Bruno Mendes da Silva

Bruno Mendes da Silva
Universidade do Algarve | UALG · Centro de Investigação em Artes e Comunicação (CIAC)

About

48
Publications
3,073
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26
Citations
Citations since 2017
32 Research Items
17 Citations
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201720182019202020212022202302468
Introduction
Post PhD in Communication, Culture and Arts (Interactive Film). He has participated in 17 scientific projects (as investigator-in-charge or research member) and is the author of several books, book chapters and other scientific publications (over 70). It has several doctoral and master thesis orientations completed. He is the Director of the Journal Rotura - Communication Sciences and Arts.

Publications

Publications (48)
Article
Full-text available
This study aims to briefly analyze the semantic and aesthetic role of the written word and typography between the end of the 19th century and the present, paying particular attention to its perception and use in audiovisual and digital systems. Analyzing a wide range of periods, works, and artists, we aim to understand the potential of typography i...
Chapter
This paper intends to carry out an analytical and critical overview of the semantic, aesthetic, and emotional role of the written word and typography in video and digital environments. The paper, in its first instance, will try to describe how written language has evolved from a reading into a visual and interactive experience, but also how it has...
Chapter
In this article we encourage conflict sensitive attitudes and multicultural awareness based on the potential for creative responses. Through digital media art and serious games strategies we seek to create safe areas for dialogue, debate, and awareness of hate speech. These solutions will be even more effective if they are based on the understandin...
Article
Full-text available
Criado em 2008, o CIAC é uma unidade de investigação avaliada pela Fundação para a Ciência e Tecnologia. Congrega investigadores da Universidade do Algarve (instituição de acolhimento), da Escola Superior de Teatro e Cinema (Instituto Politécnico de Lisboa), do Instituto Superior da Maia, do Instituto Politécnico de Santarém, do Instituto Superior...
Article
Full-text available
The Forking Paths, a project developed by the Research Center for Arts and Communication (CIAC), focuses on different types and models of interactive films, both from a theoretical and a practical perspective. The platform includes the films produced for the project: Cadavre Exquis (2019), Valsa (2016), The Book of the Dead (2015) and Haze (2014)....
Book
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Este livro propõe explorar os conceitos mais relevantes da linguagem audiovisual através da análise de alguns momentos específicos da história do cinema. Dirigido, principalmente, a alunos do ensino superior das áreas da Comunicação, Cultura e Artes, remete para notas de rodapé os elementos gramáticos audiovisuais, marcados a negrito e compilados e...
Chapter
This article seeks to present and analyze methods to combat online hate speech using gamification and video games. Taking as a starting point the project “Play Your Role: Gamification Against Hate Speech”, funded by the European Commission's programme, Citizenship, Rights and Justice, which is related to the ONu's goal 16, Peace, Justice and Strong...
Article
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Rejeitorio is an interactive video installation mediated by digital technology that points to the urgency of preserving the São Francisco River, especially after the dam collapse in the city of Brumadinho (Brazil), which resulted in the contamination of one of its tributaries with toxic tailings. The video installation features 2D animations that a...
Book
Full-text available
The Forking Paths Interactive film and Media The Forking Paths, a project by the Research Center for Arts and Communication (CIAC), began in 2013, when a group of researchers from the center began a theoretical and practical research process in the field of filmic interactivity. Since then, dozens of scientific publications have been written an...
Article
Full-text available
O artigo apresenta as discussões conceituais e estéticas relacionadas à videoinstalação interativa no contexto das mídias digitais, Rejeitorio (2019), da artista Inês Regina. A obra tem como temática as prováveis consequências ambientais do espalhamento da lama tóxica no rio São Francisco (afluente do rio Paraopeba), ocasionada pelo rompimento da b...
Article
Full-text available
RESUMO: O problema do discurso de ódio online tem vindo a ganhar espaço nas sociedades digitais contemporâneas. Neste artigo, numa primeira fase, procuramos compreender a ascensão do discurso de ódio digital e apresentamos algumas linhas de atuação desenhadas no âmbito do projeto europeu "Play Your Role: gamification against hate speech", que tem c...
Article
Full-text available
