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<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/rss2full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-5429413</atom:id><lastBuildDate>Mon, 30 Jan 2012 12:14:40 +0000</lastBuildDate><category>pintura</category><category>3d</category><category>web</category><category>jornalismo</category><category>DIY</category><category>Portugal</category><category>prémios</category><category>videojogos</category><category>vfx</category><category>referências</category><category>históriaVjPt</category><category>jogos</category><category>gamedesign</category><category>exposição</category><category>travel</category><category>comunicação</category><category>journal</category><category>ilustração</category><category>video</category><category>blogoesfera</category><category>fair use</category><category>entrevista</category><category>obituary</category><category>conferências</category><category>dança</category><category>televisão</category><category>emoção</category><category>VR</category><category>interactividade</category><category>publicidade</category><category>divulgação</category><category>estudante</category><category>software</category><category>design</category><category>livros</category><category>criatividade</category><category>motiondesign</category><category>narrativa</category><category>ambientes</category><category>media</category><category>curtas</category><category>best</category><category>entrevistaVI</category><category>zon</category><category>comics</category><category>develop</category><category>arquitetura</category><category>nacional</category><category>composição</category><category>machinima</category><category>tecnologia</category><category>social</category><category>no comment</category><category>expressividade</category><category>engagebook</category><category>press</category><category>museum</category><category>portefólio</category><category>família</category><category>arte</category><category>psicologia</category><category>fotografia</category><category>phd</category><category>uminho</category><category>gameshow</category><category>internet</category><category>fan art</category><category>filosofia</category><category>FC</category><category>OffBook</category><category>análise</category><category>papers</category><category>indústria</category><category>musica</category><category>filmeMês</category><category>PBS</category><category>mmi</category><category>3-d</category><category>titles</category><category>indie</category><category>mtad</category><category>educação</category><category>animação</category><category>e</category><category>médias</category><category>economia</category><category>best of</category><category>copyright</category><category>concept art</category><category>investigação</category><category>jobs</category><category>revistas</category><category>cinema</category><category>low cost</category><category>entertainment</category><category>serious games</category><category>revolution</category><category>infograhics</category><category>serious</category><category>literacia</category><title>VIRTUAL ILLUSION</title><description>Tecnologia, Arte e Ciência</description><link>http://virtual-illusion.blogspot.com/</link><managingEditor>noreply@blogger.com (Nelson Zagalo)</managingEditor><generator>Blogger</generator><openSearch:totalResults>971</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/VirtualIllusion" /><feedburner:info uri="virtualillusion" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-2396312414536120565</guid><pubDate>Sun, 29 Jan 2012 23:10:00 +0000</pubDate><atom:updated>2012-01-29T23:44:01.771Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">videojogos</category><title>Global Game Jam 2012 em Guimarães</title><description>A &lt;a href="http://globalgamejam.org/" target="_blank"&gt;Global Game Jam&lt;/a&gt;&amp;nbsp;foi realizada pela quarta vez, possibilitando que estudantes, hobbystas e profissionais criem jogos durante um único fim de semana e os partilhem com o mundo inteiro. Seguindo a tradição da GGJ, todos os jogos devem seguir um tema global. Desse modo este ano veio com uma surpresa, o tema não era nem uma palavra, nem uma frase, mas apenas e só uma imagem, a imagem do Ourobouros.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-OBGGCB56rkk/TyXLOCJJeNI/AAAAAAAAF6Q/M2UU3-ksefk/s1600/Ouroboros.preview.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="319" src="http://3.bp.blogspot.com/-OBGGCB56rkk/TyXLOCJJeNI/AAAAAAAAF6Q/M2UU3-ksefk/s320/Ouroboros.preview.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Qualquer tipo de jogo pode ser feito, incluindo jogos digitais, jogos de tabuleiro ou jogos físicos. No fim do evento, todos os projetos são enviados para o site globalgamejam.org no qual ficão disponíveis livremente ao público em geral. Alguns dados: em 2011, tivemos&amp;nbsp;1.500 jogos, 6.500 pessoas, e 44 países; em&amp;nbsp;2012 tivemos&amp;nbsp;2.243 jogos,&amp;nbsp;11.141 pessoas, e&amp;nbsp;&amp;nbsp;48 países.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-S_hO6ZiCY7w/TyXL8PHPkbI/AAAAAAAAF6Y/Yh-KLhhopUo/s1600/world.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="246" src="http://1.bp.blogspot.com/-S_hO6ZiCY7w/TyXL8PHPkbI/AAAAAAAAF6Y/Yh-KLhhopUo/s400/world.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Em Portugal o evento contou apenas com uma cidade, Guimarães, organizado pelo &lt;a href="http://lcd.guimaraes2012.pt/" target="_blank"&gt;Laboratório de Criação Digital&lt;/a&gt;. O evento deste ano foi coordenado por&amp;nbsp;Margarida Faria e Kyriakos Koursaris e contou com&amp;nbsp;16 participantes, duas equipas, tendo sido realizados e submetidos dois jogos. Isto implica uma melhoria para Portugal, já que no ano passado&amp;nbsp;tínhamos&amp;nbsp;tido apenas um jogo, como se pode ver no&amp;nbsp;&lt;a href="http://virtual-illusion.blogspot.com/2011/02/portugal-e-brasil-no-global-game-jam.html" target="_blank"&gt;texto que aqui deixei&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-RFYxG1Rc3qo/TyXO5Dx_jmI/AAAAAAAAF6g/JsVZ0Re3Wis/s1600/image.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" src="http://3.bp.blogspot.com/-RFYxG1Rc3qo/TyXO5Dx_jmI/AAAAAAAAF6g/JsVZ0Re3Wis/s400/image.jpeg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
Global Game Jam 2012 no LCD, Guimarães&lt;/div&gt;
&lt;br /&gt;
Este ano os jogos são bastante simples, o primeiro um &lt;i&gt;side-scroller&lt;/i&gt; com uma lógica one-button. O segundo um jogo de aventura gráfica no modo &lt;i&gt;top-down perspective&lt;/i&gt;. Aqui ficam mais detalhes sobre cada um.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Projecto 1 -&amp;nbsp;&lt;a href="http://globalgamejam.org/2012/chasing-balance" target="_blank"&gt;Chasing balance&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/--7g65aPByMY/TyXPIHtfM6I/AAAAAAAAF6o/8m2pb4YogBs/s1600/chase.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="250" src="http://1.bp.blogspot.com/--7g65aPByMY/TyXPIHtfM6I/AAAAAAAAF6o/8m2pb4YogBs/s400/chase.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;Short Introduction:&lt;/b&gt; When time was dust and human kind was actually KIND, the beast of balance was unleashed and so destruction began!! Malevolence was mixed with kindness and darkness was mixed with light. So, a story is told of great power that comes with great responsibility and it is up to us to restore that long lost BALANCE, which used to last through the ages and civilization. WE ARE NOT LOST, YET!&lt;br /&gt;
&lt;b&gt;Platform/System:&lt;/b&gt;&amp;nbsp;Windows (GameMaker:HTML5)&lt;br /&gt;
&lt;b&gt;Soundtrack:&lt;/b&gt;&amp;nbsp;&lt;a href="http://koursaris.bandcamp.com/album/chasing-balance-ost" target="_blank"&gt;Kyriakos Koursaris&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Projecto 2 -&amp;nbsp;&lt;a href="http://globalgamejam.org/2012/sigil" target="_blank"&gt;Sigil&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-WuCgiLYoLKA/TyXPQIcBLPI/AAAAAAAAF6w/V3AsndbHwCM/s1600/ost.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="400" src="http://2.bp.blogspot.com/-WuCgiLYoLKA/TyXPQIcBLPI/AAAAAAAAF6w/V3AsndbHwCM/s400/ost.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Short Introduction:&lt;/b&gt; Explore the dungeons and face your shadows, but beware, don't get too close!&lt;br /&gt;
&lt;b&gt;Platform/System:&lt;/b&gt;&amp;nbsp;Web standard (Html5, Java, JavaScript, Flash)&lt;br /&gt;
&lt;b&gt;Soundtrack:&lt;/b&gt;&amp;nbsp;&lt;a href="http://koursaris.bandcamp.com/album/sigil-ost" target="_blank"&gt;Kyriakos Koursaris&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-2396312414536120565?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/uM_0pBjRV2I" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/uM_0pBjRV2I/global-game-jam-2012-em-guimaraes.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-OBGGCB56rkk/TyXLOCJJeNI/AAAAAAAAF6Q/M2UU3-ksefk/s72-c/Ouroboros.preview.png" height="72" width="72" /><thr:total>2</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/global-game-jam-2012-em-guimaraes.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-4122874175096690848</guid><pubDate>Fri, 27 Jan 2012 21:45:00 +0000</pubDate><atom:updated>2012-01-28T09:53:20.605Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">curtas</category><category domain="http://www.blogger.com/atom/ns#">cinema</category><category domain="http://www.blogger.com/atom/ns#">análise</category><title>Fantastic Flying Books, jornadas de sonho através dos livros</title><description>&lt;i&gt;The Fantastic Flying Books of Mr. Morris Lessmore&lt;/i&gt;&amp;nbsp;(2011) ganhou em Agosto o prémio de melhor filme de animação digital no &lt;a href="http://www.siggraph.org/s2011/for_attendees/computer-animation-festival-awards" target="_blank"&gt;Siggraph 2011&lt;/a&gt;,&amp;nbsp;a conferência internacional de computação gráfica mais importante do planeta. Depois disso foi adaptada como história interativa para iPad, podendo desde então ser adquirida no &lt;a href="http://itunes.apple.com/us/app/the-fantastic-flying-books/id438052647?mt=8" target="_blank"&gt;iTunes por $4.99&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-jiiio-UM5Ro/TyMZ7_2eF-I/AAAAAAAAF6A/tGMFBdJ8gXs/s1600/fantastic_flying_books.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="223" src="http://2.bp.blogspot.com/-jiiio-UM5Ro/TyMZ7_2eF-I/AAAAAAAAF6A/tGMFBdJ8gXs/s400/fantastic_flying_books.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Entretanto no passado dia 24 de Janeiro, foi&amp;nbsp;nomeado para o Oscar na categoria de Curtas de Animação. Se quiserem ver a reacção do estúdio à nomeação, eles &lt;a href="http://vimeo.com/35665582" target="_blank"&gt;gravaram tudo em vídeo&lt;/a&gt;, aviso já que a alegria deles é contagiante.&amp;nbsp;Em temos técnicos o filme apesar de ter um ex-Pixar&amp;nbsp;por detrás, &lt;a href="http://www.williamjoyce.com/" target="_blank"&gt;William Joyce&lt;/a&gt;, não usa apenas o 3d, socorre-se de forma brilhante do desenho à mão e do &lt;i&gt;stop-motion&lt;/i&gt;, e tudo isso pode ser visto numa dezena de pequenos filmes de &lt;i&gt;making of&lt;/i&gt; que estúdio &lt;a href="http://www.moonbotstudios.com/" target="_blank"&gt;Moonbot&lt;/a&gt; disponibiliza no seu &lt;a href="http://vimeo.com/moonbot/videos" target="_blank"&gt;canal do Vimeo&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-VcIg8dw2QDg/TyMaA13f_rI/AAAAAAAAF6I/UiFNNsYyqZ8/s1600/P1010264.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://1.bp.blogspot.com/-VcIg8dw2QDg/TyMaA13f_rI/AAAAAAAAF6I/UiFNNsYyqZ8/s320/P1010264.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
O filme tem 15 minutos, quando acaba é fácil perceber a nomeação,&lt;i&gt; Fantastic Flying Books&lt;/i&gt; é um clássico&amp;nbsp;instantâneo, tem todos os ingredientes para o ser, desde as técnicas de animação, ao ritmo, música e realização mas essencialmente por causa da sua história. Um história sublime que nos toca, servindo-se de uma dose forte de nostalgia, parece repescar as memórias da nossa infância, aqueles tempos em que os dias eram solarengos, e a nossa paixão pelo mundo nos chegava através das páginas dos livros que liamos no descanso de uma sombra. A personagem da infância de muitos (Humpty Dumpty) é aqui repescada e tratada de uma forma brilhante em termos de animação. Diria mesmo que o conceito de animação criado para Humpty Dumpty é de tal forma genial que quase merece por si só a nomeação.&lt;br /&gt;
&lt;br /&gt;
&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="253" mozallowfullscreen="" src="http://player.vimeo.com/video/35404908?byline=0&amp;amp;portrait=0" webkitallowfullscreen="" width="450"&gt;&lt;/iframe&gt;&lt;/center&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-4122874175096690848?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=cULdmDREbTY:MzwbS-2Ve9k:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=cULdmDREbTY:MzwbS-2Ve9k:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=cULdmDREbTY:MzwbS-2Ve9k:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=cULdmDREbTY:MzwbS-2Ve9k:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=cULdmDREbTY:MzwbS-2Ve9k:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=cULdmDREbTY:MzwbS-2Ve9k:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=cULdmDREbTY:MzwbS-2Ve9k:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=cULdmDREbTY:MzwbS-2Ve9k:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/cULdmDREbTY" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/cULdmDREbTY/fantastic-flying-books-jornadas-de.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-jiiio-UM5Ro/TyMZ7_2eF-I/AAAAAAAAF6A/tGMFBdJ8gXs/s72-c/fantastic_flying_books.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/fantastic-flying-books-jornadas-de.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-6651203013804061734</guid><pubDate>Fri, 27 Jan 2012 13:44:00 +0000</pubDate><atom:updated>2012-01-28T14:34:30.833Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">investigação</category><category domain="http://www.blogger.com/atom/ns#">videojogos</category><category domain="http://www.blogger.com/atom/ns#">arte</category><title>A dependência dos Independentes</title><description>A propósito de uma &lt;a href="https://www.facebook.com/renatafgomes/posts/330110157010474"&gt;conversa com académicos de jogos&lt;/a&gt; do Brasil no Facebook que tivemos há umas duas semanas, quase que podia dizer que o pessoal da Dorkly leu a discussão, e fez um vídeo sobre a mesma, "&lt;i&gt;&lt;a href="http://www.dorkly.com/video/30941/dorkly-bits-mario-is-too-mainstream" target="_blank"&gt;Mario is too Mainstream&lt;/a&gt;&lt;/i&gt;!&amp;nbsp;Não que eu esteja em total acordo com o vídeo, porque as personagens/jogos indie utilizadas são, para mim, bastante ricas em termos de novas abordagens à linguagem dos videojogos, mas de uma forma geral toca na &lt;i&gt;mouche&lt;/i&gt;. Como dizia a Renata Gomes,&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-rKenDQe5ZVg/TyKnw3Z1UEI/AAAAAAAAF5o/ynTkLTY02e0/s1600/dorkly.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="213" src="http://4.bp.blogspot.com/-rKenDQe5ZVg/TyKnw3Z1UEI/AAAAAAAAF5o/ynTkLTY02e0/s400/dorkly.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;i&gt;"&lt;b&gt;Renata: &lt;/b&gt;desabafo aqui: tou bem de saco cheio desses games repetitivos nos temas, dinâmicas de jogo e formas narrativas, viu? E tenho cá a impressão de que a crítica (?) e a academia precisa abordar isso frontalmente ou os games morrem por pura irrelevância..."&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
Aliás a Renata não dá tréguas e bate mesmo em &lt;i&gt;Braid e&lt;/i&gt;&amp;nbsp;&lt;i&gt;Limbo&lt;/i&gt;&amp;nbsp;que o Emmanoel Ferreira e eu defendemos, mas que vai em total sintonia com o este vídeo do Dorkly Bits.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;"&lt;/i&gt;&lt;b&gt;Renata&lt;/b&gt;: &lt;i&gt;vocês nao acham que, no fundo, eles ainda são todos muito... Bobos? Nao joguei Flower, só joguei o demo de Limbo (mas o visual é bacana), a jogabilidade de Braid é genial e a forma como ela constrói, na prática, alguns sentidos "narrativos" do game é sensacional (embora o final, pra mim, seja uma viagem... E Machinarium é lindo e tal, mas... Ainda me frustram (e olha que estamos falando da crème de la crème!) Também apontaria os games do Steve Lavelle - esses, sim, radicais. Tem coisa, é claro que tem, mas nao chega sequer a ser um nicho. Enquanto isso, a indústria é de uma preguiça absurda, de uma previsibilidade pior do que o pior de Roliúde!)."&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
Apesar de até condescender sobre a qualidade de Braid, depois do Emmanoel insistir&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;"&lt;b&gt;Emannoel: &lt;/b&gt;Tomemos, só pra início, o caso de Braid. Não sei se você o jogou (todo), mas a forma com que ele reúne gameplay + retórica é fantástica (a tal retórica procedimental, de Bogost). Ou seja, o jogo comunica (e algo bem forte) através do gameplay. Claro que gráficos, trilha sonora, texto, dão suporte a essa comunicação, mas a relação gameplay - conteúdo, nele, é fantástica"&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-TJuKdNrSoDo/TyKprgw4H8I/AAAAAAAAF54/JH5qXe3xwrI/s1600/braid.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://1.bp.blogspot.com/-TJuKdNrSoDo/TyKprgw4H8I/AAAAAAAAF54/JH5qXe3xwrI/s400/braid.jpeg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Mas tenho que lhe dar razão quando fala do seguidismo indie, da quase dependência face à linguagem mainstream,&lt;br /&gt;
&lt;br /&gt;
"&lt;i&gt;&lt;b&gt;Renata:&lt;/b&gt; Não surge um autor, mesmo que seja um autor-dentro-do-cânone, no game porque a forma como a "indústria" se coloca em relação a ela mesma (e a seu "fora") sequer permite detectar as singularidades emergentes nos diversos processos de criação de jogos. E mesmo quando isso acontece, essas manifestações são engolidas por ela no segundo seguinte, tratando de achatar qualquer diferença, de aparar qualquer aresta, de endireitar qualquer ruído. Aliás, mesmo o "fora" da indústria - o universo dos games "independentes" - se coloca em movimento almejando ir parar "dentro" e isso já achata os games "independentes" (que parecem querer apenas se tornarem "dependentes"!) do nascedouro: quando produtoras brasileiras (ou portuguesas) replicam temas, formatos narrativos/de jogabilidade e mesmo a língua dos games industriais etc.&lt;/i&gt;"&lt;br /&gt;
&lt;br /&gt;
&lt;center&gt;&lt;iframe src="http://www.dorkly.com/e/30941" width="480" height="270" frameborder="0" webkitAllowFullScreen allowFullScreen&gt;&lt;/iframe&gt;&lt;/center&gt;
&lt;br /&gt;
&lt;br /&gt;
