to listen to but enjoyed their books which I’m particularily looking forward to hearing including Bart Lootsma, Kari Jormakka and Malcom McCullough. Full list of speakers can be found below. along with the blurb…
http://www.interactivearchitecture.org/the-impact-of-large-scale-integrated-displays-on-architecture-and-urbanism.html

Ivan Blog [Dreaming in Flash]

Depois de muita ponderação/reflexão, consideramos colocar aqui um link para um blog que consideramos assim, assim... Não foi fácil, mas depois de muitos pedidos, ameaças ..., aqui vai o link:

http://www.dreaminginflash.com/

Para quem sabe um pouco de flash (abrir o flash) este blog não irá ensinar nada de novo, mas prontos... o que conta é a intenção.

Agora a sério, é uma iniciativa do Ivan com mais alguns colegas sobre Flash/programação actionscript. Parabéns pela iniciativa, tá muito bom,

City Wall


The CityWall is a large mutli-touch display installed in a central location in Helsinki which acts as a collaborative and playful interface for the everchanging media landscape of the city.
The content displayed on the CityWall is periodically organized into themes or events that are currently taking place in the city such as festivals, carnivals or sports events.
The CityWall is designed to support the navigation of media, specifically annotated photos and videos which are continuously gathered in realtime from public sources such as Flickr and YouTube.
http://citywall.org/pages/about

DESIGN INTERACTIONS

http://www.interaction.rca.ac.uk/

Monday Inspiration: User Experience Of The Future

http://www.smashingmagazine.com/2007/11/26/monday-inspiration-user-experience-of-the-future/
Aquele site que a paty fez o post, foi feito por o Miltos Manetas, que me esqueci de referir no post do flash, ele também usa o flash para os seus trabalhos, aqui está a página pessoal dele com o portefolio:
http://www.manetas.com/happeningnow/index.htm

gosto deste especialmente:
http://www.ipollock.com/

Seminários - Ciência, Tecnologia e Empresa 2007/ 2008

No âmbito dos Seminários - Ciência, Tecnologia e Empresa 2007/ 2008 organizados pela Escola de Comunicação, Artes e Tecnologias da Informação (ECATI) da Universidade Lusófona, no dia 29 de Novembro pelas 18h00 no Auditório Agostinho da Silva um seminário sobre "Nokia - Estado de arte para Rádio e TV na Web: soluções Nokia Siemens " com a presença do Professor Doutor Artur Arsénio (Innovation Manager da Nokia Siemens Networks Portugal S.A.).

terça-feira, 27 de novembro de 2007

para pintar

muito uinduuuu

http://www.jacksonpollock.org/

Crayon Physics

Pequena Aplicação/Jogo que envolve crayons e física.



Download da aplicação(funciona com rato): http://www.kloonigames.com/blog/games/crayon/

Alguns links

Não sei se conhecem.

Plataforma digital sobre arte contemporânea de/em Portugal entre 1993 e 2003
http://www.anamnese.pt/

LIA
http://www.strangethingshappen.org/

raster-noton
http://www.raster-noton.de/

Out of Bounds



There is a childlike quality about wanting the ability to see through walls with x-ray vision like a superhero character. This memory is something Chris O’Shea wants to capture in the interactive installation Out of Bounds. The work encourages visitors to bore through the walls of the museum and engage in a ‘behind the scenes’ experience with an x-ray torch. This playful interaction encourages childlike curiosity in young and old alike, and opens up a portal into the Museum’s forbidden spaces.
Shine the torch at the wall to reveal the secrets hidden beneath. Pay an anonymous visit to the staff office, collection’s store, workshop, roof hatch or plant room. “As adults, we spend less and less of our time engaging in playful activities. Our daily life and careers often get in the way. I’m interested in how play can enrich our lives. I aim to take concepts of interaction design, toys, video games and playgrounds, and bring them into our everyday objects and spaces”.
O’Shea’s work often incorporates alternative uses of technology to encourage people to relinquish the learnt behaviour of adulthood and reconnect with the wonderment of youth. Through his reprogramming and reassignment he hopes to give audiences fresh new perspectives, allowing them to re-evaluate their everyday surroundings. Just as a torch shines light into a darkened space to bring things into focus, this work uses the torch as a way of looking into the workings of a modern museum.
Dezeen has much more coverage of the exhibition here.

Funky Forest




The test of any good installation is how children respond and few I’ve seen get this kind of intuitive response. Theo Watson and Emily Gobeille, made ‘Funky Forest‘ which premiered at the 2007 Cinekid festival in the Netherlands. ‘Funky Forest’ is an interactive ecosystem where children create trees with their body and then divert the water flowing from the waterfall to the trees to keep them alive. The health of the trees contributes to the overall health of the forest and the types of creatures that inhabit it.

