Catarina Carneiro De SousaPolytechnic Institute of Viseu | IPV · School of Education
Catarina Carneiro De Sousa
BFA in Fine Arts - Painting; MA in Art Sudies; PhD in Contemporary Art
About
26
Publications
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Introduction
Catarina Carneiro de Sousa is an artist and researcher born in Oporto, Portugal.
She is a professor at Polytechnic Institute of Viseu — School of Education, in Comunication and Art Department, since 2007.
She has devoted her artistic activity an investigation to Collaborative Virtual Environments, working individually and collaboratively, holding several solo exhibitions and collaborating with artists from different fields and nationalities.
Additional affiliations
October 2007 - present
Publications
Publications (26)
Os mundos virtuais são um meio de crescente relevância. Oferecem possibilidades únicas para criação e interação, sendo por isso objeto de utilização e investigação em numerosas áreas. Este artigo estuda a prática artística em mundos virtuais. Através da discussão de projetos artísticos selecionados pela sua abrangência e pertinência, são definidas...
The authors propose to define Creative Collaborative Virtual Environments (CCVEs), as platforms for collaborative and distributed creation in online communities. This will be established by examining virtual worlds as agents of change towards new creative and collaborative models. CCVEs are grounded on three key elements: creation, collaboration, a...
The experience of the body in the Metaverse is not always an experience of the flesh, at least regarding the avatar. Even though virtual experiences can trigger a physical dimension of the senses, these sensations are lived by the body in front of the screen, rather than by the avatar’s body, which may function as an expressive element. The avatar...
The aim of this study is to understand how a shared creative process of construction of virtual corporeality in collaborative virtual environments becomes an aesthetic experience. The research is divided into two main but correlated themes: virtual corporeality and shared creativity. It is my purpose to find the relationship between the constitutio...
The concept of interactive cinema has been explored in depth since the first incipient manifestations of (non-interactive) cinema. If our first attempts at creating interactive experiences out of narrative, linear film objects have been notoriously clunky and awkward, with the birth of videogames new attempts have been made, bringing fresh ideas an...
This chapter discusses the art learning experience in Metaverse, the virtual art lab, conducted entirely online. The authors aim to understand the potentialities of mediated art teaching. It analyses two art projects carried out by higher education students, The Virtual Garden of Time and [D]Utopia, where virtual environments and avatars were desig...
In contemporary drawing there is a digital dimension that cannot be ignored. The purpose of this chapter is to consider, very brie y, some of the di erent processes through which this digital dimension has manifested itself in autonomous drawing. For that, we wi compare the di erences between digital remediation of traditional processes and nativel...
Propõe-se um estudo de caso sobre um conjunto obras digitais interativas desenvolvidas no contexto de Ambientes Virtuais Colaborativos Criativos — ambientes gerados digitalmente, normalmente tridimensionais, que suportam atividades colaborativas em rede, com possibilidade de criação e distribuição pelos utilizadores. Em análise estarão três a obras...
Este estudo analisa a utilização de avatares em ambiente mediado, em particular o seu contributo para a produção de uma corporeidade virtual. A pesquisa foca-se na experiência de incorporação em ambientes virtuais multiutilizador de vertente social e nas capacidades demonstradas pelos avatares neste contexto. O avatar apresenta-se como o signo visí...
Tem-se verificado na última década um impulso para implementar e operacionalizar a
utilização de estratégias que habitualmente associamos a jogos – como a atribuição de
prémios, acumulação de pontos, e estabelecimento de tabelas de pontuação (leaderboards)
– de forma cada vez mais sistematizada, com o intuito de aumentar o envolvimento e a
motivaçã...
The authors propose to define creative collaborative virtual environments (CCVEs) as platforms for collaborative and distributed creation in online communities. This will be established by examining virtual worlds as agents of change towards new creative and collaborative models. CCVEs are grounded on three key elements: creation, collaboration, an...
All My Independent Women (AMIW) is an ongoing artistic project based on the debate around gender issues. Its primary aim is to bring to light feminist practices, underrepresented in the Portuguese context. This project was initiated in Portugal but expanded beyond national borders, and now takes place irregularly in various parts of the world. In t...
This chapter discusses the Meta_Body participatory art project. Initiated in a collaborative virtual environment and in a “real life” art exhibition, it now continues in the metaverse creative flux. Meta_Body focuses on two aspects: first, the avatar as body/language, open to experimentation and potency; second, avatar building as a shared creative...
This chapter discusses the Meta_Body participatory art project. Initiated in a collaborative virtual environment and in a “real life” art exhibition, it now continues in the metaverse creative flux.
Meta_Body focuses on two aspects: first, the avatar as body/language, open to experimentation and potency; second, avatar building as a shared creativ...
This article aims to describe the types of artworks one can find in Collaborative Virtual Environments (CVE). CVE are virtual, digital spaces where users can collaborate in the creation of diverse spaces and artefacts.
Most artworks in CVE resist being compartmentalized into a taxonomic classification given their unstable and fluid nature, often op...
Meta_Body is a project first held in online virtual environment and in a “real life” art exhibition, and now carrying on in the metaverse creative flux. The project addresses two aspects — the constitution of virtual corporality and the shared creative process of avatar building, sharing, transformation and embodiment.
Este artigo descreve o projeto Meta_Body, em desenvolvimento em ambiente virtual em linha, na plataforma Second Life, e na « vida real », em diversas exposições de arte contemporânea. Aborda dois eixos estruturantes deste projecto - a constituição da corporeidade virtual e o processo criativo partilhado de construção, partilha, transformação e inco...
Pretende-se, com este artigo, fazer uma reflexão sobre a utilização de machinimas como forma de doc-umentação de projetos artísticos levados a cabo em ambientes virtuais colaborativos em linha. Projetos artísticos realizados em ambiente virtuais gerados pelos usuários têm uma natureza efémera e volátil. Numa grande parte das circunstâncias não é po...
This paper will describe the ongoing Meta_Body project, first held in an online virtual environment and in a "real life" art exhibition, now carrying on in the metaverse creative flux. The focus will be on two aspects of this project — the constitution of virtual corpo-rality and the shared creative process of avatar building, sharing, transformati...
This paper will describe the ongoing Meta_Body project, first held in an online virtual environment and in a “real life” art exhibition, now carrying on in the metaverse creative flux. The focus will be on two aspects of this project — the constitution of virtual corporality and the shared creative process of avatar building, sharing, transformatio...
This article is a reflection on the Kromosomer project, a storytelling performance held in both
physical and virtual worlds, which was implemented and disseminated through digital, virtual and social
media. The aim of the whole project was to search for an expression that could combine physical
experience with virtual world. The project was also lo...
This article focuses on the collaborative work of the artists CapCat Ragu and Meilo Minotaur in Metaverse environments. The aim is to describe and analyse their cooperative creative process from the perspective of one of the artists/authors, walking through three artistic works that were made in the Second Life ® region of Delicatessen: 'de Maria,...
This article is a reflection on the Kromosomer project, a storytell-ing performance held in the physical world and implemented through digital, virtual and social media. The motto was the traditional Norwegian legend characters that represent "the other", the not "normal". They were illustrated as avatars in the metaverse, where they were also dist...
Kromosomer is a storytelling performance that interacted with digital, virtual and social media, using characters from Norwegian legends as a motto to raise questions on alterety: the "other, the not normal, the one that looks "different", which we want to distance ourselves from. The abject, something outside the subject and object, prior to the s...