Da minha parte acredito ainda assim na indústria indie e que existe muita coisa boa no meio das massivas quantidades de mediania. Julgo que faz muita falta&amp;nbsp;os media deixarem de se centrar apenas no mainstream. Os jogos diferentes, radicais, que não dão as experiências esperadas pelo grande público, precisam de ser discutidos, digeridos, mastigados por críticos, curadores e especialistas. Só assim poderemos avançar no terreno. Se os media continuarem a dar espaço apenas ao que é familiar, às sequelas das sequelas, aí será sempre muito difícil que a arte evolua. E o que a Renata diz dos jogos poderem cair na irrelevância é uma realidade inevitável, como &lt;a href="https://www.facebook.com/photo.php?fbid=10150471745863602&amp;amp;set=a.136469163601.109686.559843601" target="_blank"&gt;já vai acontecendo com a indústria de Hollywood&lt;/a&gt;. Aliás o Roger Tavares acha que isto já não tem mesmo salvação, e que a única forma séria de resolver o assunto da indústria dos videojogos, era com um novo Crash.&lt;br /&gt;
&lt;br /&gt;
Apesar de tudo ainda vamos vendo algumas mudanças, como a EDGE que este ano já apresentou uma &lt;a href="http://www.edge-online.com/features/2011-edge-awards-indie" target="_blank"&gt;lista de Indies de 2011&lt;/a&gt;, embora muitíssimo limitada. Acredito também que um dos problemas que os media têm, é conseguir exatamente triar as quantidades de novos jogos criados pelo mundo fora. Mas eles não se podem demitir desse papel, apesar da complexidade. Sei bem que é muito mais fácil pegar nos fabulosos Press Releases que as grandes editoras mandam para as redações das revistas no mundo inteiro, com a papinha toda feita, pronta a publicar. Mas a continuar assim as revistas vão morrer antes dos jogos, aliás como já se vai sentindo. A morte de algumas publicações de jogos não acontece só pela crise mas muitas vezes pela falta de relevância, ou valor acrescentado face à informação que os leitores já possuem.&amp;nbsp;Neste sentido, e porque não basta apontar o dedo, deixo algumas pistas de nomes de autores e jogos do último pelos quais nutro consideração e respeito.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Autores a seguir&lt;/b&gt;:&amp;nbsp;Edmund McMillen, Terry Cavanagh,&amp;nbsp;Stephen Lavelle, &amp;nbsp;entre outros como o Paolo Pedercini, Jonathan Blow, Thomas Brush, Austin Breed, Amir Rao, Jason Rohrer, Krystian Majewski, Daisuke Amaya, Stephen Whichello, Kevin McGrath, Evan Miller, Guy Lima, Evan Miller, Mattia Traverso...&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Experiências diferentes&lt;/b&gt;: &lt;i&gt;Binding of Isaac, Oíche Mhaith, ImmorTall, Grey, Coma, A Mother in Festerwood&lt;/i&gt;...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-6651203013804061734?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rEUOR-bgwTE:eQJsA1HXaQ4:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rEUOR-bgwTE:eQJsA1HXaQ4:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rEUOR-bgwTE:eQJsA1HXaQ4:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=rEUOR-bgwTE:eQJsA1HXaQ4:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rEUOR-bgwTE:eQJsA1HXaQ4:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rEUOR-bgwTE:eQJsA1HXaQ4:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=rEUOR-bgwTE:eQJsA1HXaQ4:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rEUOR-bgwTE:eQJsA1HXaQ4:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/rEUOR-bgwTE" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/rEUOR-bgwTE/dependencia-dos-independentes.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-rKenDQe5ZVg/TyKnw3Z1UEI/AAAAAAAAF5o/ynTkLTY02e0/s72-c/dorkly.jpg" height="72" width="72" /><thr:total>2</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/dependencia-dos-independentes.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-1033702080845715025</guid><pubDate>Fri, 27 Jan 2012 11:59:00 +0000</pubDate><atom:updated>2012-01-30T00:50:24.996Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">investigação</category><category domain="http://www.blogger.com/atom/ns#">dança</category><category domain="http://www.blogger.com/atom/ns#">interactividade</category><category domain="http://www.blogger.com/atom/ns#">arte</category><title>Estrangeiros (2012), estranhezas do absurdo</title><description>Né Barros na introdução do seu novo&amp;nbsp;espetáculo&amp;nbsp;de dança contemporânea, &lt;i&gt;&lt;a href="http://www2.balleteatro.pt/agenda/?painel=108" target="_blank"&gt;Estrangeiros&lt;/a&gt;&lt;/i&gt; (2012), estreado ontem à noite em Guimarães (CEC 2012), fala-nos da inspiração em &lt;i&gt;O Estrangeiro&lt;/i&gt; (1942) um dos livros mais importantes de Camus, aonde ele espelha toda a essência da sua visão do mundo e da vida, definida pelos críticos como "a filosofia do absurdo".&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-iW2kRTyzvyI/TyKGZZ37fjI/AAAAAAAAF5I/GWtUr06tDu0/s1600/estrangeiros_agenda_560x210.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="150" src="http://1.bp.blogspot.com/-iW2kRTyzvyI/TyKGZZ37fjI/AAAAAAAAF5I/GWtUr06tDu0/s400/estrangeiros_agenda_560x210.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;"No seu deferir, estas figuras são deslocações ora de clichés de identificação ora de estranhezas genuínas comportamentais."&lt;/i&gt;&lt;/span&gt; Né Barros&lt;br /&gt;
&lt;br /&gt;
O estrangeiro de Camus movimenta-se por entre o mundo de forma inconsequente, sem rumo nem sentido. Transborda da prosa a sensação de total estranheza face ao quotidiano, ao circundante e ao chamado real. E é isso que vemos na nova obra de Né Barros, uma demonstração contínua do absurdo do movimento do corpo, da total estranheza que percorre os movimentos menos familiares, aqui fortemente explorados. Os atores desdobram-se, transmutam-se, encolhem-se, esticam-se, em poses invulgares que despertam os nossos sentidos, e nos perturbam, tudo isto a movimentos&amp;nbsp;rítmicos&amp;nbsp;ainda menos comuns, numa espécie de &lt;i&gt;staccatos&lt;/i&gt; do movimento corporal.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-LSmX3UXtSQE/TyKPPCrCijI/AAAAAAAAF5g/EQGkBAJKVdE/s1600/EtrangerCAMUSrec.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="400" src="http://4.bp.blogspot.com/-LSmX3UXtSQE/TyKPPCrCijI/AAAAAAAAF5g/EQGkBAJKVdE/s400/EtrangerCAMUSrec.jpg" width="248" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;i&gt;L'étranger&amp;nbsp;&lt;/i&gt;(1946), Albert Camus&lt;/div&gt;
&lt;span style="text-align: center;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;span style="text-align: center;"&gt;Em termos formais posso dizer que por momentos a meio da performance me senti remetido para o universo existencialista de &lt;i&gt;&lt;a href="http://www.imdb.com/title/tt0087884/" target="_blank"&gt;Paris, Texas&lt;/a&gt;&lt;/i&gt; (1984) de Wim Wenders. Por toda a sua estranheza, também muito camusiana, por todo o isolamento, mas claramente pelos acordes sonoros emanados da guitarra a soar a Ry Cooder. Essa é das particularidades mais interessantes em toda a performance, a força da música, e em particular da guitarra eléctrica.&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;span style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-FBvedWAssqQ/TyKOlksuz8I/AAAAAAAAF5Y/FWHEg5bkwZ0/s1600/paris-texas3+(1).jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="231" src="http://2.bp.blogspot.com/-FBvedWAssqQ/TyKOlksuz8I/AAAAAAAAF5Y/FWHEg5bkwZ0/s400/paris-texas3+(1).jpg" width="400" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="text-align: center;"&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;
&lt;span style="text-align: center;"&gt;&lt;i&gt;Paris, Texas&lt;/i&gt; (1984), Wim Wenders&lt;/span&gt;&lt;/div&gt;
&lt;span style="text-align: center;"&gt;
&lt;br /&gt;
O&amp;nbsp;espectáculo&amp;nbsp;abre com seis pessoas em cima do palco, cinco guitarras e um baixo, tocando poderosamente num ritmo hard-rock, os&amp;nbsp;intérpretes&amp;nbsp;(Bruno Senune, Flávio Rodrigues, Joana Castro e Pedro Rosa) abandonam as guitarras, mas em palco permanecem ao longo de toda a performance dois músicos (Alexandre Soares e Jorge Queijo). Um guitarrista com uma parafernália de pedais de efeitos, e um baterista, que para além de cuidar de uma caixa de efeitos electrónicos, por vezes toca bateria enquanto com um arco de violino toca guitarra. Por detrás dos músicos corre um panorama que tempos a tempos se ilumina e no qual se projectam traços e riscos interactivos sobre um fundo negro&amp;nbsp;(João Martinho), que vão sofrendo distorções na relação com os performers, ora pela via do movimento ora pela via da voz e choro.&amp;nbsp;Ao longo do espétaculo as cordas vão transmutando-se evoluindo para&amp;nbsp;níveis&amp;nbsp;mais pesados a roçar o trash metal, e a fazer lembrar Metallica dos anos 80, passando depois por momentos de&amp;nbsp;estranheza&amp;nbsp;psicadélica a evocar a ficção científica dos anos 70, progredindo para momentos da mais pura ambiance electrónica, e elevando-se no final sob a melodiosa e fina sonoridade de uma guitarra portuguesa. Tudo isto acompanhado pela projecção visual de formas que seguem interactivamente o que se passa em cena, sempre tudo totalmente envolvido por um desenho de luzes perfeito (Alexandre Vieira).&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;span style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-2av7NRleYNQ/TyKOFFoHqlI/AAAAAAAAF5Q/RDEGx43D-K0/s1600/nuve_jmartinho_joaomartinhomoura_640.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="211" src="http://3.bp.blogspot.com/-2av7NRleYNQ/TyKOFFoHqlI/AAAAAAAAF5Q/RDEGx43D-K0/s400/nuve_jmartinho_joaomartinhomoura_640.gif" width="400" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="text-align: center;"&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div&gt;
&lt;span style="text-align: center;"&gt;&lt;span style="text-align: center;"&gt;&lt;i&gt;&lt;a href="http://nuve.jmartinho.net/" target="_blank"&gt;Nuve&lt;/a&gt;&lt;/i&gt; (2010), João Martinho Moura&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span style="text-align: center;"&gt;
&lt;br /&gt;
Toda esta formalidade técnico-artistica é servida com excelentes performances de dança do absurdo, fazendo deste espetáculo um momento poderoso, a nível sensorial, capaz de nos envolver e transportar numa jornada existencial.&lt;br /&gt;&lt;br /&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;blockquote class="tr_bq"&gt;
&lt;div style="text-align: left;"&gt;
&lt;span style="text-align: center;"&gt;&lt;i&gt;"&lt;span style="color: #0b5394;"&gt;Nem sequer tinha a certeza de estar vivo, já que vivia como um morto. Eu, parecia ter as mãos vazias. Mas estava certo de mim mesmo, certo de tudo, mais certo do que ele, certo da minha vida e desta morte que se aproximava. Sim, não sabia mais nada do que isto. Mas ao menos segurava esta verdade, tanto como esta verdade me segurava a mim. Tinha tido razão, tinha ainda razão, teria sempre razão. Vivera de uma dada maneira e poderia ter vivido de outra dada maneira. Fizera isto e não fizera aquilo. Não fizera uma coisa e fizera outra. E depois? Era como se durante este tempo todo tivesse estado à espera deste minuto... e dessa madrugada em que seria justificado. Nada, nada tinha importância e eu sabia bem porquê.&lt;/span&gt;"&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: right;"&gt;
&lt;span style="text-align: center;"&gt;&lt;i&gt;L'Étranger&lt;/i&gt; (1942:83) de Albert Camus&lt;/span&gt;&lt;/div&gt;
&lt;/blockquote&gt;
&lt;span style="text-align: center;"&gt;
&lt;div&gt;
&lt;span style="text-align: center;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;b&gt;UPDATE 29 Janeiro 2012:&lt;/b&gt;&amp;nbsp;&lt;/span&gt;&lt;div&gt;
&lt;span style="text-align: center;"&gt;Adição de fotos do&amp;nbsp;espectáculo&amp;nbsp;de: luisferraz@balleteatro&lt;/span&gt;&lt;div&gt;
&lt;span style="text-align: center;"&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-mYmD_PSvBns/TyXnXw9qJuI/AAAAAAAAF64/EkQI0uB5Vd4/s1600/ESTRANGEIROS-82.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="266" src="http://4.bp.blogspot.com/-mYmD_PSvBns/TyXnXw9qJuI/AAAAAAAAF64/EkQI0uB5Vd4/s400/ESTRANGEIROS-82.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-SwMaAg038ZY/TyXnkxNilqI/AAAAAAAAF7I/HdmfDTgbTs4/s1600/ESTRANGEIROS-176.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="266" src="http://2.bp.blogspot.com/-SwMaAg038ZY/TyXnkxNilqI/AAAAAAAAF7I/HdmfDTgbTs4/s400/ESTRANGEIROS-176.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-pKFA4aWHMGo/TyXnnfhbi3I/AAAAAAAAF7Y/ue2tceaDKgU/s1600/ESTRANGEIROS-86.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="266" src="http://2.bp.blogspot.com/-pKFA4aWHMGo/TyXnnfhbi3I/AAAAAAAAF7Y/ue2tceaDKgU/s400/ESTRANGEIROS-86.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-8hhgM9YZHcg/TyXnoUAPKXI/AAAAAAAAF7g/3YhN1J7Q74o/s1600/ESTRANGEIROS-80.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="266" src="http://4.bp.blogspot.com/-8hhgM9YZHcg/TyXnoUAPKXI/AAAAAAAAF7g/3YhN1J7Q74o/s400/ESTRANGEIROS-80.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
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&lt;a href="http://4.bp.blogspot.com/-UkRcXFY7HUs/TyXnpolHPdI/AAAAAAAAF7o/4HS8Jwwvt-A/s1600/ESTRANGEIROS-76.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="266" src="http://4.bp.blogspot.com/-UkRcXFY7HUs/TyXnpolHPdI/AAAAAAAAF7o/4HS8Jwwvt-A/s400/ESTRANGEIROS-76.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
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&lt;a href="http://3.bp.blogspot.com/-a7FxcrWzNBU/TyXnq2VqlXI/AAAAAAAAF7w/uotbcYCcbx0/s1600/ESTRANGEIROS-68.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="266" src="http://3.bp.blogspot.com/-a7FxcrWzNBU/TyXnq2VqlXI/AAAAAAAAF7w/uotbcYCcbx0/s400/ESTRANGEIROS-68.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-CPaqXbZVRIc/TyXnsY8re6I/AAAAAAAAF74/hBzX_cvI4b0/s1600/ESTRANGEIROS-63.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="266" src="http://4.bp.blogspot.com/-CPaqXbZVRIc/TyXnsY8re6I/AAAAAAAAF74/hBzX_cvI4b0/s400/ESTRANGEIROS-63.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div&gt;
&lt;span style="text-align: center;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
direcção e coreografia &lt;b&gt;Né Barros&lt;/b&gt;&lt;br /&gt;
música e interpretação ao vivo &lt;b&gt;Alexandre Soares, Jorge Queijo&lt;/b&gt;&lt;br /&gt;
intérpretes &lt;b&gt;Bruno Senune, Flávio Rodrigues, Joana Castro, Pedro Rosa&lt;/b&gt;&lt;br /&gt;
arte digital &lt;b&gt;João Martinho Moura&lt;/b&gt;&lt;br /&gt;
desenho de luz &lt;b&gt;Alexandre Vieira&lt;/b&gt;&lt;br /&gt;
adereços e figurinos &lt;b&gt;Flávio Rodrigues e Né Barros&lt;/b&gt;&lt;br /&gt;
produção executiva &lt;b&gt;Tiago Oliveira&lt;/b&gt;&lt;br /&gt;
parceiro &lt;b&gt;&lt;a href="http://www.engagelab.org/" target="_blank"&gt;Engagelab&lt;/a&gt;, Universidade do Minho&lt;/b&gt;&lt;br /&gt;
produção &lt;b&gt;&lt;a href="http://www.balleteatro.pt/" target="_blank"&gt;balleteatro&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
co-produção &lt;b&gt;Capital da Cultura de Guimarães 2012&lt;/b&gt;, TNSJ&lt;/span&gt;&lt;/div&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-1033702080845715025?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=3ijUIE1rqok:0hBqHHgQnOo:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=3ijUIE1rqok:0hBqHHgQnOo:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=3ijUIE1rqok:0hBqHHgQnOo:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=3ijUIE1rqok:0hBqHHgQnOo:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=3ijUIE1rqok:0hBqHHgQnOo:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=3ijUIE1rqok:0hBqHHgQnOo:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=3ijUIE1rqok:0hBqHHgQnOo:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=3ijUIE1rqok:0hBqHHgQnOo:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/3ijUIE1rqok" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/3ijUIE1rqok/estrangeiros-2012-estranhezas-do.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-iW2kRTyzvyI/TyKGZZ37fjI/AAAAAAAAF5I/GWtUr06tDu0/s72-c/estrangeiros_agenda_560x210.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/estrangeiros-2012-estranhezas-do.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-1428825643283187063</guid><pubDate>Tue, 24 Jan 2012 17:36:00 +0000</pubDate><atom:updated>2012-01-24T19:00:08.995Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">criatividade</category><category domain="http://www.blogger.com/atom/ns#">videojogos</category><title>Criar videojogos, não se faz a brincar</title><description>Não raras as vezes os criadores de videojogos são agraciados com piadas do género, "Trabalhas a fazer videojogos? Haaa então passas o dia a brincar!" Tal é o&amp;nbsp;ridículo&amp;nbsp;que durante muitos anos alguns criadores preferiram não revelar o que faziam à&amp;nbsp;família&amp;nbsp;e amigos, por saberem de antemão que seriam brindados com uma total incompreensão sobre o seu trabalho. Hoje as coisas estão mais leves, a sociedade aceita os videojogos como um produto artístico, que requer trabalho, e alguns sabem que requer bastante trabalho. Apesar de se irem encontrando ainda &lt;a href="http://www.youtube.com/watch?v=1bfXWoQf6F0" target="_blank"&gt;algumas pérolas&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-pZpHL6WuN4s/Tx7oFGxLFcI/AAAAAAAAF4k/AJM4YY_aEHw/s1600/ejr_super-meat-boy-wallpaper.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://4.bp.blogspot.com/-pZpHL6WuN4s/Tx7oFGxLFcI/AAAAAAAAF4k/AJM4YY_aEHw/s400/ejr_super-meat-boy-wallpaper.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Mas mesmo assumindo a arte como trabalhosa, talvez não saibam que muitas vezes quem trabalha nesta indústria passa por períodos de trabalho de uma brutal intensidade e complexidade, fazendo desta profissão uma daquelas que mais rapidamente rebenta&amp;nbsp;com os seus trabalhadores causando o chamado &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Burnout_(psychology)" target="_blank"&gt;burnout&lt;/a&gt;&lt;/i&gt;. Nesse sentido deixo-vos aqui duas descrições de momentos desses, separados por quase 25 anos a demonstrar que nada mudou em termos de trabalho criativo árduo nesta indústria.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Super_Robin_Hood"&gt;Super Robin Hood&lt;/a&gt;&lt;/i&gt;&lt;/b&gt; (1986)&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-ND683gQaft8/Tx7pA_tXSiI/AAAAAAAAF4s/R-WwDX4BBaE/s1600/2008_05_20_10_53_45.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="265" src="http://1.bp.blogspot.com/-ND683gQaft8/Tx7pA_tXSiI/AAAAAAAAF4s/R-WwDX4BBaE/s400/2008_05_20_10_53_45.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;b&gt;Philip e Andrew Oliver &lt;/b&gt;(1986)&lt;/div&gt;
&lt;br /&gt;
&lt;div style="text-align: center;"&gt;
&lt;iframe width="350" height="267" src="http://www.youtube.com/embed/FBszBBdZsrI" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;
&lt;/div&gt;&lt;br /&gt;
Descrição do tempo passado a desenvolver &lt;i&gt;Super Robin Hood&lt;/i&gt;.
