
Filipe Costa LuzUniversidade Lusófona de Humanidades e Tecnologias | ULHT · Hei-Lab - Digital Human Environment Interaction Labs
Filipe Costa Luz
Phd Communication Sciences
About
40
Publications
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33
Citations
Introduction
Additional affiliations
Education
October 2009 - April 2014
September 2003 - June 2006
September 1994 - July 1998
Publications
Publications (40)
“Remediation Media: from XIX century stereoscopic apparatus into VFX Compositing” aims to revisit some aged technics and old masters, in the interest of the analysis how VFX history and old media processes have so much to teach us nowadays. It’s not only in politics, but the history repeats itself, advancing in circles, and film history is not an e...
A Comissão Europeia, no Plano de Ação para a Educação Digital 2021-2027. Reconfigurar a educação e a formação para a era digital (2020), sublinha a necessidade de explorar o potencial das tecnologias digitais para a aprendizagem e o ensino e desenvolver competências digitais para todos. Nesta era digital, a educação tem um papel essencial na modifi...
The present white paper provides an overview of the current discussion of game-based learning (GBL) in higher education. It begins with a brief introduction to GBL, and provides a definition for games that is representative of their use in education. A systematic literature review of GBL is then given, which highlights specific areas where further...
Prior research reveals that spatial navigation skills rely mostly in visual sensory abilities, but the study of how spatial processing operates in the absence of visual information is still incomplete. Therefore, a spatial navigation task in virtual reality using auditory cues was developed to study navigational strategies in blindfolded sighted in...
In recent research, games have become an important reference with regards to learning skills with certain characteristics, as well as in promoting contemporary literacies. Games have similarly become highly relevant in the promotion of psychological well-being and mental health. Even considering this role in promoting learning in general, soft skil...
Introduction. Experts on vaccine hesitancy recommend tailoring interventions to local contexts, which presents an opportunity for game-based interventions to reflect local demographics and make them central to the experience of the game. Experimental game design is a research method that has already been used in educational games. Board games are r...
O projeto “ID Games Co-Create assistive games for people with Intellectual Disability to enhance their inclusion” (2019-1-EL01-KA204 062517)[https://www.idgames.eu/], financiado pela Comissão Europeia ao abrigo do programa Erasmus+, tem como principal objetivo o estabelecimento de uma parceria internacional estratégica baseada na crença de que cada...
ID Games is a project aiming to create games for people with Intellectual Disability (ID), through the development of a collaborative and participatory methodology. In this scope, it also intends to capacitate the main stakeholders in the field of ID field (people with ID, educators, carers, professionals, game designers, among others) in the imple...
Non-immersive VR environments are related to the least interactive application of VR techniques, such that interaction with the VR environment can occur commonly by 3D-TV without full immersion into the environment. This study presents how 3D-TV exposure combined with physiology recording can elicit fear of cockroaches among individuals with differ...
Editorial for the International Journal of Film and Media Arts (Vol.5 N.1)
Todos têm o direito a serem valorizados por aquilo que são, a ter oportunidades iguais para desenvolver suas competências e a viver uma vida gratificante. O projeto ID Games está estruturado nessa crença e visa criar oportunidades para pessoas com deficiência intelectual (DI), para os seus cuidadores, profissionais e restantes stakeholders neste ca...
No contexto Europeu e Norte Americano é possível encontrar exemplos de programas curriculares organizados com a qualidade e maturidade necessária para o bom equilíbrio entre a educação, a investigação e a indústria. Na região dos países nórdicos e Reino Unido, existe uma organização estrutural da oferta formativa em sintonia com políticas de incent...
The present dossier of Revista Lusófona de Educação results from a peer-review selection of the papers presented at the MILT conference - Media Literacy for Living Together: the future of media and learning in participation, held in June 26-28, 2019 at Lusófona University in Lisbon.
The erasure of stereoscopic photography from 20 th century media history, referred by authors such as Crary and Gunning, had repercussions in other fields. In the main bibliography related to the history of visual effects there are no references to this medium. This paper discusses the foundation of an awe effect as a guideline to the act of seeing...
This project aims to explore the psychological effect of the player during gaming and how reciprocally game designers can manipulate the sensations of the player through biofeedback information (physiological sensors) and implementation of certain game mechanics. In an initial phase, the objective of the project is to study the physical and psychol...
Filmmakers aim to deliver some emotional and aesthetic coin to their works, which makes it possible that the boundaries between fiction and documentary genres could be diluted artistically.
The documentary is a recognized genre in film studies that is considered to move on one side of the boundary between fact and fiction. Michael Rabiger defends...
Stereoscopic photography was one of the most widespread and industrialized forms of photography in the 2nd half of the nineteenth century, and has been the subject of increasing intrest in fields of study such as Archeology of Media, Communication Sciences, and Visual Culture. In it we find the origins of a notion of spectacle of which cinema, vide...