Diesel's Fashion Show Adds New Dimension



Giant aquatic creatures from the deep, snaking robots made from watches and one man submarines were among many other things never before seen on the catwalk, that stunned the audience in Florence, Italy last week as Diesel presented their show for the Spring Summer 2008 collection. The ‘liquid space’ concept for the collection was radically brought to life during the 17 minute show, which is the first time that holograms have been projected along a traditional catwalk, being visible from both sides, and the first to combine both real and holographic models in a fashion show. Alexander McQueen used a holographic effect Kate Moss last year at the end of the show, but here the show was entirely built around the holograms and certainly seems to have taken the concept of the fashion show to a new level. Check out the part where a shoal of fish tranforms itself into a model - this got one of the biggest reactions from the crowd! I found this link with more images, and you can watch the YouTube video below.

Driftnet I



http://www.squidsoup.org/driftnet/



Imagine flying like a bird through a musical composition that surrounds you, immerses you and reacts to your presence.
Driftnet is a confluence of two ideas – bird-like flight, and a spatialised, navigable musical environment.
At one level, it experiments with intuitive methods for freely navigating 3D virtual space. Users are invited to ‘fly like a bird’ to navigate through a virtual space. Using NO worn equipment - just by flapping their arms/wings and tilting their arms and bodies – people can intuitively (and amusingly!) navigate freely in virtual space. The metaphor used harks back to childhood play, imitating birds and planes in the playground.
The virtual space is regarded as the notation paper for a spatial, navigable musical composition – we use it to create immersive and responsive virtual spaces that can be explored both visually and aurally – an area we have been exploring with “Altzero” (www.squidsoup.org/altzero) since 1999. Sounds become reactive agents, visualised within the space and with behaviours that respond to one’s presence. By moving through the space, participants are able to navigate the musical composition, as proximity and relative position directly affect what is heard.
The immersive experience, and the slightly tongue-in-cheek flavour of the interface, are both enhanced by the use of anaglyphic red/cyan specs to create a strong illusion of 3D depth.

Novas tecnologias

3d Printer:
http://www.inition.com/inition/product.php?URL_=product_rapid_zcorp_zprinter_450&SubCatID_=0

paper four:
http://mkv.itm.miun.se/projekt/paperfour/

Technohouse Transparent 360° display for Star Wars styled advertisements:
http://www.newlaunches.com/archives/technohouse_transparent_360_display_for_star_wars_styled_advertisements.php

360-degree HD camera and projector
http://www.engadget.com/2007/11/21/olympus-creates-360-degree-hd-camera-and-projector/

interactive textiles
http://www.xslabs.net/work.html
http://www.5050ltd.com/hugJackets.html

Messa di Voce


This probably is old news, but I was looking for introductory white papers about computer vision and came across this which I found fun and interesting so I risked sharing it:

Vocalist Jaap Blonk performing the Messa di Voce interactive software by Golan Levin and Zachary Lieberman (2003).
Messa di Voce, created by this article's author in collaboration with Zachary Lieberman, uses whole-body vision-based interactions similar to Krueger's, but combines them with speech analysis and situates them within a kind of projection-based augmented reality. In this audiovisual performance, the speech, shouts and songs produced by two abstract vocalists are visualized and augmented in real-time by synthetic graphics. To accomplish this, a computer uses a set of vision algorithms to track the locations of the performers' heads; this computer also analyzes the audio signals coming from the performers' microphones. In response, the system displays various kinds of visualizations on a projection screen located just behind the performers; these visualizations are synthesized in ways which are tightly coupled to the sounds being spoken and sung. With the help of the head-tracking system, moreover, these visualizations are projected such that they appear to emerge directly from the performers' mouths [Levin and Lieberman].



This article: http://www.flong.com/writings/texts/essay_cvad.html

Old post: http://www.we-make-money-not-art.com/archives/003676.php

More on the Audiovisual Performance & Installation: http://www.tmema.org/messa/messa.html


Messa di voce on youtube: http://www.youtube.com/results?search_query=messa+di+voce&search=Search


segunda-feira, 26 de novembro de 2007

Mais um...

Bom dia! Muitos de vós já devem conhecer este site, mas deixo-o aqui à mm; vale a pena espreitar de vez em quando!

www.artecapital.net

domingo, 25 de novembro de 2007

Adobe Flash For Art

Artists Using Flash:

Joshua Davis
http://www.joshuadavis.com/

Jared Tarbell
http://www.levitated.net/
http://www.complexification.net/

Erik Natzke
http://jot.eriknatzke.com/

Robert Hodgin (Processing)
http://www.flight404.com/blog/

Brendan Dawes
http://www.brendandawes.com/


Flash Freaks:

Mario Klingemann
http://www.quasimondo.com/

Andre Michelle
http://blog.andre-michelle.com/

Interact

Já tinha dado a dica a alguns colegas mas volto a dá-la para todos: existe uma publicação portuguesa online chamada Interact na qual colaboram, regularmente, alguns professores nossos, bem como outras pessoas da área da cultura, artes e tecnologias. Ou seja, de um modo geral, é um site muito interessante e importante para o nosso mestrado. O link é www.interact.com.pt.

sábado, 24 de novembro de 2007

Links

Quem tiver links interessantes vá colocando.

Acesso à Àrea Privada - Contactos e Downloads

Endereço para página com os downloads das aulas e contactos:

http://movlab.ulusofona.pt/blogartes2008/index.php