&lt;br /&gt;&lt;br /&gt;
"&lt;i&gt;Although we were both filled with enthusiasm to write the game, we only had one computer between us at this point so it had to be shared. We were still working in a bedroom in our parents' house and our schedule was to do &lt;b&gt;programming for 23 hours per day, with two breaks of half an hour to allow it to cool&lt;/b&gt;! We worked in shifts for 18 hours per day, seven days a week, eating while we worked. During the periods when we were both awake one had to prepare their code on paper, whilst the other used the computer. It was all worth the effort though because within a month we'd scored our first number one charting game. Following this success Codemasters wanted us to write more games as soon as possible!&lt;/i&gt;" [&lt;a href="http://www.olivertwins.com/SuperRobinHood" target="_blank"&gt;Fonte&lt;/a&gt;]&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;&lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Super_Meat_Boy"&gt;Super Meat Boy&lt;/a&gt;&lt;/i&gt;&lt;/b&gt; (2010)&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-i6cbe-zImm8/Tx7pXd755yI/AAAAAAAAF40/3hAs1HasCoE/s1600/team-meat.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="296" src="http://4.bp.blogspot.com/-i6cbe-zImm8/Tx7pXd755yI/AAAAAAAAF40/3hAs1HasCoE/s400/team-meat.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;b&gt;Tommy Refenes e&amp;nbsp;Edmund McMillen&lt;/b&gt; (2010)&lt;/div&gt;
&lt;br /&gt;
Descrição dos últimos 2 meses de desenvolvimento de &lt;i&gt;Super Meat Boy&lt;/i&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;&lt;b&gt;"Edmund&lt;/b&gt;: These two months were easily the worst months of my life.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;The pressure, workload, and overall stress of development was extremely overwhelming. In those two months, neither of us took a single day off of work, working 10–12 hours a day, every day. There was a point at the end of development where I was getting less than five hours of sleep for several weeks. I remember having a breakdown in September where I actually thought I was stuck in some nightmare where I was repeating the same day over and over.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;&lt;b&gt;Tommy&lt;/b&gt;: Because we were so time-compressed, we were basically developing features during bug checking, which meant every single time I turned on the computer and checked the bug database, the work I did the night before was pretty much rendered irrelevant. I would work and fix 100 bugs in a night and get it down to 50, then wake up the next morning and have 200 bugs to fix.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;This lasted for weeks and weeks. I felt sick, angry, and totally stressed. My parents were bringing me dinner because I literally didn't leave the house for those two months. I remember just saying to myself over and over, &lt;b&gt;"Don't die until the game is done,"&lt;/b&gt; because it was a real concern of mine. I felt miserable, my blood sugar was all over the place, but I absolutely had to press on and crush the bugs as they came up. I don't know if it made me stronger or not... all I know is that somehow I survived!&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;&lt;b&gt;Edmund&lt;/b&gt;: I think both of us were trying to keep from the other just how bad things were getting to avoid stressing the other out any more then we already were.&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;I had many nights where I would tell my wife that I was done, that I didn't want to make the game anymore, that it wasn't worth it, and that I would gladly bow out and take the loss just to go back to my normal life. She would "talk me off the roof," I'd go to sleep, wake up five hours later, and repeat the same day again." &lt;/i&gt;[&lt;a href="http://www.gamasutra.com/view/feature/6348/postmortem_team_meats_super_meat_.php?print=1" target="_blank"&gt;fonte&lt;/a&gt;]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-1428825643283187063?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=NdTomws2Bvc:BbBtzGHUzhQ:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=NdTomws2Bvc:BbBtzGHUzhQ:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=NdTomws2Bvc:BbBtzGHUzhQ:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=NdTomws2Bvc:BbBtzGHUzhQ:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=NdTomws2Bvc:BbBtzGHUzhQ:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=NdTomws2Bvc:BbBtzGHUzhQ:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=NdTomws2Bvc:BbBtzGHUzhQ:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=NdTomws2Bvc:BbBtzGHUzhQ:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/NdTomws2Bvc" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/NdTomws2Bvc/criar-videojogos-nao-se-faz-brincar.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-pZpHL6WuN4s/Tx7oFGxLFcI/AAAAAAAAF4k/AJM4YY_aEHw/s72-c/ejr_super-meat-boy-wallpaper.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/criar-videojogos-nao-se-faz-brincar.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-5265291367936210655</guid><pubDate>Sat, 21 Jan 2012 13:17:00 +0000</pubDate><atom:updated>2012-01-21T16:43:40.332Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">OffBook</category><title>Off Book: "The Evolution of Music Online"</title><description>O 13º episódio da série Off Book trata as&amp;nbsp;transformações&amp;nbsp;ocorridas com o impacto da internet sobre a indústria criativa da música:&amp;nbsp;&lt;i&gt;The Evolution of Music Online&lt;/i&gt;. É um pequeno documentário que vos abrirá o apetite para verem um documentário que trata este assunto em maior profundidade, &lt;i&gt;&lt;a href="http://virtual-illusion.blogspot.com/2011/10/direito-de-criar.html" target="_blank"&gt;PressPausePlay&lt;/a&gt;&lt;/i&gt; (2011).
&lt;br /&gt;
&lt;blockquote class="tr_bq"&gt;
&lt;i&gt;&lt;span style="color: #0b5394;"&gt;As the 90s came to a close, the business of music began to change profoundly. New technology allowed artists to record and produce their own music and music videos, and the internet became a free-for-all distribution platform for musicians to promote themselves to audiences across the world. The result was an influx of artists onto the cultural scene, and audiences were left wondering how to sort through them all. In this episode we discuss these massive changes, and reveal how music blogs and websites have arisen as the new arbiters of quality.&lt;/span&gt;&lt;/i&gt;&lt;/blockquote&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-dazyQTvS9xY/Txq5kXkxrvI/AAAAAAAAF4c/PE4UVKnRONs/s1600/pbs_arts.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="222" src="http://4.bp.blogspot.com/-dazyQTvS9xY/Txq5kXkxrvI/AAAAAAAAF4c/PE4UVKnRONs/s400/pbs_arts.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;blockquote class="tr_bq"&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;"the potential new forms of art, and new forms of creativity that we didn't even think were possible, are just around the corner"&lt;/i&gt;&lt;/span&gt;&lt;/blockquote&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="253" mozallowfullscreen="" src="http://player.vimeo.com/video/35015678?byline=0&amp;amp;portrait=0" webkitallowfullscreen="" width="450"&gt;&lt;/iframe&gt;&lt;/center&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Episódios anteriores da série &lt;b&gt;Off Book&lt;/b&gt;&lt;br /&gt;
1 - &lt;a href="http://virtual-illusion.blogspot.com/2011/09/pbs-arts-off-book-web-series.html"&gt;Light Paint&lt;/a&gt;&lt;br /&gt;
2 - &lt;a href="http://virtual-illusion.blogspot.com/2011/09/pbs-arts-off-book-web-series.html"&gt;Type&lt;/a&gt;&lt;br /&gt;
3 - &lt;a href="http://virtual-illusion.blogspot.com/2011/09/pbs-arts-off-book-web-series.html"&gt;Visual Culture Online&lt;/a&gt;&lt;br /&gt;
4 - &lt;a href="http://virtual-illusion.blogspot.com/2011/09/pbs-arts-off-book-web-series.html"&gt;Steampunk&lt;/a&gt;&lt;br /&gt;
5 - &lt;a href="http://virtual-illusion.blogspot.com/2011/09/off-book-hacking-art-culture.html"&gt;Hacking Art&amp;nbsp;&lt;/a&gt;&lt;br /&gt;
6 - &lt;a href="http://virtual-illusion.blogspot.com/2011/10/off-book-street-art.html"&gt;Street Art&lt;/a&gt;&lt;br /&gt;
7 - &lt;a href="http://virtual-illusion.blogspot.com/2011/10/off-book-etsy-art-culture.html"&gt;Etsy Art &amp;amp; Culture&lt;/a&gt;&lt;br /&gt;
8 - &lt;a href="http://virtual-illusion.blogspot.com/2011/10/off-book-video-games.html"&gt;Video Games&lt;/a&gt;&lt;br /&gt;
9 - &lt;a href="http://virtual-illusion.blogspot.com/2011/12/off-book-fashion-of-artists.html"&gt;Fashion of Artists&lt;/a&gt;&lt;br /&gt;
10 - &lt;a href="http://virtual-illusion.blogspot.com/2011/12/off-book-generative-art.html"&gt;Generative Art&lt;/a&gt;&lt;br /&gt;
11 - &lt;a href="http://virtual-illusion.blogspot.com/2011/12/off-book-product-design.html"&gt;Product Design&lt;/a&gt;
&lt;br /&gt;
12 - &lt;a href="http://virtual-illusion.blogspot.com/2012/01/off-book-book-art.html"&gt;Book Art&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-5265291367936210655?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/m8h4_fLFTaU" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/m8h4_fLFTaU/off-book-evolution-of-music-online.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-dazyQTvS9xY/Txq5kXkxrvI/AAAAAAAAF4c/PE4UVKnRONs/s72-c/pbs_arts.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/off-book-evolution-of-music-online.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-4469113827480970700</guid><pubDate>Thu, 19 Jan 2012 10:05:00 +0000</pubDate><atom:updated>2012-01-19T10:05:10.137Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">vfx</category><category domain="http://www.blogger.com/atom/ns#">entrevistaVI</category><title>Entrevista com Nuno Caroço - Composite Artist</title><description>&lt;a href="http://www.nunocaroco.com/" target="_blank"&gt;Nuno Caroço&lt;/a&gt; é artista de Composição Digital, nasceu em Lisboa em 1975, mas vive no Porto. Formou-se em Artes Plásticas na ESAD.Cr (&lt;a href="http://www.esad.ipleiria.pt/" target="_blank"&gt;Escola Superior de Artes e Design de Caldas da Rainha&lt;/a&gt;). Trabalha há mais de 10 anos em composição digital com After Effects. Encontrei o seu trabalho por acaso no &lt;a href="http://vimeo.com/nunocaroco" target="_blank"&gt;Vimeo&lt;/a&gt;, e chamou-me a atenção pela qualidade técnica, e sensibilidade visual. Troquei umas palavras com ele via Facebook e resolvi realizar-lhe uma entrevista para o Virtual Illusion.&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-49guwbBTzIc/TxfmUm-hFcI/AAAAAAAAF4I/3Gce-sZLRq8/s1600/277621_229386307094700_3265737_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://3.bp.blogspot.com/-49guwbBTzIc/TxfmUm-hFcI/AAAAAAAAF4I/3Gce-sZLRq8/s400/277621_229386307094700_3265737_o.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;b&gt;1 - Que hobbies tinhas em miúdo?&lt;/b&gt;&lt;br /&gt;
:: Principalmente pintar! Mas desde pequeno ia com o meu pai ao cinema, via animação na TV, visitava museus e exposições. Mas foi o Cinema, o acto de ir ao Cinema e vê-lo numa tela que me inspirou profundamente mais tarde.&lt;br /&gt;
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&lt;b&gt;2 - Podes dizer em que empresas trabalhaste até aqui, tens vídeos ou imagens do trabalho que lá fizeste. Ou podes apontar os artefactos em que trabalhaste?&lt;/b&gt;&lt;br /&gt;
:: Tendo em conta que as empresas com as quais colaborei não me autorizam a mostrar o trabalho que lá realizei, prefiro não especificar. Posso adiantar que trabalhei para a indústria nacional de animação e visualização 3D.&lt;br /&gt;
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&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="253" mozallowfullscreen="" src="http://player.vimeo.com/video/33218830?byline=0&amp;amp;portrait=0" webkitallowfullscreen="" width="450"&gt;&lt;/iframe&gt;&lt;/center&gt;
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&lt;b&gt;3 - Como é que chegaste até esta qualidade de trabalho? Auto-didactismo, workshops, ou cursos superiores?&amp;nbsp;&lt;/b&gt;&lt;br /&gt;
:: Muito sinceramente, acho que a qualidade do trabalho está diretamente ligada ao esforço e prazer que retirei do contacto que procurei estabelecer desde cedo com a cultura visual, estética e a sensibilidade artística. Quando comecei, havia pouco divulgação sobre o AE em Portugal, portanto grande parte dessa aprendizagem foi auto-didacta. Confesso que foi muito benéfico o facto de não haver assim tanta informação disponível, fosse através de outras pessoas, manuais ou tutoriais. Assim não houve espaço para maus hábitos e vícios de aprender apenas por tutoriais, descarregar e copiar projectos e presets. A incógnita pode ser compensada por algo muito valioso, a experimentação.&lt;br /&gt;
Mas ao longo deste tempo fiz vários workshops online e tive a sorte de ter um curso superior que incidia muito sobre a experimentação prática e na exploração de muitas técnicas no campo das artes plásticas e tentei sempre manter esse workflow no meu trabalho pessoal.&lt;br /&gt;
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&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="253" mozallowfullscreen="" src="http://player.vimeo.com/video/31121886?byline=0&amp;amp;portrait=0" webkitallowfullscreen="" width="450"&gt;&lt;/iframe&gt;&lt;/center&gt;
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&lt;b&gt;4 - Acreditas que aquilo que fazes se deve mais ao trabalho e à quantidade de investimento e dedicação ou é fruto do facto de teres nascido com um talento específico para esta área?&lt;/b&gt;&lt;br /&gt;
:: É uma questão muito interessante, Nelson. Eu trabalhei imenso e investi ainda mais na minha formação em todos estes anos, ponho o talento de algo de lado porque penso que o que definimos como talento é muito relativo e subjectivo. Acima de tudo foi a dedicação, paixão, insistência e luta nos maus momentos e como falei acima o gosto em "sujar as mãos" experimentando às cegas com o software.&lt;br /&gt;
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&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="253" mozallowfullscreen="" src="http://player.vimeo.com/video/15531946?byline=0&amp;amp;portrait=0" webkitallowfullscreen="" width="450"&gt;&lt;/iframe&gt;&lt;/center&gt;
&lt;br /&gt;
&lt;b&gt;5 - Porquê o AE? Que outras ferramentas utilizas sem ser de composição, e de que modo são importantes para o teu trabalho?&lt;/b&gt;&lt;br /&gt;
:: Existem 2 razões por ter escolhido o After Effects: A primeira pela versatilidade de cenários em que se pode usar. A segunda razão e para mim a mais importante, enquanto que outras aplicações de composição estão preparadas para criar imagens tecnicamente "perfeitas" o After Effects consegue fazer algo único, que é criar imagens artisticamente apelativas, fazendo o "shot" conquistar a audiência. É a cereja em cima do bolo! :)&lt;br /&gt;
É sem dúvida essencial trabalharmos com outras aplicações que complementem a nossa ferramenta principal. Para além do óbvio (Photoshop), trabalho com software dedicado a tracking, rotoscopia, color grading e gestão de media.&lt;br /&gt;
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&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="253" mozallowfullscreen="" src="http://player.vimeo.com/video/13062209?byline=0&amp;amp;portrait=0" webkitallowfullscreen="" width="450"&gt;&lt;/iframe&gt;&lt;/center&gt;
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&lt;b&gt;6 - Achas que o AE deve ser categorizado como um software low-end, em comparação com por exemplo o Nuke? Ou seja acreditas que o AE é uma ferramenta na qual ainda se deve investir, em vez de avançar para as chamadas high-end?&lt;/b&gt;&lt;br /&gt;
