João Martinho MouraUniversidade Católica Portuguesa | UCP · Centro de Investigação em Ciência e Tecnologia das Artes (CITAR)
João Martinho Moura
PhD in Science Technology and Art. http://jmartinho.net
About
43
Publications
13,547
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
175
Citations
Introduction
Media artist and researcher, interested in electronic art and embodiment, virtual environments, computer music, and computational aesthetics. For the past 20 years, he has been adopting new ways to present the body and space in digital media. Has a particular interest in art & science, perception, visualization, in the intersections between art and technology. Regularly publishes in the field of media arts, interfaces, embodiment, virtual reality, AI, visualization http://jmartinho.net/about/
Additional affiliations
Education
April 2016 - April 2024
Escola das Artes, Universidade Católica Portuguesa
Field of study
- Science and Technology for the Arts
January 2010 - January 2012
Publications
Publications (43)
Co:Lateral is an artistic project that aims to explore the means offered by digital technologies in performance. We conceptualized, developed and implemented a digital artifact, resulting in a digital performance based on the structure of realities born of a body and its double in movement. In this project, authors carried out a research and experi...
Visualizing and characterizing scientific data from observations at the nanoscale is a challenging task. We present creative approaches in the development of an interactive system to visualize and characterize nanopillar structures. This research is a result of a collaboration inside a team of scientists and artists, in the course of an artistic re...
In the recent years, face detection technologies have been widely used by artists to create digital art. Face detection provides new forms of interaction, and allows digital artefacts to detect the presence of human beings, through video capture and facial detection, in real-time. In this paper we explore the algorithm proposed by Paul Viola and Mi...
Câmara Neuronal is a neuro, audio-visual performance. In this project the movement / physical interpretation, as well as mental and sensory interpretation of the performer, are translated, in real time, into sound and visual compositions within an immersive projection environment.
You Move You Interact (YMYI) is an interactive installation, in which a user engages in a body language dialogue with an artificial system resulting in a performing interaction loop consisting of gestures and movements synchronized with virtual animations, sounds and body sensations. The project aims at exploring an interactive stage, where the use...
A significant progress in technological support aroused a general interest in areas such as data visualization, augmented and virtual reality, and artificial intelligence. The innovative capabilities of these technologies increased the potential and relevance of data visualization and interaction services. Traditional teaching and learning methods...
RESUMO Este capítulo apresenta uma proposta de estratégia para a integração da aprendizagem ativa com recurso a um jogo digital na sala de aula de matemática. O jogo usa a Realidade Aumentada (RA) para visualizar, manipular e explorar conceitos como as funções Afim e Quadrática. O recurso designado por FootMath, simula um jogo de futebol 3D, onde o...
Driven by the high fidelity and low cost of the latest head-mounted devices reaching the consumer market, Virtual Reality (VR) is a technology upon which rests increased expectations for improving education and training outcomes. The unique capacity of VR to produce experiences with high levels of immersion, presence, and interactivity, opens a ser...
Driven by the high fidelity and low cost of the latest head-mounted devices reaching the consumer market, Virtual Reality (VR) is a technology upon which rests increased expectations for improving education and training outcomes. The unique capacity of VR to produce experiences with high levels of immersion, presence, and interactivity, opens a ser...
This paper presents a literature review of the importance of virtual technology for rehabilitation for people with ASD (Autism Spectrum Disorder). ASD is diagnosed as a neurological disability characterized by a range of physical and mental disorders and whose first symptoms appear during early childhood. People with autism deal with issues with so...
Disciplinas como a basilar Cibernética, mais tarde a Tecnociência ou a Biotecnologia, autores como Donna Haraway, Katherine Hayles, Sherry Turkle, Don Ihde e ainda artistas como Stelarc (Stelious Arcadiou), têm contribuído para a interrogação dos limites, do ponto de vista ontológico, do corpo-carne. Como se define o ser humano? O que o distingue d...
Virtual reality (VR) has been a prominent idea for exploring new worlds beyond the physical, and in recent decades, it has evolved in many aspects. The notion of immersion and the sense of presence in VR gained new definitions as technological advances took place. However, even today, we can question whether the degrees of immersion achieved throug...
