Program

UbiMus Program

Local: Auditório Castilho (Verde) – Instituto de Informática/UFRGS – Campus do Vale – Porto Alegre, Brasil

Quinta-feira (5/12)Sexta-feira (6/12)Sábado (7/12)
 9h - 9h10min 9h - 10h20min 9h - 9h30min
ABERTURA – Com. Organizadora 

PAINEL – Música Ubíqua, Educação e Interfaces.

Prof Dr Mônica Baptista Pereira Estrázulas (CAp-UFRGS)
Prof Dr Reginal Gil Braga 
(IA-UFRGS)

Moderadora: Helena Lima 

SESSÃO IV

Luciano Vargas Flores, Maria Helena Lima, Marcelo Pimenta, Victor Lazzarini, Damián Keller: Methods in Creativity-Centered Design for Ubiquitous Musical Activities  

9h10min - 10h10min   9h30min - 12h30MIN

PALESTRA 1

Nuno Otero: Reflecting on digital literacies and the creation of multimedia products for public spaces in the school context

 

Reunião do GUbimus 

1 - Relato de Atividade desenvolvidas (LNU, NUIM, LCM, Cap-UFRGS, NAP)
2 - Projetos em andamento
3 - Projetos a elaborar
4 - V UbiMus e Próximo UbiMus
5 - pós CM / criatividade digital (Erasmus Mundus) (ver link)
6 - membros atuais e organização do g-ubimus
7 - financiamento das atividades do g-ubimus 2014-2015
8 - apoio institucional? - C86
9 -suporte para o trabalho em parceria (propostas)
10 - música ubíqua nas atividades curriculares? 


        ENCERRAMENTO

10h20min - 10h30min 

10h20min - 10h30min  
Coffee Break Coffee Break  
10h30min - 12h30min 10h30min - 12h30min   

SESSÃO I

Andrew Brown, Donald Stewart, Amber Hansen, Alanna Stewart: Making meaningful musical experiences accessible using the iPad 

Victor Lazzarini, Damián Keller, Joseph Timoney, Marcelo Pimenta: Ubiquitous Music Ecosystems: Faust Programs in Csound  

Floriano Pinheiro Da Silva, Damián Keller, Edemilson Ferreira Da Silva, Victor Lazzarini and Marcelo Soares Pimenta: Criatividade em Ambientes Cotidianos: O Impacto do Fator de Ancoragem 

SESSÃO III

Felipe Bischoff: Educação Musical, Softwares Livres e Gratuitos e algumas aprendizagens frutos desse encontro. 

Maria Helena De Lima, Damián Keller: A Música por toda a parte: música ubíqua.

Maria Helena De Lima, Damián Keller, Marcelo Pimenta: a Música Ubíqua e Experiências no Campo Educacional.

Martha Paz: As Ambientações Sonoras nos Casos Especiais de Osman Lins.  

 
                                                 12h - 14h30min:                                                   
ALMOÇO   
 14h - 15h  14h - 15h   
Palestra Joe Timoney
DIY instruments and effects: the potential 
for ubiquitious hardware platforms   
On The Spot / Na HorA
Performance:  Helena Pedroso e Helena Lima
 
 
 15h - 15h10min   15h - 15h10min   
 Coffee-Break (self-service)Coffee-Break (self-service)  
 15h10min - 16h10min   15h10min - 16h10min   

CSound em Native Clientes: Victor Lazzarini

On The Spot / Na HorA
Relatos / Demos de Alunos do CAP
 
 16h10min - 17h40min  16h10min - 17h  

SESSÃO II 

Leandro Costalonga, Edilson Aguiar, Daniel Coura e Marcus Neves. Campus Vivo – Instalações Artísticas e Artefatos Culturais Computadorizados 

Akito van Troyer. Repertoire Remix: Integrating Musical Preferences from Remote Audience in A Live Networked Improvisation 

Marcelo Johann, Lucas Folle, William Gomes and Ricardo Cordoni. Estabelecendo uma Metodologia de Avaliação Subjetiva de Qualidade de Áudio 

On The Spot / Na HorA 
Video demo "A programmable music performance interface for tablet devices - por Patrick McGlynn e Victor Lazzarini

 
  17h - 18h  
 

PAINEL 

O que é Música Ubíqua: rumo a uma definicao do que fizemos...

- moderador: Marcelo  Pimenta

 

Nuno OteroLecture of Prof Dr Nuno Otero - Linnaeus University

Since September 2011, I am a Senior Lecturer, Department of Media Technology, School of Computer Science, Physics and Mathematics, Linnaeus University, Sweden. Since March 2008 I am a Research Fellow at the Department of Information Systems at University of Minho. I am involved in research projects concerning: (i) the design and development of situated digital displays, (ii) the design and use of external representations in educational activities and (iii) human-robot interactions. In relation to the design of situated digital displays, from a careful consideration of the social context where the artifact is being deployed, we have been investigating how simple interacting techniques coupled with appropriate design of the displays can foster people's appropriation of the technology. Furthermore, we are now exploring how different user-centred methodologies can be employed in different contexts of utilization to facilitate the inclusion of people's views in the design cycle. In what concerns the design and use of external representations in educational activities, I am now particularly interested in investigating how socio-affective factors come to the fore in educational contexts and influence the co-construction and use of external representations “in the wild”. Regarding the investigation of the design of human-robot interactions, I have been particularly interested in understanding how robots can effectively publicize their interaction abilities in order to foster the emergence of common ground with humans and enable communication and joint activity.

Summary of the talk

Recent developments in digital technologies and social media are starting to have an important impact in the education of scientific domains (see, for example, the numerous videos and blogs on scientific matters targeting young learners that populate the Web (TED, Educational Videos, WatchKnowLearn, iTunes U) or the recent initiatives by Youtube or Google supporting the creation and dissemination of videos for schools). In fact, learners are being empowered to create multimedia-learning objects, such as photos, videos, animations, music, models, and interactive data visualizations. These new learning practices have the potential to offer a range of multimedia learning assets that can be leveraged into a “seamless learning” experience across learning environments that many are calling for in our era of increasingly ubiquitous mobile computing.

However, in order to unleash the potential we believe there is an urgent need to better understand how to support students understanding and representational skills through the use of digital media making. In other words, students need to understand what to represent, how to represent and manage/participate/collaborate in the cascade of interactions that result from sharing and disseminating their multimedia creations. Furthermore, students will need to be able to integrate such activities as part of the learning inquiry process and such integration raises new design implications and research challenges regarding the tools to support these educational activities.

In order to explore the problem space, and taking advantage of our involvement in some collaborative research projects, we are now considering the following range of issues:

  • Understand current practices and techniques of successful multimedia productions for school contexts.
  • Observation of current practices in schools concerning multimedia creation projects and development of supportive guidelines to scaffold such practices taking into consideration the specificities of schools.
  • Understand the current the design space of multimedia creation and editing tools suitable for school contexts.
  • Create a conceptual framework to inform how to promote interactions and collaborations involving the re-use of multimedia resources within a community of learners.
  • Develop a set of suitable interaction tools to foster collaboration activities around the creations in public spaces.

In this talk I will explore the themes referred to above and present our results within two on-going research projects "Let's Go" (aee http://www.celekt.info/projects/show/20) and "JuxtaLearn".