:: Acho que se deve olhar essa primeira questão racionalmente e sem olhos de "fanboy", que é o que muitas vezes acontece. São AMBOS softwares "high-end" e o Nuke não possui os todos os pontos fortes e capacidades do After Effects, da mesma forma que o AE não possui tudo o que o Nuke possui. São ambos softwares fantásticos, que se soubermos utilizar corretamente no workflow se complementam de forma muito sólida. Por essa razão as maiores casas de Visual Effects não utilizam um em vez do outro, mas sim os dois em sintonia. O After Effects (entre outros softwares evidentemente, como o Nuke) foi exaustivamente utilizado no Avatar, penso que o mérito visual desse filme, marca neste momento a fasquia à qual o After Effects pode chegar.&lt;br /&gt;
O AE tem um custo muito mais baixo em relação a outros softwares concorrentes e é muito mais versátil. Isso é sem dúvida uma mais valia, mas penso que no final, a escolha do investimento deve ir para um pensamento cuidado do cenário, funções e workflow em que se vai aplicar. A minha opinião profissional é que pequenos estúdios de visual effects podem ganhar imenso e fazer face a uma concorrência de casas maiores utilizando o After Effects, conseguindo assim um produto final muito polido, de aspecto profissional, e com um custo de produção muito inferior.&lt;br /&gt;
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&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="253" mozallowfullscreen="" src="http://player.vimeo.com/video/30280012?byline=0&amp;amp;portrait=0" webkitallowfullscreen="" width="450"&gt;&lt;/iframe&gt;&lt;/center&gt;
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&lt;b&gt;7 – O que te motiva a trabalhar em composição digital? Estar sempre à procura do último grito tecnológico como é o caso do teu vídeo Flux?&lt;/b&gt;&lt;br /&gt;
:: É simplesmente conseguir fazer parte de um acto de magia, por assim dizer! Pegar em elementos de meios diferentes e combiná-los para criar algo absolutamente novo e apelativo, que possa deslumbrar e conquistar a audiência. Sem dúvida que as integrações real com CG são as que têm os mais interessantes desafios técnicos, mas que também requerem um bom olho artístico. Mas é puro prazer artístico, que no caso do Flux foi aliado ao gosto pela experimentação técnica de uma nova ferramenta disponível.&lt;br /&gt;
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&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="253" mozallowfullscreen="" src="http://player.vimeo.com/video/18647302?byline=0&amp;amp;portrait=0" webkitallowfullscreen="" width="450"&gt;&lt;/iframe&gt;&lt;/center&gt;
&lt;br /&gt;
&lt;b&gt;8 - O que te parece Portugal neste campo da criação artística, em que ponto estamos? O que podemos fazer? O que podes dizer às pessoas para enveredarem por este campo?&lt;/b&gt;&lt;br /&gt;
:: O que vou apontar, vai deixar alguns ofendidos, mas penso que Portugal tem excelentes criativos "técnicos" e pessoas muito dedicadas e trabalhadoras, mas também maus artistas e demasiada pretensão. Perdemos mais tempo a ver o tipo de trabalho na moda lá fora e tentar fazer igual ou parecido mas pior executado, do que esforçar-nos para fazer uma coisa genuína, artística e tecnicamente bem feita, ainda que não chegue imediatamente a um grande número de "likes".&lt;br /&gt;
Joshua Davis quando esteve cá na Offf 2009 deu-nos uma bela achega sobre isso, mas penso que não atingiu muitos. Até mesmo os plágios, chamados por alguns de "inspiração" são muitas vezes mal executados. Penso que temos que mudar atitudes, e começar por gostar da nossa história visual mais antiga, que apesar de pequena face a outros países é muito rica. Conhecer o que se faz lá fora, sim, mas também o que se faz cá dentro, não guardar o conhecimento só para si, comunicando e trocando ideias, experimentar, não ter medo de falhar e de não agradar. Ser-mos honestos com o nosso trabalho, continuar a lutar e a criar sem estar à espera da última moda ou tutorial em voga!&lt;br /&gt;
O meu trabalho pessoal é pequeno, não me considero assim tão grande talento ou artista, e quase não sou conhecido no meio, mas luto para ser sincero com o meu trabalho e pela sua qualidade.&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-CO_DYgpkvrU/Txfp2MEhNDI/AAAAAAAAF4Q/XEdfJqf-y7k/s1600/nuno+caroc%25CC%25A7o.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="287" src="http://3.bp.blogspot.com/-CO_DYgpkvrU/Txfp2MEhNDI/AAAAAAAAF4Q/XEdfJqf-y7k/s400/nuno+caroc%25CC%25A7o.jpeg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;9 - O que estás a fazer neste momento em termos profissionais, trabalhas apenas em formação ou fazes trabalhos freelance?&amp;nbsp;&lt;/b&gt;&lt;br /&gt;
:: Neste momento estou a trabalhar como freelancer, não só em formação, mas em pós-produção, são duas áreas que gosto bastante e acredito que a formação é a melhor forma de partilhar o meu conhecimento e se possível contribuir para a evolução do mercado.&lt;br /&gt;
O mercado nacional em Post Production está limitado a poucos estúdios e alguns destes, ainda preferem soluções económicas baseadas em tutoriais e presets de plugins que podem ser realizadas por pessoal inexperiente na área, a ter por exemplo alguém com conhecimento dedicado em Post e na análise das necessidades de cada projeto.&lt;br /&gt;
Tenho esperança no entanto que este cenário mude, mas todos precisamos de mudar, desde as empresas investirem em talento dedicado, até a nós contribuir-mos com conteúdos mais originais, e trabalharmos para a qualidade e originalidade dos mesmos.&lt;br /&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/oDbrAFj1OA4" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/oDbrAFj1OA4/entrevista-com-nuno-caroco-composite.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-49guwbBTzIc/TxfmUm-hFcI/AAAAAAAAF4I/3Gce-sZLRq8/s72-c/277621_229386307094700_3265737_o.jpg" height="72" width="72" /><thr:total>3</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/entrevista-com-nuno-caroco-composite.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-6783786590991669746</guid><pubDate>Wed, 18 Jan 2012 13:18:00 +0000</pubDate><atom:updated>2012-01-18T13:19:04.950Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">internet</category><title>SOPA Blackout Day</title><description>&lt;div class="separator" style="clear: both; text-align: center;"&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-kVeNwUd5Eqw/TxVlFUMMb0I/AAAAAAAAF2U/BsbAebNU2iI/s1600/6707665191_b5f2ae6b08_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://4.bp.blogspot.com/-kVeNwUd5Eqw/TxVlFUMMb0I/AAAAAAAAF2U/BsbAebNU2iI/s400/6707665191_b5f2ae6b08_o.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;blockquote class="tr_bq"&gt;
"&lt;i&gt;&lt;span style="color: #0b5394;"&gt;I suppose it's like being handed a postcard of a place you've never seen photographed. If the only concept of a place you have is the view from the ground - from your own eyes - seeing it with those constraints removed can be pretty mindblowing&lt;/span&gt;&lt;/i&gt;" Duncan Harris&lt;/blockquote&gt;
&lt;i&gt;&lt;a href="http://deadendthrills.com/" target="_blank"&gt;Dead End Thrills&lt;/a&gt;&lt;/i&gt; é o site aonde Duncan Harris publica o seu trabalho como fotógrafo, não de vida selvagem ou desporto, mas de mundos e personagens que "vivem" dentro dos videojogos, ou seja, de mundos virtuais. À partida não parece nada de especial, até porque já temos a Fotografia Promocional que é feita pelos estúdios, temos todo o mundo do Machinima, e até um protótipo de um&amp;nbsp;&lt;a href="http://www.rockpapershotgun.com/2011/10/04/we-shoot-people-warco-interview/" target="_blank"&gt;jogo baseado na simulação do foto-jornalismo de guerra&lt;/a&gt;, &lt;a href="http://defiantdev.com/warco/" target="_blank"&gt;Warco&lt;/a&gt;. Aliás existe mesmo outro fotógrafo que dedicou algum tempo a esta ideia de fotografar dentro dos videojogos, o&amp;nbsp;Kent Sheely, que o nosso &lt;a href="http://p3.publico.pt/vicios/hightech/1513/kent-sheely-o-robert-capa-dos-jogos-de-computador" target="_blank"&gt;P3 muito bem entrevistou&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-ll95tCIw2so/TxVlsir-TnI/AAAAAAAAF2c/imKb96mfam4/s1600/6707632831_e58d464211_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://3.bp.blogspot.com/-ll95tCIw2so/TxVlsir-TnI/AAAAAAAAF2c/imKb96mfam4/s400/6707632831_e58d464211_o.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;a href="http://2.bp.blogspot.com/-8fvdOTlaoC8/TxVlu453_iI/AAAAAAAAF2k/XdAsDE-GfKs/s1600/6707676949_93daa11091_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://2.bp.blogspot.com/-8fvdOTlaoC8/TxVlu453_iI/AAAAAAAAF2k/XdAsDE-GfKs/s400/6707676949_93daa11091_o.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Apesar de já existir tudo isto Duncan Harris é diferente. A fotografia promocional é feita numa base meramente publicitária, e com pouco investimento na recolha de imagens. O machinima está mais preocupado com o movimento, do que com o enquadramento. Warco é um jogo, em que em vez de atirarmos balas, tiramos fotografias. Finalmente Kent Sheely que é um precursor na arte, acabou por deixar para trás esta sua experiência, além de que estava totalmente focado na fotografia em multiplayers em tempo-real.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-UKklkBFCAHo/TxVmIb3vJfI/AAAAAAAAF2s/v6OG22VHwro/s1600/6707659229_8901a1dff1_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://1.bp.blogspot.com/-UKklkBFCAHo/TxVmIb3vJfI/AAAAAAAAF2s/v6OG22VHwro/s400/6707659229_8901a1dff1_o.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;a href="http://4.bp.blogspot.com/-HtsIqV8mr8s/TxVmOfulWRI/AAAAAAAAF20/9NoIaEw_Z1Y/s1600/6707707313_d7b0b2d970_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://4.bp.blogspot.com/-HtsIqV8mr8s/TxVmOfulWRI/AAAAAAAAF20/9NoIaEw_Z1Y/s400/6707707313_d7b0b2d970_o.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Duncan Harris, também fotografa em tempo real, mas o seu melhor trabalho não é feito em tempo real. A sua formação em engenharia, permite-lhe entrar dentro dos jogos, fazendo uso de várias ferramentas de software, para eliminar tudo o que não lhe interessa como os HUDs, as personagens jogáveis e não jogáveis, tomar conta das câmaras do jogo para poder obter os melhores&amp;nbsp;ângulos e os melhores momentos para capturar com a iluminação pretendida.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-ht8xCD-Afbs/TxVnDIX6uXI/AAAAAAAAF28/qyhgdT3C16I/s1600/6689619281_c8d5dea8c2_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://4.bp.blogspot.com/-ht8xCD-Afbs/TxVnDIX6uXI/AAAAAAAAF28/qyhgdT3C16I/s400/6689619281_c8d5dea8c2_o.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;a href="http://3.bp.blogspot.com/-lyaADFo9e5w/TxVnGeca74I/AAAAAAAAF3E/B0mxXpqkvfM/s1600/6707667299_618ab4c430_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://3.bp.blogspot.com/-lyaADFo9e5w/TxVnGeca74I/AAAAAAAAF3E/B0mxXpqkvfM/s400/6707667299_618ab4c430_o.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Duncan &lt;a href="http://deadendthrills.com/about/" target="_blank"&gt;refere&lt;/a&gt; que o que lhe tem dado mais trabalho tem sido a renderização em profundidade dos jogos mais recentes que possuem uma enorme quantidade de detalhe que fica escondida por razões de processamento durante a jogabilidade regular. Chega a dizer que já queimou várias placas gráficas para levar ao limite a qualidade que pode extrair dos jogos, correndo em &lt;a href="http://www.sidequesting.com/2012/01/knee-deep-in-games-photography-with-duncan-harris/" target="_blank"&gt;resoluções de 2160p&lt;/a&gt; que não são propriamente testadas pelos fabricantes. Daí que tenha conseguido mesmo um acordo com a NVidia testar e utilizar as suas placas gráficas. Para saber mais sobre as &lt;i&gt;tools&lt;/i&gt; e as configurações, podem visitar o site, ver em cada fotografia, ou na &lt;a href="http://deadendthrills.com/faq/" target="_blank"&gt;FAQ&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-0DLPD6gAiBc/TxVnV2P6xLI/AAAAAAAAF3M/77XvVFMmKwQ/s1600/6707697227_e8f0dd0f5a_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://4.bp.blogspot.com/-0DLPD6gAiBc/TxVnV2P6xLI/AAAAAAAAF3M/77XvVFMmKwQ/s400/6707697227_e8f0dd0f5a_o.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-IPxxRbm4lHk/TxVnZwEw2OI/AAAAAAAAF3U/mXZ7xqTWRFE/s1600/6707724197_7d0a6c4727_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://2.bp.blogspot.com/-IPxxRbm4lHk/TxVnZwEw2OI/AAAAAAAAF3U/mXZ7xqTWRFE/s400/6707724197_7d0a6c4727_o.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Claro que não chegaria ter conhecimentos de engenharia de software para fazer o que faz, a sua formação em arte, e a sua sensibilidade, são a chave de tudo aquilo que atrai os nossos olhos. Duncan diz-nos que não faz fotografia, prefere chamar-lhe "&lt;a href="http://deadendthrills.com/faq/" target="_blank"&gt;videogame tourism&lt;/a&gt;" ou até "&lt;a href="https://twitter.com/#!/deadendthrills" target="_blank"&gt;videogame pornographer&lt;/a&gt;".&amp;nbsp;Como nos diz,&amp;nbsp;no seu trabalho procura manter as imagens obtidas praticamente inalteradas face àquilo que foi criado pelos artistas. Para tal realiza trabalho em profundidade para capturar&amp;nbsp;ângulos&amp;nbsp;e perspectivas do que de melhor encontra nos jogos, &lt;a href="http://kotaku.com/5866739/the-man-behind-the-worlds-best-video-game-screenshots" target="_blank"&gt;como diz&lt;/a&gt;,&lt;br /&gt;
&lt;blockquote class="tr_bq"&gt;
&lt;i&gt;&lt;span style="color: #0b5394;"&gt;"Where things get fun is when you start tapping into what makes photography so interesting, like how you can create or embellish the narrative of a scene. What I want to do in Skyrim, for example, is stand on top of the tallest mountain in the driving snow, an epic vista in the background, going one-on-one with a dragon, fending off its fiery breath with one hand.&amp;nbsp;"&lt;/span&gt;&lt;/i&gt;&lt;/blockquote&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-n7xbsR_QIkY/TxVkzUkihHI/AAAAAAAAF2M/e35XXMw0DDc/s1600/6345767762_e162485d76_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://2.bp.blogspot.com/-n7xbsR_QIkY/TxVkzUkihHI/AAAAAAAAF2M/e35XXMw0DDc/s400/6345767762_e162485d76_o.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Mas como ele diz, isto não é normalmente visível desta forma dentro do jogo, porque no momento em que este plano acontece, estamos a lutar pela sobrevivência, a levar com as chamas na cara, ou quase a cair por um precipício abaixo, o que impede o jogador de gozar o momento. E é por isto mesmo, que acredito que a "fotografia dentro do jogo", ganha toda uma nova e interessantíssima relevância.&lt;br /&gt;
&lt;br /&gt;
Para além do blog podem ver mais imagens de cada set no &lt;a href="http://www.flickr.com/photos/duncanjharris/" target="_blank"&gt;Flickr&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-1706140614428208044?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=5bzbAHEVyzw:qGekefvhLi0:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=5bzbAHEVyzw:qGekefvhLi0:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=5bzbAHEVyzw:qGekefvhLi0:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=5bzbAHEVyzw:qGekefvhLi0:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=5bzbAHEVyzw:qGekefvhLi0:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=5bzbAHEVyzw:qGekefvhLi0:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=5bzbAHEVyzw:qGekefvhLi0:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=5bzbAHEVyzw:qGekefvhLi0:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/5bzbAHEVyzw" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/5bzbAHEVyzw/dead-end-thrills-fotografia-do-virtual.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-kVeNwUd5Eqw/TxVlFUMMb0I/AAAAAAAAF2U/BsbAebNU2iI/s72-c/6707665191_b5f2ae6b08_o.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/dead-end-thrills-fotografia-do-virtual.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-8037037514608818521</guid><pubDate>Mon, 16 Jan 2012 18:42:00 +0000</pubDate><atom:updated>2012-01-16T20:36:42.180Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">curtas</category><category domain="http://www.blogger.com/atom/ns#">análise</category><title>A Good Wife (2012), subtileza visual</title><description>&lt;i&gt;A Good Wife &lt;/i&gt;(2012) é uma curta de animação do&amp;nbsp;ilustrador canadense &lt;a href="http://wscottforbes.com/" target="_blank"&gt;W. Scott Forbes&lt;/a&gt;. Sendo um excelente ilustrador, como poderão ver no seu site, criou um objecto poderoso em termos visuais, mas para além disso com uma enorme coerência visual-narrativa, alternando os tons em função das subtilezas narrativas com que nos vai arrebatando ao sabor da progressão da história. Como ilustrador trabalha muito melhor a câmara do que a animação, mas soube gerir muito bem essa componente, reduzindo-a ao minimo necessário, aumentando o caracter minimalista da estética do filme.&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-_8sffIhQV0U/TxRuWMt5K9I/AAAAAAAAF2E/hS-bxUqyuJE/s1600/good+wife.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="163" src="http://1.bp.blogspot.com/-_8sffIhQV0U/TxRuWMt5K9I/AAAAAAAAF2E/hS-bxUqyuJE/s400/good+wife.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;div&gt;