In this publication, we present artistic and technical developments in creating and presenting dance performances in media art, where embodiment is crucial in the artistic process. We study and compare three distinct performances with dancers and one choreographer in the same dance company between 2009 and 2020. The degree of immersion in performan...
The municipalities have, as a primary responsibility, the administrative management of their territory. The use of geographic information systems (GIS) and orthophoto maps can help to handle this task. One of the great difficulties they face is related to the continuous and quick changes that the territory suffers, and whose inspection is challengi...
This paper presents the research work developed at Riopele Têxteis SA, applied to the improvement of the shop floor monitoring processes, with systems integration and innovative interaction using virtual reality. It represents a further step of Riopele towards Industry 4.0. The complexity of these processes in the textile industry, together with th...
CodeCubes is interface that uses Augmented Reality to stimulate Computational Thinking in young students. The visual programming blocks are replaced by paper cubes that have an Augmented Reality marker on each face. Each marker represents a programming instruction. The game is composed of three levels. It consists of programming a car course in a r...
This article presents the results obtained from an experiment using an Augmented Reality (AR) serious game for learning mathematical functions in middle school, in contexts that resort to Game Based Learning. A serious game was created specifically for this purpose and allowed to conduct an exploratory study with a quantitative and qualitative meth...
Este artigo apresenta um estudo exploratório realizado com professores de
matemática e de informática do ensino básico e secundário. Pretendeu-se perceber a
perspetiva destes dois grupos de professores, relativamente à utilização de aplicações (apps) com interação tangível baseada na tecnologia de Realidade Aumentada (RA) no ensino da matemática. F...
This paper presents a study carried out with a group of students from a robotic club, where they have used CodeCubes, a hybrid interface that combines physical paper cubes with Augmented Reality (AR). CodeCubes, intends to promote computational thinking through exploration and experimentation. The intervention, which we report here aimed at assessi...
In this publication, we present the result of an artistic residency that occurred at the International Iberian Nanotechnology Laboratory (INL), within the framework of STARTS European Commission initiative (Science, Technology, and Arts). 'Sci-fi miners' is an audio-visual and virtual reality work related to a new generation of nano-clusters replac...
This paper presents a study carried out with a group of students from
a robotic club, where they have used CodeCubes, a hybrid interface that combines physical paper cubes with Augmented Reality (AR). CodeCubes, intends to promote computational thinking through exploration and experimentation. The intervention, which we report here aimed at to asse...
In this media artwork, Artificial Intelligence (AI) is used against AI to discover How Computers Imagine Humans, using a selected computer visual noise (one computer) and an AI face detector system (another computer). Both systems are running in real-time against each other, using just built-in cameras to communicate. In recent years, face detectio...
Co:Lateral is an artistic project that aims to explore the means offered by digital technologies in performance. We conceptualized, developed and implemented a digital artifact, resulting in a digital performance based on the structure of realities born of a body and its double in movement. In this project, authors carried out a research and experi...
Through the pictorial narratives engraved on the walls of the caves during prehistory, we are sure that Humans used drawing to express feelings and communicate, long before inventing writing. In the same way that utensils were used to help him, he also used several utensils to draw.
In the middle of the twentieth century, with all the technologica...
This article presents the development of a serious game targeting secondary school students, that uses Augmented Reality (AR) to visualize, manipulate and explore mathematical concepts, particularly linear, quadratic, exponential and trigonometric (sine and cosine) functions. The motivation behind the development of the AR application was to provid...
We present the concept, design and first prototype of CodeCubes, a hybrid interface that combines physical paper cubes with Augmented Reality (AR) for promoting computational thinking. Additionally, we reflect on the potential of combining digital games with new interaction paradigms in the context of the classroom for introducing students to progr...
The year 2017 was relatively tragic concerning the fires in Portugal. The scourge that settled in the country and the loss of countless human lives were engraved in the Portuguese memory. Due to extraordinary weather conditions and a lack of powerful means to immediately respond to the tragedy, more than a hundred citizens lost their lives in fores...
CO:LATERAL é um projeto artístico que visa explorar as possibilidades oferecidas pelas tecnologias digitais na performance. Conceptualizámos, desenvolvemos e implementámos um artefacto digital, tendo como resultado uma performance digital baseada na mistura de realidades nascidas de um corpo e seu duplo em movimento. Da autoria de Né Barros e João...