This article framed within the European project Play your Role-Gamification Against Hate Speech, proposes the study and analysis of the state of the art in video game panorama, focusing the tendency to the use of hate speech by young players. The immersion of the player in the symbolic arena of the game, where everything becomes possible, raises mo...
Article
Full-text available
DOSSIÊ Modelos de interatividade e interatividade fílmica total Interactivity models and full film interactivity Modelos de interactividad e interactividad total de la película Bruno Mendes da Silva-Universidade do Algarve | Faro | Algarve | Portugal | bsilva@ualg.pt | https://orcid.org/0000-0003-3207-5667. Susana Costa-Universidade do Algarve | Fa...
Article
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Processos de comunicação e interação mediática: o caso do anão sobre os ombros do gigante Processes of communication and media interaction: the case of the dwarf on the shoulders of a giant Palavras-chave: Filme interativo. Tempo. Comunicação. Media digitais. Narrativa interativa. Resumo: O tempo e as suas possíveis relações com o cinema e com a li...
Article
Full-text available
O tempo e as suas possíveis relações com o cinema e com a literatura são o fio condutor deste artigo. Os processos psicossomáticos podem proporcionar-nos diferentes sensações e, consequentemente, diferentes percepções relativas à passagem do tempo, ganhando, no suporte cinematográfico, um potencial de experimentação eminente. Este fenómeno pode inc...
Article
Sopro is a hybrid artefact composed of analogue and digital technologies that crosses video art with installation and interactive art. It includes an interface which reveals a certain audiovisual flow when triggered by an interactor blowing insistently. It oscillates between an interface of concealment at the moment that allows something to be visu...
Article
Full-text available
The question of time and its relation to cinema is the common thread in this paper. Through research based on experimental practice, this paper explores, firstly, the psychosomatic processes that may give the viewer different perceptions of time. Secondly, it describes the working process of a film that intends to provide the viewer with the possib...
Article
Full-text available
This article proposes the study and analysis of the state-of-the-art in video game panorama, focusing on the tendency to use hate speech among young players. The immersion of the player in the symbolic arena of the game, where everything becomes possible, raises questions about the relationship between video games in the virtual world, and the play...
Article
Full-text available
Problematizamos nessa pesquisa, aspectos estéticos e metodológicos nas interfaces entre dança, vídeo e espaço urbano/cidade na geração de videodanças. Durante o processo, ocorre não ocorre somente a contaminação/ocupação da cidade pela dança e pela tecnologia digital (registro imagético). Todos esses agentes se contaminam. Discutimos essas contamin...
Conference Paper
The question of time and its relation to cinema is the common thread in this paper. Through research based on experimental practice, this paper explores, firstly, the psychosomatic processes that may give the viewer different perceptions of time. Secondly, it describes the working process of a film that intends to provide the viewer with the possib...
Chapter
Based on the triad, film-interactivity-experimentation, the applied research project, The Forking Paths, developed at the Centre for Research in Arts and Communication (CIAC) endeavors to find alternative narrative forms in the field of cinema and, more specifically, in the subfield of interactive cinema. The films in the project invest in the inte...
Chapter
Full-text available
RESUMO De acordo com as tensões que permanecem entre as artes e os seus meios, procura-se, na tendência tecnológica de algumas práticas artísticas contemporâneas extrair e analisar a camada mediática dessa deriva. Neste sentido, a partir da perspetiva de uma condição pós-media-entendida simultaneamente como tempo de hibridações, de desaparecimento...
Article
Full-text available
“The lives of others” is an interactive audiovisual installation that is based on a voyeuristic approach of the binomial inside / outside and private / public, between the finished product presentable to the public and the mechanism that generates it. This mechanism consisting of physical devices and logical-mathematical instructions usually remain...
Article
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O objetivo deste artigo é apresentar a tese de que o pensamento poético aplicado à criação de interfaces culturais reconfigura os modos de pronúncia e de interação no âmbito da cibercultura. Transcriar, nesse contexto, é recriar novas formas e funções para as interfaces culturais, neste caso, os blogues. Por meio da pesquisa em arte baseada na prát...
Chapter
Full-text available
A questão do tempo, e a sua relação com o cinema, é o fio condutor do presente artigo. Pretende-se, através de uma pesquisa baseada na prática experimental, pensar os processos psicossomáticos que podem conferir ao espetador diferentes perceções temporais, ao mesmo tempo em que apresentamos um projeto, fruto desta experimentação, que permite ao esp...