O filme ganha imenso pelo minimalismo narrativo com que apresenta a história, porque com isso embebe cada um dos quadros, sim quadros, com uma força dramática tremenda. A música ajuda na criação da atmosfera, sente-se o espaço, sente-se a pessoa, a culpa, a traição, a humanidade. É um filme que se degusta, e quando acaba, voltamos a repetir.&lt;/div&gt;
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&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="186" mozallowfullscreen="" src="http://player.vimeo.com/video/35108500?title=0&amp;amp;byline=0&amp;amp;portrait=0" webkitallowfullscreen="" width="450"&gt;&lt;/iframe&gt;&lt;/center&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-8037037514608818521?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=n2CFFCnvEzc:NsPRmlmjGkY:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=n2CFFCnvEzc:NsPRmlmjGkY:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=n2CFFCnvEzc:NsPRmlmjGkY:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=n2CFFCnvEzc:NsPRmlmjGkY:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=n2CFFCnvEzc:NsPRmlmjGkY:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=n2CFFCnvEzc:NsPRmlmjGkY:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=n2CFFCnvEzc:NsPRmlmjGkY:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=n2CFFCnvEzc:NsPRmlmjGkY:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/n2CFFCnvEzc" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/n2CFFCnvEzc/good-wife-2012-subtileza-visual.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-_8sffIhQV0U/TxRuWMt5K9I/AAAAAAAAF2E/hS-bxUqyuJE/s72-c/good+wife.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/good-wife-2012-subtileza-visual.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-5697977029219628352</guid><pubDate>Mon, 16 Jan 2012 17:13:00 +0000</pubDate><atom:updated>2012-01-16T20:56:56.192Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">históriaVjPt</category><category domain="http://www.blogger.com/atom/ns#">videojogos</category><title>História e tecnologia do primeiro Videojogo</title><description>Este artigo é um excerto de um capítulo &lt;i&gt;work-in-progress&lt;/i&gt;, do livro&amp;nbsp;&lt;b&gt;&lt;i&gt;História, Tecnologia e Arte dos Videojogos em Portugal&lt;/i&gt;&lt;/b&gt;&amp;nbsp;que deve ficar pronto na Primavera, mas provavelmente só sairá no final deste ano. Publico aqui este excerto em desenvolvimento para que possam dar feedback, e possam ver o caminho que o livro está a tomar. Não falo ainda aqui da história portuguesa, pois estou aqui apenas a contextualizar o aparecimento dos videojogos, para depois entrar directamente na nossa história.&lt;br /&gt;
&lt;br /&gt;
Não é possível definir exactamente quem criou os videojogos, ou quem criou o primeiro videojogo. Primeiro porque a própria ideia de jogo já existia antes de chegar ao formato digital. Ou seja, a ideia de criar objetos lúdicos não&amp;nbsp;surge&amp;nbsp;com a tecnologia digital, esta é antes uma extensão da actividade ludológica. Uma atividade que vem desde os primórdios da produção de cultura e tecnologia por parte dos seres humanos. Segundo porque como nos diz Kevin Kelly, em “What Technology Wants?” (2010), o processo natural da evolução tecnológica, leva a que cada nova tecnologia surja como uma inevitabilidade, como que empurrada pelas tecnologias que a precedem. Neste caso os videojogos estão intimamente ligados ao aparecimento da computação, mas mais do que isso, são fruto de um caldo combinatório de quatro ciências base: a Matemática, a Electrónica, a Computação e a Comunicação.&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-LBE_T1zY4xY/TxQiQgnvdzI/AAAAAAAAF0s/YqY3yc4e214/s1600/2672861537_3bbd253322_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://3.bp.blogspot.com/-LBE_T1zY4xY/TxQiQgnvdzI/AAAAAAAAF0s/YqY3yc4e214/s320/2672861537_3bbd253322_o.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;b&gt;&lt;span style="font-size: x-small;"&gt;Réplicas dos comandos utilizados no jogo &lt;i&gt;Tennis for Two&lt;/i&gt;&amp;nbsp;(1958) de William&amp;nbsp;Higinbotham&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;br /&gt;&lt;/div&gt;
Assim em 1947 os físicos americanos Thomas T. Goldsmith Jr. e Estle Ray Mann submeteram a primeira patente de um sistema electrónico de diversão chamado de &lt;i&gt;Cathode-Ray Tube Amusement Device&lt;/i&gt;. Existe a &lt;a href="http://classicgames.about.com/od/classicvideogames101/p/CathodeDevice.htm" target="_blank"&gt;discussão&lt;/a&gt; sobre o real valor deste experimento enquanto videojogo, e para mim a&amp;nbsp;razão pela qual se coloca a&amp;nbsp;hipótese&amp;nbsp;deste projecto, é dupla: a primeira explicação surge do facto do projecto ter sido &lt;a href="http://www.google.com/patents?vid=2455992" target="_blank"&gt;patenteado&lt;/a&gt;&amp;nbsp;e por isso ter sobrevivido, diferentemente de muitas outras invenções que desapareceram; a&amp;nbsp;segunda razão porque faz uso de um tubo de raios catódicos, o elemento base do ecrã de televisão.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-sjHyurEXkYM/TxQwva4SsjI/AAAAAAAAF00/Ut2mygZei74/s1600/tubo+de+raio+cato%25CC%2581dico.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="400" src="http://2.bp.blogspot.com/-sjHyurEXkYM/TxQwva4SsjI/AAAAAAAAF00/Ut2mygZei74/s400/tubo+de+raio+cato%25CC%2581dico.jpg" width="367" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;b&gt;&lt;span style="font-size: x-small;"&gt;Simulação gráfica de um tubo de raios catódicos&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;br /&gt;
Eu não o considero um videojogo. Esta aplicação era antes de tudo o mais um brinquedo electrónico, que&amp;nbsp;possuía a particularidade de permitir brincar com luz dentro de um tubo, aumentando ou diminuindo a voltagem injetada. Apesar de fazer uso de um tubo de raios catódicos, como poderão ver na imagem acima, isso não faz do sistema um ecrã gráfico. Ou seja o sistema não&amp;nbsp;possuía&amp;nbsp;capacidade para apresentar qualquer representação gráfica, sendo apenas capaz de emitir luz dentro do tubo. Além disso não podia potenciar uma programação capaz de permitir níveis de interactividade acima da mera reactividade.&amp;nbsp;Deste modo podemos apenas considerar esta invenção como um brinquedo, ainda que electrónico. Aliás, bastaria olhar para o nome dado à patente, para se ficar com esta ideia mesmo.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-CrahiHgfnDM/TxQyn_sMLgI/AAAAAAAAF1E/TETaYQbPNpM/s1600/OXO_emulated_screenshot.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="265" src="http://2.bp.blogspot.com/-CrahiHgfnDM/TxQyn_sMLgI/AAAAAAAAF1E/TETaYQbPNpM/s400/OXO_emulated_screenshot.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;span style="font-size: x-small;"&gt;&lt;b&gt;Emulação em PC, do videojogo &lt;i&gt;OXO&lt;/i&gt; ou &lt;i&gt;Nought and Crosses&lt;/i&gt; (1952) de&amp;nbsp;A.S. Douglas&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
Em&amp;nbsp;1952 A.S. Douglas fez a primeira implementação, conhecida, do Jogo do Galo num computador. &lt;i&gt;Nought and Crosses&lt;/i&gt;&amp;nbsp;foi criado num dos primeiros grandes computadores da história da informática, o &lt;a href="http://www.dcs.warwick.ac.uk/~edsac/" target="_blank"&gt;ESDAC&lt;/a&gt;, percursor britânico do americano ENIAC. O seu objectivo era&amp;nbsp;demonstrar questões de Interacção Humano-Computador no âmbito do seu &lt;a href="http://ulmss-newton.lib.cam.ac.uk/vwebv/holdingsInfo?bibId=27684" target="_blank"&gt;projecto de doutoramento&lt;/a&gt;. Em termos de objeto de jogo, regras ou arte, o jogo do galo, nada mais era do que a simples emulação do jogo de tabuleiro já existente. O artefacto era constituido por um ecrã com uma resolução gráfica de&amp;nbsp;35×16, e o controlador das acções do jogo, ou por onde se inseriam as jogadas, era um comum disco de&amp;nbsp;números&amp;nbsp;de telefone analógico. Na imagem acima podemos ver uma emulação totalmente gráfica do sistema.&amp;nbsp;A inovação&amp;nbsp;introduzida&amp;nbsp;adveio do lado da Inteligência Artificial, do facto de o jogador poder passar a jogar sozinho, ou melhor, contra uma máquina, não precisando de um segundo humano para jogar. Não era apenas o jogar sozinho, mas era jogar contra algo "inteligente", algo que podia ler as jogadas do jogador, "aprender", e jogar de acordo com as mesmas, assim como com as expectativas das próximas jogadas. Ou seja, não se tratava da máquina apenas ir colocando cruzes nos espaços vazios de modo aleatório, mas tinha de o fazer em consequência, ou seja criando um verdadeiro ciclo de interactividade entre o jogador e a máquina.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-YBPmn3OEhTg/TxQ8-WB0p8I/AAAAAAAAF1M/WMTu4gjbxW4/s1600/edsac.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="204" src="http://1.bp.blogspot.com/-YBPmn3OEhTg/TxQ8-WB0p8I/AAAAAAAAF1M/WMTu4gjbxW4/s320/edsac.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;span style="font-size: x-small;"&gt;&lt;b&gt;Computador EDSAC, 1949&lt;/b&gt;&lt;/span&gt;&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
Este jogo demorou a chegar ao conhecimento público, porque para além da máquina ser enorme, existiam poucos computadores iguais, daí que tenha apenas ficado no conhecimento de quem assistiu à defesa de doutoramento de AS Douglas, e que provavelmente ligaram mais às questões de IA do que propriamente da criação de um pequeno jogo do galo.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/--Xe-F-NhrNQ/TxQ-fB8Rn1I/AAAAAAAAF1U/kWcY3N8CaMw/s1600/video-setup-enlarged2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://2.bp.blogspot.com/--Xe-F-NhrNQ/TxQ-fB8Rn1I/AAAAAAAAF1U/kWcY3N8CaMw/s400/video-setup-enlarged2.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;span style="font-size: x-small;"&gt;&lt;b&gt;Imagem da exposição realizada em 1958, onde se pode ver destacado &lt;i&gt;Tennis for Two&lt;/i&gt;&amp;nbsp;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;br /&gt;&lt;/div&gt;
Em 1958 William Higinbotham, director da divisão de Instrumentação do Brookhaven National Laboratory, cria algo verdadeiramente novo em termos de jogo, apesar da sua representação gráfica continuar a evocar um jogo tradicional. Aliás o próprio nome dado ao jogo, &lt;i&gt;&lt;a href="http://www.bnl.gov/bnlweb/history/higinbotham.asp" target="_blank"&gt;Tennis for Two&lt;/a&gt;&lt;/i&gt;, é levado nesse sentido. Contudo o que aqui temos é a criação de algo a partir da imposição tecnológica, ou seja o artefacto até se pode assemelhar ao jogo de ténis, mas na verdade é um objeto lúdico completamente novo.&lt;br /&gt;
&lt;div style="text-align: -webkit-auto;"&gt;
&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-RcRV8I1xcig/TxQ_Ue8gMXI/AAAAAAAAF1c/WBRdo-3_7Dk/s1600/09video.span.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;br class="Apple-interchange-newline" /&gt;&lt;img border="0" height="193" src="http://4.bp.blogspot.com/-RcRV8I1xcig/TxQ_Ue8gMXI/AAAAAAAAF1c/WBRdo-3_7Dk/s320/09video.span.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;span style="font-size: x-small;"&gt;&lt;b&gt;&lt;i&gt;Tennis for Two&lt;/i&gt;, reconstruído de raiz para a &lt;a href="http://www.bnl.gov/today/story.asp?ITEM_NO=964" target="_blank"&gt;comemoração dos 50 anos em 2008&lt;/a&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div&gt;
&lt;span style="font-size: x-small;"&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
Aliás a ideia de Higinbotham não terá partido do desporto de Ténis, mas antes das visualizações dos cálculos de balística que eram realizados no laboratório com computadores analógicos e que se serviam dos monitores dos osciloscópios para apresentação das representações gráficas. Com as instruções para a representação de balística e&amp;nbsp;mísseis, criou toda uma nova representação gráfica, que lembrava um jogo de ténis, e construiu dois controladores para controlarem, as balas, ou melhor a bola.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-byQNi629CBQ/TxQgH1fellI/AAAAAAAAF0k/R5dtQ-iZwZ4/s1600/Tennis+for+Two2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="220" src="http://1.bp.blogspot.com/-byQNi629CBQ/TxQgH1fellI/AAAAAAAAF0k/R5dtQ-iZwZ4/s400/Tennis+for+Two2.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;span style="font-size: x-small;"&gt;&lt;b&gt;Nesta imagem pode ver-se quando a bolsa se aproxima do obstáculo, ou rede no meio do campo&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div&gt;
&lt;span style="font-size: x-small;"&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
A sua ideia foi criar algo que permitisse às pessoas interagir de perto com a tecnologia exposta nas visitas anuais à exposição organizada pelo laboratório, que normalmente estavam centradas na apresentação de cartazes e maquinaria, sem qualquer interação. Higinbotham centrou-se na ideia de tornar a exposição mais divertida, “it might liven up the place to have a game that people could play, and which would convey the message that our scientific endeavors have relevance for society". Desse modo a apresentação de &lt;i&gt;Tennis for Two&lt;/i&gt; aconteceu em 18 de Outubro de 1958, tendo levado à criação de filas com centenas de pessoas que desejavam também sentir aquela nova experiência. Estava criada mais uma semente para uma nova arte.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/u6mu5B-YZU8" width="420"&gt;&lt;/iframe&gt;&lt;/center&gt;
&lt;br /&gt;
&lt;div style="text-align: center;"&gt;
&lt;b&gt;&lt;span style="font-size: x-small;"&gt;Vídeo no qual se pode ver &lt;i&gt;Tennis for Two&lt;/i&gt;&amp;nbsp;(1958) a ser jogado&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;br /&gt;
Ao contrário de OXO, o que é novo não é o processamento da máquina, aliás continuamos a precisar de dois seres humanos como no jogo físico. O que é novo é que temos um artefacto electrónico a mediar uma experiência lúdica entre dois seres humanos. Não precisamos de correr, ou investir fisicamente, para obter a experiência cognitiva do ténis, podemos fazê-lo pela primeira vez de uma forma totalmente simulada. Uma simulação que por ser mediada pela tecnologia decorre em tempo real, e consegue aproximar a experiência simulada do real.&lt;br /&gt;
&lt;br /&gt;