We present the concept, design and first prototype of CodeCubes, a hybrid interface that combines physical paper cubes with Augmented Reality (AR) for promoting computational thinking. Additionally, we reflect on the potential of combining digital games with new interaction paradigms in the context of the classroom for introducing students to progr...
CodeCubes - Playing with Cubes and Learning to Code
In book: Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT 2018, DLI 2018. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications EngineeringChapter: CodeCubes - Playing with Cubes and Learning to CodePublisher: Springer
This paper presents the development of an augmented reality (AR) application for visualizing the five convex-regular polyhedrons, known as platonic solids. The application provides a virtual interactive environment for the visualization, construction, deconstruction and manipulation of these polyhedrons, allowing users to explore the properties of...
Este artigo discute o potencial dos jogos digitais como ferramentas motivadoras para a aprendizagem da matemática, bem como a sua aplicação na sala de aula. Apresentamos o design e desenvolvimento de THAM, um jogo digital para a aprendizagem de funções matemáticas básicas, visando alunos do 8º e 9º ano de escolaridade. Descrevemos também o seu pote...
Innovative processes become available due to the high processing capacity of emergent infrastructures, such as cloud and ubiquitous computing and organizational infrastructures and applications. However, these intense computation processes are difficult to follow, where co-decision is required, for which the existence of disruptive visualization an...
The project presented here aims to explore the artistic possibilities offered by digital performances in real time, in the form of dance, which is regarded as a privileged form of body language in the interaction between the performer and a digital artifact, interaction that establishes itself as the driving element of the whole scenic narrative. T...
Transitar hoje pelo designado espaço físico é já uma experiência de desligação ao espaço situacional, o que quer dizer uma experiência de desprendimento em relação ao outro, mas também aos objetos, bem como a todos os elementos, de diversa natureza, que compõem a tessitura fenomenológica do quotidiano. A “ecrãnização global” (Lipovestsky & Serroy),...
O projeto aqui apresentado possui como objectivo explorar as possibilidades artísticas oferecidas por performances digitais em tempo real, na forma de dança, encarada como forma de expressão corporal privilegiada, na interação entre o performer e um artefato digital, interação que se estabelece como o elemento condutor de toda a narrativa cénica. P...
O projecto aqui apresentado possui como objectivo explorar as possibilidades artísticas oferecidas por performances digitais em tempo real, na forma de dança, encarada como forma de expressão corporal privilegiada, na interação entre o performer e um artefacto digital, interação que se estabelece como o elemento condutor de toda a narrativa cénica....
NUVE is an artistic project that aims to explore the artistic possibilities offered by the digital dance performances in the interaction between the individual and his virtual double. In NUVE we conceptualized, developed and implemented a digital artifact, resulting in a fluid digital performance based on the theme of the analog body versus the dig...
Esta comunicação apresenta uma aplicação de visualização da informação, o Global Terrorism Database Visualization (GTDV) abordando a questão do terrorismo. O projecto GTDV recorre a técnicas e processos de visualização da informação, dando ênfase á estética, além da funcionalidade, exibindo dados de eventos terroristas ocorridos entre 1970 e 2004,...
YMYI (You Move You Interact) é uma instalação interactiva onde se pretende criar um diálogo corporal com um sistema artificial, do qual resulta uma performance sincronizada entre um corpo real e um objecto virtual. O projecto visa a exploração de um espaço onde o utilizador desenvolve um processo criativo com base nos gestos e movimentos do seu cor...
YMYI (You Move You Interact) preconiza o desenvolvimento de novos sentidos estéticos que emergem da interacção lúdica entre actores reais e figurações miméticas virtuais que se projectam num sistema de jogo digital. O diálogo interactivo entre os dois universos (físico e virtual) estrutura-se na dialética artístico-digital de apreensões e expressõe...
YMYI (You Move You Interact) is an interactive digital installation designed to encourage a body performing dialogue with an artificial system, uncovering an ongoing interchange between the body kinetic universe and the audivisual imagery embodied in the interface. YMYI sets a stage where body gestures and movements guide a audio visual installatio...