Article
Full-text available
Interactive films depend on the participation of viewers. This participation usually translates into making decisions that determine the sequence of the narrative. Many interactive films make use of an interaction design that reduces the viewer's immersiveness by interrupting the narrative to allow choices and the use of graphics to alert about dec...
Article
Full-text available
Based on the triad film-interactivity-experimentation, the applied research project The Forking Paths, developed at the Arts and Communication Research Centre (CIAC), endeavours to find alternative narrative forms in the field of Cinema and, more specifically, in the subfield of Interactive Cinema. The films in The Forking Paths invest in the relat...
Chapter
Full-text available
In the globalized world, possessing good products may not be enough to reach potential clients unless creative marketing strategies are well delineated. In this context, public relations are also important when it comes to capture the client's attention, making the first contact between the clients and the com-pany's products, while being persuasiv...
Article
Full-text available
Most of the known video games developed by important software companies usually establish an approach to the cinematic language in an attempt to create a perfect combination of narrative, visual technique and interaction. Unlike most video games, interactive film narratives normally involve an interruption in time whenever the spectator has to make...
Article
This paper describes the concept, creative process and development decisions regarding an interactive art installation that materializes a point of view on the conflict between the notions of ‘sacred' and ‘profane' in a particular Portuguese religious festival. The initiative, besides constituting an experiment on the usage of a physical pendulum a...
Article
The project The Forking Paths aims to create a set of interactive cinematographic narratives, within an applied research that seeks to transfer the spectator from an extradiegetic level to an intradiegetic level, creating a metalepsis. The intention is, above all, to analyze the possibilities of the spectator's identification as the main character,...
Article
Full-text available
The project The Forking Paths aims to create a set of interactive cinematographic narratives, within an applied research that seeks to transfer the spectator from an extradiegetic level to an intradiegetic level, creating a metalepsis. The intention is, above all, to analyze the possibilities of the spectator's identification as the main character,...
Article
Full-text available
http://dx.doi.org/10.5007/1807-9288.2013v9n2p3 O projeto “Os caminhos que se bifurcam” pretende criar um conjunto de narrativas audiovisuais interativas, no âmbito de uma de investigação aplicada, que procura transferir o espetador, através de um processo de imersão, de um nível extradiagético para um nível intradiagético. Neste sentido, procura-s...
Conference Paper
Full-text available
Silva, B. 2011."The Inner Project" in Memorias del Festival, Foro Académico de Diseño/Festival Internacional de la Imagen. Manizales, Colômbia. ISBN 978-958-759-015-9. Resumen de la ponencia: A través de videos producidos en el interior del cuerpo humano, The Inner Space explora lo último espacio para donde todo converge, el cuerpo humano, el repos...
Chapter
Full-text available
Relações Virtuais: da sedução de Baudrillard à representação de papéis no Second Life Viagem sexual na rede As comunidades virtuais proporcionam anonimato e privacidade, formando espaços lúdicos ideais para a experimentação sexual. Estes laboratórios virtuais possibilitam a recriação, interpretação e aniquilação de todos os tabus. Os ciber-amantes...
Conference Paper
Full-text available
Eternal (Second) Life: à procura de uma noção de tempo num mundo cinematográfico sintético ou o estranho caso de A Rosa Púrpura do Cairo Livro de Atas Avanca| Cinema 2010, Tomo II, ISBN 978-989-96858-0-2 Bruno Mendes da Silva (Portugal), CIAC/Universidade do Algarve bsilva@ualg.pt, Telefone: 00351 968345993 Abstract The prime objective of this pape...
Article
Full-text available
Resumo Este trabalho propõe uma reflexão sobre o videojogo enquanto espaço simbólico onde a simulação transfigura a realidade em hiper-realidade, possibilitando, assim, a vivência controlada de perigos ficcionados. As facetas virtuais dos jogadores de consola transcendem os limites da vida quotidiana abrindo-lhe portas de mundos paralelos onde pode...

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Projects

Projects (11)
Project
Dieta Mediterrânica: multidimensionalidade como suporte à educação e formação profissional (ALG-07-5267-FSE-000045), projeto financiado pelo CRESC ALGARVE 2020 e tem como principal objetivo a produção e o desenvolvimento de recursos educativos digitais inovadores. Este projeto tem como promotor o Centro Ciência Viva de Tavira e como entidade parceira a Universidade do Algarve.