Em termos históricos interessa ainda salientar que esta inovação de Higinbotham representa a semente original daquilo em que viria tornar-se a real indústria dos videojogos. Ou seja este seu artefacto viria a ser mais tarde emulado por Raph Bauer, e depois novamente por Nolan Bushnell e Allan Alcorn criando assim o primeiro grande sucesso da arte dos videojogos, &lt;i&gt;Pong&lt;/i&gt;&amp;nbsp;(1972). Apesar de Raph Baer autodenominar-se o inventor do conceito de Pong, isso não é propriamente assim, como podemos aferir pelos dados apresentados, que acabam por mais uma vez dar razão à "inevitabilidade tecnológica". Aliás o processo esteve em tribunal, no qual&amp;nbsp;Higinbotham foi chamado a depor, mas acabou por ser decidido em acordo exterior ao tribunal, para evitar os gastos com advogados, como se pode ler numa das &lt;a href="http://www.bnl.gov/bnlweb/history/linkable_files/HiginNotes.pdf" target="_blank"&gt;notas deixadas por&amp;nbsp;Higinbotham&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-feGMBwXV6yA/TxRC0LY6NUI/AAAAAAAAF1s/6y9rMLX7W4s/s1600/800px-Spacewar%2521-PDP-1-20070512.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="215" src="http://2.bp.blogspot.com/-feGMBwXV6yA/TxRC0LY6NUI/AAAAAAAAF1s/6y9rMLX7W4s/s320/800px-Spacewar%2521-PDP-1-20070512.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;b&gt;&lt;span style="font-size: x-small;"&gt;&lt;i&gt;Spacewar&lt;/i&gt; (1962) de Steve Russell&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;br /&gt;
Nos anos 1959 a 1961 uma equipa de investigadores do MIT - Wayne Witanen, J. Martin Graetz e Stephen R. Russell - todos com cerca de 25 anos, começaram por explorar a criação de videojogos com no computador &lt;a href="http://en.wikipedia.org/wiki/TX-0" target="_blank"&gt;TX-0&lt;/a&gt;. Terão desenvolvido no sistema do TX-0 dois jogos, Mouse in the Maze e Tic-Tac-Toe. No primeiro&amp;nbsp;desenhávamos&amp;nbsp;um labirinto com a caneta no ecrã, e&amp;nbsp;espalhávamos&amp;nbsp;os queijos pelo labirinto, e depois competia ao rato encontrar os queijos. O segundo era o normal jogo do galo já implementado por Douglas como vimos antes.&lt;br /&gt;
&lt;br /&gt;
Mas foi quando chegou a laboratório destes investigadores, no MIT, a primeira máquina PDP-1 em 1961, que algo de extraordinário na história dos videojogos aconteceu. Esta equipa já com algum treino na criação de jogos no TX-0, decidiu&amp;nbsp;traçar objectivos para o uso da potencia do novo PDP-1, para tal definiram os seguintes&amp;nbsp;&lt;a href="http://www.wheels.org/spacewar/creative/SpacewarOrigin.html" target="_blank"&gt;parâmetros para a criação&lt;/a&gt;&amp;nbsp;de uma nova aplicação informática:&lt;br /&gt;
&lt;blockquote class="tr_bq"&gt;
&lt;span style="color: #0b5394;"&gt;&lt;i&gt;1 - Deve demonstrar o máximo de recursos do computador&amp;nbsp;possíveis, e levar esses recursos ao limite.&lt;br /&gt;2 - Fazendo uso de um quadro de trabalho, deve ser interessante, no sentido em que cada vez que se usa deve ser diferente.&lt;br /&gt;3 - Deve envolver o interactor de um modo activo e prazeroso -- em&amp;nbsp;síntese, deve ser um jogo&lt;/i&gt;&lt;/span&gt;&lt;/blockquote&gt;
Ou seja,&amp;nbsp;&lt;i&gt;Spacewar&lt;/i&gt;&amp;nbsp;(1962) vai nascer&amp;nbsp;do impulso tecnológico e da vontade exploratória de maximizar essa tecnologia, o que poderá ter sido responsável pela forma como o videojogo&amp;nbsp;surge numa direcção explicitamente nova e diferente de qualquer objeto lúdico que existia até àquele momento. Mas não só, pela primeira vez um jogo não nasce da influência de outro jogo tradicional, mas antes de um conjunto de elementos culturais, nomeadamente literários.&amp;nbsp;&amp;nbsp;J. Martin Graetz refere como grande influência no desenho de &lt;i&gt;Spacewar&lt;/i&gt;, a obra&amp;nbsp;&lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/The_Skylark_of_Space" target="_blank"&gt;The Skylark of Space&lt;/a&gt;&lt;/i&gt; (1946) de Edward E. Smith. Uma obra de ficção científica escrita nos anos de ouro da FC literária, tendo primeiro sido publicada pela &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Amazing_Stories" target="_blank"&gt;Amazing Stories&lt;/a&gt;&lt;/i&gt;, e só depois mais tarde agregada em formato de livro.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-P5MNGEO4RHw/TxRPPdzOSWI/AAAAAAAAF18/2l0lMK68ALg/s1600/The-Skylark-of-Space-Hadley.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-P5MNGEO4RHw/TxRPPdzOSWI/AAAAAAAAF18/2l0lMK68ALg/s320/The-Skylark-of-Space-Hadley.jpg" width="221" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&amp;nbsp;&lt;span style="font-size: x-small;"&gt;&lt;b&gt;&lt;i&gt;The Skylark of Space&lt;/i&gt; (1946) de Edward E. Smith&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div&gt;
&lt;b style="text-align: center;"&gt;&lt;span style="font-size: x-small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
O gameplay de &lt;i&gt;Spacewars&lt;/i&gt;&amp;nbsp;consiste&amp;nbsp;em cada jogador controlar uma nave nas extremidades do ecrã, com uma estrela no centro que exerce uma força de gravidade sobre as naves, e ao mesmo tempo protege dos tiros do outro jogador. Ou seja os jogadores precisam de evitar a força de gravidade da estrela que os atrai e destrói, e ao mesmo tempo evitar ser morto pelo outro, assim como precisam de matar o outro para ganhar o jogo. Em termos históricos e técnicos,&amp;nbsp;temos uma fusão entre &lt;i&gt;OXO&lt;/i&gt; com a máquina a ser capaz de reagir de forma inteligente à interacção do jogador, mas temos ao mesmo tempo o uso do multiplayer, com dois jogadores, como já nos tinha sido apresentado em &lt;i&gt;Tennis for Two&lt;/i&gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-vlpI7zGCodY/TxRK2A_GijI/AAAAAAAAF10/fvi1XiE0p6w/s1600/Spacewar1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-vlpI7zGCodY/TxRK2A_GijI/AAAAAAAAF10/fvi1XiE0p6w/s1600/Spacewar1.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;b&gt;&lt;span style="font-size: x-small;"&gt;&lt;i&gt;Spacewars&lt;/i&gt; (1962) de Steve Russel&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;b style="font-size: small; text-align: center;"&gt;&lt;/b&gt;
&lt;br /&gt;
Esta história continua com o surgimento dos Microprocessadores em 1971, e das&amp;nbsp;Consolas em 1972, mas isso já é toda uma outra história.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-5697977029219628352?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=kCIlSkuhLYo:oGbBtKgc_Zo:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=kCIlSkuhLYo:oGbBtKgc_Zo:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=kCIlSkuhLYo:oGbBtKgc_Zo:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=kCIlSkuhLYo:oGbBtKgc_Zo:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=kCIlSkuhLYo:oGbBtKgc_Zo:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=kCIlSkuhLYo:oGbBtKgc_Zo:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=kCIlSkuhLYo:oGbBtKgc_Zo:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=kCIlSkuhLYo:oGbBtKgc_Zo:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/kCIlSkuhLYo" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/kCIlSkuhLYo/historia-e-tecnologia-do-primeiro.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-LBE_T1zY4xY/TxQiQgnvdzI/AAAAAAAAF0s/YqY3yc4e214/s72-c/2672861537_3bbd253322_o.jpg" height="72" width="72" /><thr:total>2</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/historia-e-tecnologia-do-primeiro.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-1687784465142857930</guid><pubDate>Sun, 15 Jan 2012 11:05:00 +0000</pubDate><atom:updated>2012-01-15T11:20:59.055Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">investigação</category><category domain="http://www.blogger.com/atom/ns#">criatividade</category><title>Manifesto para uma vida criativa</title><description>"Pouse o comando, levante-se do sofá e faça algo…" a isto as pessoas têm tendência para responder, "Mas eu não sei desenhar, escrever, ou tocar qualquer instrumento". Assim começa o Manifesto do &lt;a href="http://www.rightbrainterrain.com/Manifesto.htm" target="_blank"&gt;Right Brain Terrain&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-EKxkU76kQ2I/TxKyAMNCaCI/AAAAAAAAF0E/tPEko0xxLPo/s1600/Rightbrain_poster.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="400" src="http://4.bp.blogspot.com/-EKxkU76kQ2I/TxKyAMNCaCI/AAAAAAAAF0E/tPEko0xxLPo/s400/Rightbrain_poster.jpg" width="313" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
É aqui que reside o dilema, um dilema criado pela era dos Mass Media, que nos falam todos os dias das grandiosas coisas criadas por grandiosas mentes. Que criam celebridades instantâneas, graças a processos de amplificação garantidos pelo canal um para todos.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/--_N9Goc8Bv8/TxKvKuGlNnI/AAAAAAAAFzk/IYeklFh5deE/s1600/Header_2.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="195" src="http://2.bp.blogspot.com/--_N9Goc8Bv8/TxKvKuGlNnI/AAAAAAAAFzk/IYeklFh5deE/s400/Header_2.gif" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Décadas disto levaram a que em vez das pessoas aprenderem com os exemplos, passassem a adorar esses exemplos, secundando-se enquanto capazes, enquanto criadores. Existe uma clara diminuição da capacidade criativa de cada um, através da diminuição do indivíduo, que acaba por acreditar que para ser alguém, precisa de ser reconhecido pelo tal poder mediático.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-80DBZR9gGxY/TxKvWNaOCUI/AAAAAAAAFzs/N-xYLKpceJQ/s1600/gauntlet.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="296" src="http://3.bp.blogspot.com/-80DBZR9gGxY/TxKvWNaOCUI/AAAAAAAAFzs/N-xYLKpceJQ/s400/gauntlet.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;a href="http://www.makingisconnecting.org/" target="_blank"&gt;David Gauntlet&lt;/a&gt; vai ao ponto de visualizar este impacto numa curva demonstrativa da atividade criativa diária das comunidades. Podemos discordar, é verdade que não temos dados para suportar esta curva, mas se fizermos as contas à média de horas de visionamento televisivo ao longo da segunda metade do século XX, ficaremos surpreendidos.&lt;br /&gt;
&lt;br /&gt;
Fica o manifesto digitalizado directamente do livro de notas de&amp;nbsp;&lt;a href="http://www.rightbrainterrain.com/Manifesto.htm" target="_blank"&gt;Frederic Terral&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://www.rightbrainterrain.com/MANIFESTO/Terral_Manifesto.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-vuNiWLhURG4/TxKwoPPiTTI/AAAAAAAAFz8/kS7jLFtmHRw/s2000/Terral_Manifesto.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-size: x-small;"&gt;[Ideia a partir de &lt;a href="http://www.brainpickings.org/index.php/2011/04/08/five-manifestos-for-life/" target="_blank"&gt;Brain Pickings&lt;/a&gt;]&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-1687784465142857930?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=wRmEwvYUvN0:5Ljw3lD7jLE:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=wRmEwvYUvN0:5Ljw3lD7jLE:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=wRmEwvYUvN0:5Ljw3lD7jLE:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=wRmEwvYUvN0:5Ljw3lD7jLE:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=wRmEwvYUvN0:5Ljw3lD7jLE:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=wRmEwvYUvN0:5Ljw3lD7jLE:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=wRmEwvYUvN0:5Ljw3lD7jLE:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=wRmEwvYUvN0:5Ljw3lD7jLE:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/wRmEwvYUvN0" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/wRmEwvYUvN0/manifesto-para-uma-vida-criativa.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-EKxkU76kQ2I/TxKyAMNCaCI/AAAAAAAAF0E/tPEko0xxLPo/s72-c/Rightbrain_poster.jpg" height="72" width="72" /><thr:total>1</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/manifesto-para-uma-vida-criativa.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-3972141185632507561</guid><pubDate>Sun, 15 Jan 2012 00:08:00 +0000</pubDate><atom:updated>2012-01-15T01:12:17.398Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">investigação</category><category domain="http://www.blogger.com/atom/ns#">best of</category><category domain="http://www.blogger.com/atom/ns#">videojogos</category><title>+ influentes da indústria dos videojogos 2011</title><description>É o terceiro ano que a &lt;a href="http://www.gdmag.com/" target="_blank"&gt;Game Developer&lt;/a&gt; realiza o &lt;i&gt;&lt;a href="https://store.cmpgame.com/product/6269/Game-Developer-November-2011-Issue---Digital-Edition" target="_blank"&gt;The Game Developer 50&lt;/a&gt;,&lt;/i&gt;&amp;nbsp; uma lista das 50 pessoas que mais&amp;nbsp;contribuíram&amp;nbsp;ao longo do ano para o desenvolvimento da arte e ciência dos videojogos. São 10 pessoas por cada uma das áreas: DESIGN, ART, PROGRAMMING, EVANGELISM, e BUSINESS. É importante que se conheçam as pessoas por detrás das obras, sem isso dificilmente poderemos traçar identidades, influências, tendências, no fundo conhecer melhor as obras de que falamos. Mas não é apenas disso que se trata, é preciso também reconhecer o talento das pessoas envolvidas, e incentivá-las a ir ainda mais longe.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-2EwudvFLWHk/TxIIjgfdCnI/AAAAAAAAFyI/LgEMVEDiagE/s1600/Screen+shot+2012-01-14+at+10.52.27+PM.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="90" src="http://1.bp.blogspot.com/-2EwudvFLWHk/TxIIjgfdCnI/AAAAAAAAFyI/LgEMVEDiagE/s400/Screen+shot+2012-01-14+at+10.52.27+PM.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Não transcrevo para aqui as 50 pessoas, até porque não seria ético da minha parte, fiz antes uma selecção a partir da lista da &lt;i&gt;Game Developer&lt;/i&gt; e que conta com 20 pessoas. Deixo os textos por pessoa, tal como criados por Brandon Sheffield e Frank Cifaldi, acrescentando apenas imagens e vídeos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span style="color: #0b5394;"&gt;[DESIGN]&lt;/span&gt;&lt;/b&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-mmuq_WVWDZU/TxIKPyABNuI/AAAAAAAAFyQ/-rZ6_yyF8wo/s1600/RaymanOrigins_PreE3_HD_Fakir.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://3.bp.blogspot.com/-mmuq_WVWDZU/TxIKPyABNuI/AAAAAAAAFyQ/-rZ6_yyF8wo/s400/RaymanOrigins_PreE3_HD_Fakir.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;Michel Ancel&lt;/b&gt;&lt;br /&gt;
/// UBISOFT&lt;br /&gt;
"Michel Ancel is a designer of unique vision, finding new ways to make&amp;nbsp;action games meaningful with every project. Now, with &lt;i&gt;Rayman Origins&lt;/i&gt;, he has distilled what makes 2D&amp;nbsp;platformers great, and added four players alongside inspired beautiful level design. Rayman Origins is unfiltered fun, and feels humorous and accessible without sacrificing challenge or lacking precision.&lt;br /&gt;
This is the kind of project that rarely gets major financial backing, so one has to praise Ubisoft for indulging in this experiment. Origins is also the proving ground for Ancel’s design-oriented development toolset, which he hopes will be used for many future projects."
&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;
&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="233" src="http://www.youtube.com/embed/i3FKy7sxi9I" width="400"&gt;&lt;/iframe&gt;&lt;/center&gt;
&lt;b&gt;Kim Swift&lt;/b&gt;&lt;br /&gt;
/// AIRTIGHT GAMES&lt;br /&gt;
&lt;i&gt;"Portal&lt;/i&gt; and &lt;i&gt;Left 4 Dead&lt;/i&gt; designer Kim Swift is not afraid of stereotypes. Her new game, Airtight’s upcoming &lt;i&gt;Quantum Conundrum&lt;/i&gt;, sees the protagonist manipulating his environment by jumping in and out of different dimensions in a first-person perspective, to try to reach a series of exits and advance to the next room.&lt;br /&gt;
If it sounds like Portal, Swift doesn’t disagree with you. As she tells it, first-person puzzle games are simply the kinds of games she wants to play, and so that’s just what she’s going to make. In &lt;i&gt;Quantum Conundrum&lt;/i&gt;, Swift blends iterative design and experimental play with cinematic visual design to lead players to a goal, even if they don’t realize it. It turns out that Portal was just the beginning of her evil scheme."