In this article we intend to relate the production of visual effects for film and television with examples of stereoscopic photography of the nineteenth century. We will not resume our study to methods of capture and production of three-dimensional effect of stereoscopy, but analyse how current processes of image manipulation remediates analogue te...
The erasure of stereoscopic photography from 20th century media history (referred by authors such as Crary and Gunning), had repercussions in other fields. In the main bibliography of visual effects history there are no references to this medium. Computer-generated effects are addressed as a remediation of analogue techniques in motion pictures, su...
The present research aims to establish a clear and original definition for animation,
within the scope of animation studies that can be adapted to recent changes which digital
manipulation has allowed the creative process moving image production.
The first problem arising from this task is to analyse whether a particular content is
animated or not...
The introduction of digital techniques in film production has revolutionized an entire technical universe and suggests new
aesthetics where the image is overlapping the traditional story that is told. A new culture is based upon an emerging phenomenon
driven by the dissolution of the boundaries between film captured by a video camera (live action f...
In this text, we intend to explore the possibilities of sound manipulation in a context of augmented reality (AR) through the use of robots. We use the random behaviour of robots in a limited space for the real-time modulation of two sound characteristics: amplitude and frequency. We add the possibility of interaction with these robots, providing t...
In this text, we intend to explore augmented reality as a means to visualise interactive communication projects. With ARToolkit, Virtools and 3ds Max applications, we aim to show how to create a portable interactive platform that resorts to the environment and markers for constructing the game's scenario.
We plan to show that the realism of simulat...
In this article we argue that digital simulations promote and explore complex relations between the player and the machine's cybernetic system with which it relates through gameplay, that is, the real application of tactics and strategies used by participants as they play the game. The magic space created by the board is considered to be more than...
Neste artigo argumenta-se que as simulações numéricas fomentam e exploram relações complexas entre o jogador e o sistema cibernético da máquina que com este se relaciona através da jogabilidade, ou seja, da real aplicação às regras de jogo de tácticas e estratégias usadas pelo participante durante o seu trajecto na aplicação lúdica. Considera-se qu...
Neste trabalho pretendemos analisar os diferentes modos de nos sentirmos presentes num videojogo. A questão que se coloca é como podemos manipular o espectador em ansiedade nas acções e histórias que se vão desenrolando na progressão de um videojogo. A partir das referências de Agency, Transformation ou Imersion (Murray, 1997), pretendemos analisar...
In this article we argue that digital simulations promote and explore complex relations between the player and the machine's cybernetic system with which it relates through gameplay, that is, the real application of tactics and strategies used by participants as they play the game. We plan to show that the realism of simulation, together with the m...
Resumo A introdução de técnicas digitais na produção cinematográfica veio revolucionar todo um universo técnico e sugerir novas estéticas onde a imagem se sobrepõe à tradicional história que é contada. Uma nova cultura assente em espectáculo imergiu forçada pela diluição de fronteiras entre filme capturado por uma câmara vídeo (Live action footage)...
Questions
Question (1)
Which european universities are teaching games and multimedia applications (for entertainment or arts) that you could recommend for master studies?
And which is the main approach of that master (theoretical, practical or both)?
Thanks,
Filipe
Projects
Projects (6)
This project aims to continuously improve Lusófona's undergraduate Videogames degree on two fronts:
1) By researching, implementing and validating best practices in teaching.
2) By developing novel approaches to engage and motivate students.
The end goal is to improve teaching quality and maximize the potential of students as future actors in the game development industry.
The “ID GAMES” (2019-1-EL01-KA204-062517) project is based on the belief that each person should be given the chance to be accepted, valued, and have equal opportunities to develop their skills and personality.
The project focuses on:
- Developing an innovative methodology of participatory living labs for inclusion where pwID, their carers, their trainers, healthcare professionals, game-designers/developers, university students from related disciplines, people from local communities, volunteers, form mixed teams and design ideas-prototypes of serious games addressing the needs of pwID;
- Developing 6 serious games (digital, physical, phydital) that adapt to the ages, interests and needs of pwID;
- Creating an E-Course for strengthening the competencies of trainers of pwID, relevant professionals, caregivers and organizations addressing pwID on how to organize and implement participatory game-creation workshops and how to use the serious games;
- Developing an E-Platform with all the material of the project for sharing its results to a larger audience within Europe and worldwide and promoting inclusion and skills development of pwID and their carers and trainers.
“ID GAMES” aims to:
- Promote social inclusion of pwID by invlolving them in participatory game design workshop;
- Design serious games that empower various types of skills of pwID;
- Advance the skills of trainers, educators, caregivers, healthcare and other relevant professionals addressing pwID;
- Empower the organizations working with pwID or advocate the rights of pwID.