&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/--JeCHaTvVE4/TxIMShddVEI/AAAAAAAAFyY/BWIOEIOVABk/s1600/binding.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/--JeCHaTvVE4/TxIMShddVEI/AAAAAAAAFyY/BWIOEIOVABk/s320/binding.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;Edmund McMillen &amp;amp; Florian Himsl&lt;/b&gt;&lt;br /&gt;
/// TEAM MEAT&lt;br /&gt;
"The Binding of Isaac is a Zelda-style roguelike shooter based on a biblical story, a curious combination to be sure, but one that has proved quite compelling to players. This sort of game&amp;nbsp;genre mashup has become all the rage lately, and McMillen and Himsl’s latest proves the concept. The key is to keep control tight, no matter what you do, something that the duo excels at remarkably.&lt;br /&gt;
Additionally, McMillen may be the most outspoken developer on our list, having gone on public record about his grievances with the traditional publisher model and with distribution contracts. He has become something of a spokesperson for the indie designer."&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="233" src="http://www.youtube.com/embed/HELNxOzcVpw" width="400"&gt;&lt;/iframe&gt;&lt;/center&gt;
&lt;b&gt;Katsura Hashino &amp;amp; Shigenori Soejima&lt;/b&gt;&lt;br /&gt;
/// ATLUS&lt;br /&gt;
"The difficult and possibly sexist storyline of love and infidelity told&amp;nbsp;in Catherine might be polarizing, but the effectiveness in which it is told is worthy of praise. Vincent may be cheating on his girlfriend, but this doesn’t happen in a cutscene: It’s you, the player who gets him there. It’s you who experiences&lt;br /&gt;
his nightmares, who pushes him toward worse and worse decisions, and who makes the choices that ultimately affect his destiny.&lt;br /&gt;
Telling story through gameplay, regardless whether you agree with the story, should always be promoted for advancing our medium in its own way, and that’s why game director Hashino and artist Soejima make our list."&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-NtwtiHmMSY0/TxINzDL_C1I/AAAAAAAAFyg/esnV1P7tn2Y/s1600/from-dust-outro-pic.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://2.bp.blogspot.com/-NtwtiHmMSY0/TxINzDL_C1I/AAAAAAAAFyg/esnV1P7tn2Y/s400/from-dust-outro-pic.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;Eric Chahi&lt;/b&gt;&lt;br /&gt;
/// UBISOFT&lt;br /&gt;
"Chahi is not a normal fellow. After designing &lt;i&gt;Another World&lt;/i&gt; and &lt;i&gt;Heart of Darkness&lt;/i&gt;, he went on a 10-year&amp;nbsp;jaunt away from games, photographing volcanoes and painting, before deciding he had something to say in the digital space&amp;nbsp;again. He wanted something to be proud of, he told us during the game’s creation, and from &lt;i&gt;Dust&lt;/i&gt;, which Chahi directed, certainly is something any designer could take pride in.&lt;br /&gt;
Its organic systems, self- perpetuating natural evolution, and simple input make emergent gameplay the only gameplay. Chahi proves that when your influences extend beyond games, you can create something significantly different that still appeals to a wide range of people."&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-wHlVzUGuAEo/TxInQ7C8FPI/AAAAAAAAFzc/0ub_Qc1YQ8M/s1600/indy.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"&gt;&lt;img border="0" height="226" width="400" src="http://4.bp.blogspot.com/-wHlVzUGuAEo/TxInQ7C8FPI/AAAAAAAAFzc/0ub_Qc1YQ8M/s400/indy.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;Seth Sivak and Jesse Kurlancheek&lt;/b&gt; &lt;br /&gt;
/// ZYNGA BOSTON &lt;br /&gt;
"Adventure World is Zynga’s next step in moving the social game space toward more traditional mechanics. With an Indiana Jones inspired theme and colorful maps, the game appeals more to the core gamer than many past efforts, and the puzzle-based design makes it even more of a “real game” than many other titles on the platform. Adventure World may not be the most core game on social networks, but Zynga is the industry leader. Designers Sivak and Kurlancheek at Zynga Boston’s return to core game design should make the rest of the social space sit up and take notice."
&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;&lt;span style="color: #0b5394;"&gt;[ART]&lt;/span&gt;&lt;/b&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="233" src="http://www.youtube.com/embed/lZqrG1bdGtg" width="400"&gt;&lt;/iframe&gt;&lt;/center&gt;
&lt;b&gt;Stuart Aitken&lt;/b&gt;&lt;br /&gt;
/// AXIS ANIMATION&lt;br /&gt;
"Prior to February, &lt;i&gt;Dead Island&lt;/i&gt; was not really on the radar. Polish developer Techland (&lt;i&gt;Call of Juarez&lt;/i&gt;) was not a household name. Publisher Deep Silver had a small cult following with titles like &lt;i&gt;Cursed Mountain&lt;/i&gt; and &lt;i&gt;Sacred 2&lt;/i&gt;, but never had a real hit. &lt;i&gt;Dead Island&lt;/i&gt; was shown at E3 2010, but was only mentioned as a footnote.&lt;br /&gt;
All of that changed in 2011 when a gripping three-minute CGI trailer debuted on YouTube, featuring a haunting piano theme and a tragic story of a vacationing family succumbing to a zombie attack. The trailer, directed by Stuart Aitken of Axis Animation, attracted over 7 million views, and the game shipped 1 million units in its debut week. We don’t mean to undermine Techland’s work, but a surprise hit of this magnitude almost certainly wouldn’t have happened without such creative and artistic marketing."&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="233" src="http://www.youtube.com/embed/Xk2fjtryfYc" width="400"&gt;&lt;/iframe&gt;&lt;/center&gt;&lt;b&gt;
Craig Adams&lt;/b&gt;&lt;br /&gt;
/// SUPERBROTHERS&lt;br /&gt;
"It’s not often that someone tries to create a new style of pixel art, but that’s what Craig Adams has done through his ambiguously&amp;nbsp;pluralized one-man company Superbrothers. He has chosen to call his style “rustic 21st century minimalism,”&amp;nbsp;and if you can get past that mouthful of a description, you’ll find he’s on to something.&lt;br /&gt;
In &lt;i&gt;Sword and Sworcery&lt;/i&gt; for iOS (co-created by Capy Games), Adams demonstrates a style that is at once efficient in its use of space and incredibly emotionally evocative. His simplified pixel work is more representative than realistic, and so has struck a chord with both the traditional art and game worlds—an unusual feat."&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="233" src="http://www.youtube.com/embed/7nJSUsthlFg" width="400"&gt;&lt;/iframe&gt;&lt;/center&gt;
&lt;b&gt;Ren Yamazaki&lt;/b&gt;&lt;br /&gt;
/// GRASSHOPPER MANUFACTURE&lt;br /&gt;
"Grasshopper has long been known for its unique visual styles, with titles like &lt;i&gt;Killer 7&lt;/i&gt; pushing game visuals into the realm of the experimental. With the upcoming downloadable title &lt;i&gt;Black Knight Sword&lt;/i&gt;, game and art directed by Ren Yamazaki, the company has found a curious puppet show and theatrical production hybrid art style, layering 2D images in three dimensions to create a new and instantly engaging visual theme. The game’s characters are also different from the norm, with lumpy not-quite-human&amp;nbsp;forms that lope along with their purposefully halting animations. Here’s hoping for more big things from Yamazaki’s altered brain."&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="233" src="http://www.youtube.com/embed/mIGaTCutqQ4" width="400"&gt;&lt;/iframe&gt;&lt;/center&gt;
&lt;b&gt;Takeyasu Sawaki&lt;/b&gt;&lt;br /&gt;
/// IGNITION JAPAN&lt;br /&gt;
"El Shaddai is one of those rare commercial games that pushes the concept of what we consider HD visuals. The game constantly shifts its form and challenges the player’s visual perceptions in unexpected ways, but manages to retain a cohesive look, rather than becoming a scattered pastiche.&lt;br /&gt;
In one section of the game, you’ll find amorphous shifting colors with a cel-shading technique that brings to mind CG cutscenes of the 56-color era. In another, you’ll find neon-on-black '80s-style futurism. In yet another, a two- dimensional platforming scene will call to mind moving Japanese Ukiyo-e. The game’s art style, directed by game director Sawaki, boldly embraces the unreal, a rare and admirable quality."&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span style="color: #0b5394;"&gt;[PROGRAMMING]&lt;/span&gt;&lt;/b&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="233" src="http://www.youtube.com/embed/MmB9b5njVbA" width="400"&gt;&lt;/iframe&gt;&lt;/center&gt;
&lt;b&gt;Markus Persson&lt;/b&gt;&lt;br /&gt;
/// MOJANG&lt;br /&gt;
"Another list, another entry for &lt;i&gt;Minecraft&lt;/i&gt;. But what can you do? Persson has done an excellent job scaling his game as more players&amp;nbsp;have gotten involved, while also fixing bugs and responding to feedback. Mojang hasn’t been resting on its laurels,&amp;nbsp;and continues to push forward even with a small team, and it’s Persson’s solid systems that allow this to happen (though they did require a bit of a code rewrite at one point—let’s ignore that). Persson&amp;nbsp;is part of a new breed of “do it all” programmers that calls to mind the bedroom Amiga programmers of the '80s, in all the best ways."&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-St0GKOpAWB4/TxIRRAI2XMI/AAAAAAAAFyo/d07yeUyrVCo/s1600/77262640.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="213" src="http://3.bp.blogspot.com/-St0GKOpAWB4/TxIRRAI2XMI/AAAAAAAAFyo/d07yeUyrVCo/s400/77262640.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;Olga Sorkine&lt;/b&gt;&lt;br /&gt;
/// ETH ZURICH&lt;br /&gt;
"While she doesn’t work in games, Sorkine's research represents the direction that technology is moving, especially in the field of character animation. Sorkine is currently doing research at the Swiss Federal Institute of Technology Zurich, and was previously assistant professor at the NYU computer science department. She recently won the Significant New Researcher Award at SIGGRAPH based on her research on geometry processing, specifically differential coordinates and interactive mesh editing.&lt;br /&gt;
Most immediately relevant to games is her work on 3D model editing and creation using collections of sketched curves. While a short description doesn’t do her research justice, much of it can be found online, or through past SIGGRAPH talks."&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Dimitar Lazarov&lt;/b&gt;&lt;br /&gt;
/// TREYARCH&lt;br /&gt;
"Imposing a mandatory 60 frames-per-second performance out of a game like Treyarch’s Call of Duty: BlacK Ops will of course cause your graphics to take a hit, but thanks to Lazarov’s clever techniques, you probably didn’t notice.&lt;br /&gt;
Lazarov’s talk at this year’s SIGGRAPH on physically-based lighting for the game was insightful, open, and inspiring. His use of one primary source of light per object shows that even a triple-A studio like Treyarch can rely on trickery to stay ahead of the curve, and the game looks excellent as a result. After all, everything we do in games is a bit of digital trickery!"
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span style="color: #0b5394;"&gt;[EVANGELISM]&lt;/span&gt;&lt;/b&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-Vw0I1A0hYNY/TxIR5-wGCHI/AAAAAAAAFyw/wfUJMAT6a24/s1600/United_states_supreme_court_building.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="260" src="http://1.bp.blogspot.com/-Vw0I1A0hYNY/TxIR5-wGCHI/AAAAAAAAFyw/wfUJMAT6a24/s400/United_states_supreme_court_building.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;Antonin Scalia&lt;/b&gt;&lt;br /&gt;
&amp;nbsp;/ / /U . S . SUPREME COURT&lt;br /&gt;
"Supreme Court Justice Antonin Scalia wrote the majority opinion in Brown versus Entertainment Merchant's Association, which found that games are protected by the First Amendment. The ruling was also significant because it called out that research showing the negative effects of games was comparatively no better or worse than any other media. Scalia has given the game industry valuable ammo against its detractors, and free speech protection is just another important step toward recognizing the art of games, as well as the more obvious entertainment level."&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-oQif8o6b0XI/TxIUbQAdT4I/AAAAAAAAFzA/e7Nwnmpfsyg/s1600/Jesse+Schell_Games+for+Change.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="223" src="http://4.bp.blogspot.com/-oQif8o6b0XI/TxIUbQAdT4I/AAAAAAAAFzA/e7Nwnmpfsyg/s400/Jesse+Schell_Games+for+Change.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;Jesse Schell&amp;nbsp;&lt;/b&gt;&lt;br /&gt;
/ / / SCHELL GAMES&lt;br /&gt;
"When it comes to advocating the positive powers of games Jesse Schell is a treasure. His closing &lt;a href="http://www.g4tv.com/videos/54256/Games-For-Change-Jesse-Schell-Presentation-Video" target="_blank"&gt;keynote at the 2011 Games for Change&lt;/a&gt; event in New York was a beautiful reminder of what we should all be aiming for. It is through online games, he argues, that we can strip away concepts like race and gender and social status and be free to be our real selves. Schell argues that games—even violent games —can bring about peace and resolve social problems, and he elucidates this in a way that everyone thinks, but can’t quite express."
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-kbALQ1yVVyQ/TxISP1AvWXI/AAAAAAAAFy4/u-ehWf7ydUI/s1600/aldevblog.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;br class="Apple-interchange-newline" /&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-kbALQ1yVVyQ/TxISP1AvWXI/AAAAAAAAFy4/u-ehWf7ydUI/s320/aldevblog.jpeg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;Mike Acton&amp;nbsp;&lt;/b&gt;&lt;br /&gt;
/ / / INSOMNIAC&lt;br /&gt;
"Though he is also an advisor to this magazine, we simply must include Mike Acton here, for his site http://altdevblogaday.com. The site covers a wide variety of topics relevant to developers, from design postulates, to industry rants, to hardcore coding articles. Acton is an incredibly wellconnected developer, and the authors of these pieces come from a wide range of companies and backgrounds. This may be the future of connected game development media. "&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span style="color: #0b5394;"&gt;[BUSINESS]&lt;/span&gt;&lt;/b&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-ZMUU2hUtogs/TxIU9so4RBI/AAAAAAAAFzI/jhJAY6KkVJY/s1600/unity.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="125" src="http://1.bp.blogspot.com/-ZMUU2hUtogs/TxIU9so4RBI/AAAAAAAAFzI/jhJAY6KkVJY/s320/unity.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;David Helgason&lt;/b&gt;&lt;br /&gt;
/// UNITY TECHNOLOGIES&lt;br /&gt;
"Unity has been getting bigger and better, now even threatening traditional middleware with its powerful, easy-to-use tools and affordable price. But even as it grows, the company has remained focused on its vision to enable indies and small teams to do big things.&lt;br /&gt;
CEO Helgason has kept the company on track, allowing the toolset to run rings around slower competition, and even pressuring giants like Unreal and Crytek to release indie versions of their engines. Unity is setting the standard for cross-platform compatibility and flexible business models, and for this Helgason and co. should be praised."&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-dwGRXpiC2GI/TxIVZrdw8zI/AAAAAAAAFzQ/NDtMSPhsXis/s1600/unreal-logo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://3.bp.blogspot.com/-dwGRXpiC2GI/TxIVZrdw8zI/AAAAAAAAFzQ/NDtMSPhsXis/s200/unreal-logo.jpg" width="187" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;Tim Sweeney&lt;/b&gt;&lt;br /&gt;
/// EPIC&lt;br /&gt;
"You can’t really imagine the current generation of games without Unreal Engine 3. The toolset has become the new standard, even moreso than Criterion’s RenderWare was back in the PS2 era. But what’s been impressive this year has been on the smaller scale.&lt;br /&gt;
Technical director Sweeney and his team at Epic have pushed the engine down to smartphones, and now to browsers as well, in an attempt to truly capture the majority&amp;nbsp;of the market. That’s all well and good for Epic, but it also means that the browser space now has a more robust set of tools to work with, allowing bigger experiences to come to the most accessible game space in existence with even greater ease."&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-3972141185632507561?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=DuV8kKbyd9c:mbjJFPu0H0w:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=DuV8kKbyd9c:mbjJFPu0H0w:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=DuV8kKbyd9c:mbjJFPu0H0w:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=DuV8kKbyd9c:mbjJFPu0H0w:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=DuV8kKbyd9c:mbjJFPu0H0w:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=DuV8kKbyd9c:mbjJFPu0H0w:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=DuV8kKbyd9c:mbjJFPu0H0w:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=DuV8kKbyd9c:mbjJFPu0H0w:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/DuV8kKbyd9c" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/DuV8kKbyd9c/influentes-da-industria-dos-videojogos.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-2EwudvFLWHk/TxIIjgfdCnI/AAAAAAAAFyI/LgEMVEDiagE/s72-c/Screen+shot+2012-01-14+at+10.52.27+PM.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/influentes-da-industria-dos-videojogos.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-8662034365875572080</guid><pubDate>Sat, 14 Jan 2012 19:08:00 +0000</pubDate><atom:updated>2012-01-14T19:10:43.888Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">jobs</category><category domain="http://www.blogger.com/atom/ns#">interactividade</category><title>Financiamento para Projectos Interactivos (MEDIA)</title><description>O programa europeu &lt;a href="http://ec.europa.eu/culture/media/programme/producer/develop/interactive/ind%20ex_en.htm" target="_blank"&gt;MEDIA&lt;/a&gt; está a oferecer financiamento para desenvolvimento de projectos interativos, até um valor de 150 mil euros ou 50% do orçamento de desenvolvimento. O financiamento é dirigido a empresas independentes europeias que tenham produzido e comercializado pelo menos um projecto interactivo nos últimos dois anos. O deadline é 13 de Abril de 2012.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://ec.europa.eu/culture/media/programme/producer/develop/interactive/index_en.htm" target="_blank"&gt;&lt;img border="0" height="73" src="http://2.bp.blogspot.com/-uxq_vzbWu9M/TxHSNVpwO_I/AAAAAAAAFyA/f5Ux1AsyWn8/s400/media.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;blockquote&gt;
&lt;span style="color: #0b5394;"&gt;&lt;b&gt;Who is this funding for?&lt;/b&gt;&lt;/span&gt;&amp;nbsp;&amp;nbsp;&lt;/blockquote&gt;
&lt;blockquote&gt;
&lt;span style="color: #0b5394;"&gt;Grants of this type are aimed at independent European companies whose main object and activity is audiovisual production and/or the production of interactive works, games development (or similar) from countries participating in the MEDIA 2007 Programme. Companies submitting an application must have completed a previous eligible interactive work and prove that the work has been commercially distributed during the two calendar years preceding the date of submission (01 January 2009) and the date of submission of their application.&lt;/span&gt;&amp;nbsp;&lt;/blockquote&gt;
&lt;blockquote&gt;
&lt;span style="color: #0b5394;"&gt;&lt;b&gt;Which types of production are eligible?&lt;/b&gt;&lt;/span&gt;&amp;nbsp;&lt;/blockquote&gt;
&lt;blockquote&gt;
&lt;span style="color: #0b5394;"&gt;The scheme for Interactive Works aims to encourage greater multiplatform creation and collaboration between the audiovisual sector and developers of games and interactive content. It seeks to promote digital content presenting substantial interactivity, originality, creativity and innovation against existing works with European commercial potential. It focuses on supporting those interactive works that are specifically developed to complement an audiovisual work (animation, creative documentary or a drama).&lt;br /&gt;What is eligible is the concept development (up to a first playable application) of digital interactive content complementing an audiovisual project (drama, creative documentary or animation) specifically developed for at least one of the following platforms:&lt;/span&gt;&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;&lt;span style="color: #0b5394;"&gt;Internet&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;span style="color: #0b5394;"&gt;PC&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;span style="color: #0b5394;"&gt;Console&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;span style="color: #0b5394;"&gt;Handheld device&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;span style="color: #0b5394;"&gt;Interactive television&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span style="color: #0b5394;"&gt;This digital content must present:&lt;br /&gt;- substantial interactivity with a narrative component&lt;br /&gt;- originality, creativity and innovation against existing works&lt;br /&gt;- European commercial potential&lt;/span&gt;&amp;nbsp;&lt;/blockquote&gt;
&lt;blockquote&gt;
&lt;span style="color: #0b5394;"&gt;Your company must hold the copyright (at least to the concept).&lt;/span&gt;&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-8662034365875572080?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rBDPicvkSWM:4XmvopK0-_Y:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rBDPicvkSWM:4XmvopK0-_Y:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rBDPicvkSWM:4XmvopK0-_Y:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=rBDPicvkSWM:4XmvopK0-_Y:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rBDPicvkSWM:4XmvopK0-_Y:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rBDPicvkSWM:4XmvopK0-_Y:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=rBDPicvkSWM:4XmvopK0-_Y:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rBDPicvkSWM:4XmvopK0-_Y:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/rBDPicvkSWM" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/rBDPicvkSWM/financiamento-para-projectos.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-uxq_vzbWu9M/TxHSNVpwO_I/AAAAAAAAFyA/f5Ux1AsyWn8/s72-c/media.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/financiamento-para-projectos.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-7072318854092493648</guid><pubDate>Fri, 13 Jan 2012 17:47:00 +0000</pubDate><atom:updated>2012-01-13T18:14:04.181Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">videojogos</category><category domain="http://www.blogger.com/atom/ns#">indie</category><category domain="http://www.blogger.com/atom/ns#">análise</category><title>Asleep Walking, tanto design para um botão apenas</title><description>A simplicidade/complexidade dos jogos &lt;i&gt;one-button&lt;/i&gt; é muito interessante, porque se por um lado o design passa por manter a interacção entre o jogo e o jogador a&amp;nbsp;níveis&amp;nbsp;muito baixos, apenas um botão pode ser utilizado, por outro para que o jogo tenha capacidade para engajar e recompensar o jogador torna-se mais complexo porque não pode dispor da variedade de interacções mais usuais para exercer atracção sobre o jogador.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-NNFlS3aNvV4/TxBr3MZ3GXI/AAAAAAAAFxY/ce-l-GP_EBM/s1600/000.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="163" src="http://3.bp.blogspot.com/-NNFlS3aNvV4/TxBr3MZ3GXI/AAAAAAAAFxY/ce-l-GP_EBM/s400/000.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-Y-yJCtYwOLc/TxBr3sTThUI/AAAAAAAAFxg/93lJEhF11gY/s1600/001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="163" src="http://3.bp.blogspot.com/-Y-yJCtYwOLc/TxBr3sTThUI/AAAAAAAAFxg/93lJEhF11gY/s400/001.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
E isso é o que acontece aqui em&amp;nbsp;&lt;i&gt;&lt;a href="http://jayisgames.com/games/asleep-walking/" target="_blank"&gt;Asleep Walking&lt;/a&gt;&lt;/i&gt; (2011) desenvolvido por FarGD da Costa Rica. Impressiona, e é extremamente enriquecedor ver como é que o designer conseguiu desenhar todo um normal plataformas, mas no qual todas as acções decorrem da pressão de apenas um único botão. Eu diria que este jogo é uma espécie de tentativa de levar ao extremo o minimalismo no game design.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-COcqzuLDSZE/TxBr_tGKyfI/AAAAAAAAFx4/TgCliHUwu5g/s1600/004.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="165" src="http://3.bp.blogspot.com/-COcqzuLDSZE/TxBr_tGKyfI/AAAAAAAAFx4/TgCliHUwu5g/s400/004.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Sobre este jogo é preciso ainda dizer que o designer utilizou um&amp;nbsp;artifício&amp;nbsp;inteligente que passa por dividir cada um dos ecrãs, que demora cerca de um a minuto a ultrapassar, num nível. Ao fim de cada ecrã, aparece-nos a mensagem acima, que nos dá um reforço psicológico total, "Nível Completo", e com este reforço só podemos desejar continuar a jogar. Aliás dizer que FarGD seguiu aqui uma das ideias deixadas por Chip e Dan Heath no seu livro&amp;nbsp;&lt;i&gt;&lt;a href="http://virtual-illusion.blogspot.com/2012/01/switch-how-to-change-things-when-change.html" target="_blank"&gt;Switch: How to change things when change is hard&lt;/a&gt;&lt;/i&gt; (2010) em relação à forma como podemos Motivar as Emoções das pessoas. O que estes nos dizem é que devemos dividir as actividades em passos pequenos, e sobre esses exercer um constante reforço, para que as emoções estejam sempre dispostas a investir mais, e mais.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-lrdL9nI9e9Q/TxBr9ksJ4nI/AAAAAAAAFxo/yel4YWHIn8s/s1600/002.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="163" src="http://1.bp.blogspot.com/-lrdL9nI9e9Q/TxBr9ksJ4nI/AAAAAAAAFxo/yel4YWHIn8s/s400/002.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;a href="http://1.bp.blogspot.com/-dbAcOcn_x4Q/TxBr-JjF07I/AAAAAAAAFxw/IG5VXQDjZsY/s1600/003.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="161" src="http://1.bp.blogspot.com/-dbAcOcn_x4Q/TxBr-JjF07I/AAAAAAAAFxw/IG5VXQDjZsY/s400/003.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;a href="http://jayisgames.com/games/asleep-walking/" target="_blank"&gt;&lt;b&gt;Jogar o jogo&lt;/b&gt;&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-7072318854092493648?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rlkDsKzwpfA:qshxLWhAMlo:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rlkDsKzwpfA:qshxLWhAMlo:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rlkDsKzwpfA:qshxLWhAMlo:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=rlkDsKzwpfA:qshxLWhAMlo:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rlkDsKzwpfA:qshxLWhAMlo:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rlkDsKzwpfA:qshxLWhAMlo:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=rlkDsKzwpfA:qshxLWhAMlo:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=rlkDsKzwpfA:qshxLWhAMlo:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/rlkDsKzwpfA" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/rlkDsKzwpfA/asleep-walking-tanto-design-para-um.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-NNFlS3aNvV4/TxBr3MZ3GXI/AAAAAAAAFxY/ce-l-GP_EBM/s72-c/000.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/asleep-walking-tanto-design-para-um.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-565014877696187117</guid><pubDate>Fri, 13 Jan 2012 12:20:00 +0000</pubDate><atom:updated>2012-01-13T12:27:52.493Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">investigação</category><category domain="http://www.blogger.com/atom/ns#">engagebook</category><category domain="http://www.blogger.com/atom/ns#">interactividade</category><category domain="http://www.blogger.com/atom/ns#">livros</category><title>Back in Time (2011), uma excelente App portuguesa</title><description>É uma notícia excelente, para nós que nos preparamos para dar início a um projeto científico de estudo dos novos modelos de livro em interfaces de toque. Saber que em Portugal foi desenvolvida uma aplicação/livro para iPad, pela &lt;a href="http://www.landka.com/" target="_blank"&gt;Landka&lt;/a&gt;, que está a funcionar muito bem junto do público internacional com vários 1º lugares de tabelas de vendas e muitas críticas online [&lt;a href="http://ipadmodo.com/17551/back-in-time-review-for-ipad/" target="_blank"&gt;iPad Modo&lt;/a&gt;,&amp;nbsp;&lt;a href="http://ipadinsight.com/cool-things/cool-things-new-back-in-time-ipad-app" target="_blank"&gt;iPad Insight&lt;/a&gt;, &lt;a href="http://feker.ie/2011/10/06/does-the-back-in-time-ipad-app-give-a-glimpse-of-the-future" target="_blank"&gt;Feker&lt;/a&gt;, &amp;nbsp;&lt;a href="http://www.smartappsforkids.com/2011/12/back-in-time.html" target="_blank"&gt;Smart Apps for Kids&lt;/a&gt;;, &lt;a href="http://www.mymac.com/2011/11/back-in-time-ipad-app-review" target="_blank"&gt;MyMac&lt;/a&gt;, &lt;a href="http://www.padgadget.com/ipad-app-details/450345693/100/2/4" target="_blank"&gt;PadGadget&lt;/a&gt;, &lt;a href="http://touchreviews.net/back-in-time-review-coffee-table-book-ipad/" target="_blank"&gt;Touch Reviews&lt;/a&gt;].&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-aTJFIVCcZLY/TxAfSQPDsfI/AAAAAAAAFw4/H4FRyMzbJT0/s1600/001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="265" src="http://3.bp.blogspot.com/-aTJFIVCcZLY/TxAfSQPDsfI/AAAAAAAAFw4/H4FRyMzbJT0/s400/001.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;i&gt;&lt;a href="http://www.landka.com/backintime/index.html" target="_blank"&gt;Back in Time&lt;/a&gt;&lt;/i&gt; (2011) foi lançado em Setembro para o iPad, e em Dezembro para o iPhone.&amp;nbsp;O livro é fundamentalmente um enciclopédia sobre o Universo, e daí que o tempo de criação da mesma tenha demorado cerca de um ano a desenvolver. O livro vem carregado com mais de 300 imagens, 60 vídeos, e 40 timelines ilustradas. A música é do Rodrigo Leão e a App está já em Inglês, Espanhol, Francês, Alemão, Chinês e claro Português. Um ano para tudo isto é muito pouco, mas para o universo de apps para estes formatos é imenso. É difícil investir tanto dinheiro numa aplicação, sem qualquer garantia de retorno, e para um universo tão difícil de prever como são as apps no iPad.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-3RkvrRVo4K4/TxAfcB9lyAI/AAAAAAAAFxA/XEVjh9cMusg/s1600/greentree-backintime2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="298" src="http://3.bp.blogspot.com/-3RkvrRVo4K4/TxAfcB9lyAI/AAAAAAAAFxA/XEVjh9cMusg/s400/greentree-backintime2.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;blockquote class="tr_bq"&gt;
&lt;i&gt;&lt;span style="color: #0b5394;"&gt;Um relógio imaginário irá guiá-lo ao longo desta descoberta, através de uma analogia simples: o Universo começou há 24 horas.&lt;br /&gt;O Big Bang, fonte do tempo e espaço, é o primeiro evento na nossa viagem – o relógio marca 0:00 horas. Hoje, 13,7 mil milhões de anos depois, o relógio marca meia-noite. Pelo meio, uma sequência de acontecimentos-chave que nos trouxeram aos dias de hoje. Explore-os, coloque-os em perspectiva, veja como estão relacionados, compreenda as consequências e pergunte-se “E se?”…&amp;nbsp;&lt;/span&gt;&lt;/i&gt;&lt;/blockquote&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-2qw6yzkQSIk/TxAfxTSZfOI/AAAAAAAAFxQ/cWrdfHfGeOA/s1600/5_464.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="298" src="http://2.bp.blogspot.com/-2qw6yzkQSIk/TxAfxTSZfOI/AAAAAAAAFxQ/cWrdfHfGeOA/s400/5_464.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Em termos de design de interação, o que é para mim mais relevante é a metáfora que eles criaram para aceder aos conteúdos e que passa por um simples relógio com 24 horas, que condensa toda a história até ao Big Bang. Isto permite a qualquer interator ganhar uma noção muito completa do que tem nas mãos. São 24 horas, que nos levam através de toda a nossa existência, não são livros e livros, cds e cds, páginas e páginas, links e links. A partir de uma interface simplicíssima é visualizado, nas 24 horas, todo o tempo do Universo, e isso é o grande atractivo de Back In Time.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-EEBTNJ2xcYI/TxAfpk8Fb4I/AAAAAAAAFxI/AddqJiZYjK0/s1600/4_464.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="298" src="http://3.bp.blogspot.com/-EEBTNJ2xcYI/TxAfpk8Fb4I/AAAAAAAAFxI/AddqJiZYjK0/s400/4_464.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Tenho poucas dúvidas de que foi esta a razão pela qual Back in Time foi eleita &lt;a href="http://gizmodo.com/5847074/back-in-time-for-ipad-see-the-history-of-the-universe-in-24-hours" target="_blank"&gt;App of the Day no Gizmodo&lt;/a&gt; quando saiu, e tenha agora aparecido no &lt;a href="http://www.nytimes.com/2012/01/05/technology/personaltech/amid-an-avalanche-of-ipad-apps-the-best-of-2011-app-smart.html?_r=1" target="_blank"&gt;TOP 10 de Bob Tedeschi no NY Times&lt;/a&gt;. E que tenha chegado ao primeiro lugar da tabela iPad nos EUA, UK, França, Espanha, China entre muitos outros países. E é preciso ter em atenção que não é um jogo de 0.99 dólares, mas uma aplicação que custa 7.99 dólares.&lt;br /&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/av8UomqeUHo" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/av8UomqeUHo/back-in-time-2011-uma-excelente-app.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-aTJFIVCcZLY/TxAfSQPDsfI/AAAAAAAAFw4/H4FRyMzbJT0/s72-c/001.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/back-in-time-2011-uma-excelente-app.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-1244991539874606117</guid><pubDate>Fri, 13 Jan 2012 00:05:00 +0000</pubDate><atom:updated>2012-01-13T00:41:09.070Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">livros</category><category domain="http://www.blogger.com/atom/ns#">análise</category><title>Switch: How to change things when change is hard (2010)</title><description>O livro de Chip e Dan Heath,&lt;i&gt; &lt;a href="http://www.amazon.co.uk/gp/product/1847940323/ref=as_li_ss_tl?ie=UTF8&amp;amp;tag=virtuillus-21&amp;amp;linkCode=as2&amp;amp;camp=1634&amp;amp;creative=19450&amp;amp;creativeASIN=1847940323"&gt;Switch: How to change things when change is hard&lt;/a&gt;&lt;/i&gt;&amp;nbsp;(2010) é de leitura fácil e grande fluidez, prende bem o leitor através da apresentação de estudos de psicologia que suportam as suas ideias e ainda pela progressão na apresentação do seu quadro de trabalho. Mas antes de apresentar o coração da argumentação, devemos perceber que o livro trata de uma forma geral os aspectos da mudança do comportamento humano.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-hrxmgzApEos/Tw9Z3ujSCNI/AAAAAAAAFwg/GV5i7jDwdiQ/s1600/scaled.switch-heath.jpg" imageanchor="1"&gt;&lt;img border="0" height="400" src="http://3.bp.blogspot.com/-hrxmgzApEos/Tw9Z3ujSCNI/AAAAAAAAFwg/GV5i7jDwdiQ/s320/scaled.switch-heath.jpg" width="273" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Nesse sentido Chip &amp;amp; Dan Heath dizem que a mudança tem sido apresentada quase sempre como muito difícil, algo a que as pessoas têm muita tendência a resistir, ou de que as grandes mudanças exigem grandes ações. Mas para estes autores nenhuma destas ideias corresponde propriamente à verdade. E uma das razões que estes apresentam para tal é simplesmente o facto de despendermos demasiada energia a controlar os nossos impulsos. O facto de estarmos sempre a monitorizar tudo, drena tanta energia que a que sobra se torna insuficiente para perspectivar a mudança. Aliás neste mesmo sentido, e aplicado em concreto aos processos de tomada de decisão, é a discussão que vem sendo levada a cabo sobre a Fadiga da Decisão, e que pode ser lido num &lt;a href="http://www.nytimes.com/2011/08/21/magazine/do-you-suffer-from-decision-fatigue.html" target="_blank"&gt;artigo extenso do NYT&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
Posto isto os Heath entram na discussão sobre o que está em causa na mudança em termos psicológicos. E é aqui que vão utilizar uma magnífica metáfora desenvolvida por Jonathon Haidt no seu livro &lt;i&gt;&lt;a href="http://www.amazon.co.uk/gp/product/0099478897/ref=as_li_ss_tl?ie=UTF8&amp;amp;tag=virtuillus-21&amp;amp;linkCode=as2&amp;amp;camp=1634&amp;amp;creative=19450&amp;amp;creativeASIN=0099478897"&gt;The Happiness Hypothesis&lt;/a&gt;&amp;nbsp;&lt;/i&gt;(2005), para estabelecer o quadro de trabalho central a todo o livro:&lt;br /&gt;
&lt;blockquote class="tr_bq"&gt;
&lt;i&gt;&lt;span style="color: #0b5394;"&gt;“Haidt says that our emotional side is the Elephant and our rational side is the Rider. &amp;nbsp;Perched atop the Elephant, the Rider holds the reins and seems to be the leader. &amp;nbsp;But the Rider’s control is precarious because the Rider is so small relative to the Elephant. &amp;nbsp;Anytime the six-ton Elephant and the Rider disagree about which direction to go, the Rider is going to lose. He’s completely overmatched.&lt;/span&gt;&lt;/i&gt;&lt;/blockquote&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-GumGfZOz7hA/Tw9Z-AsDzvI/AAAAAAAAFwo/iSrGgn7caIY/s1600/elephant_with_rider.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-GumGfZOz7hA/Tw9Z-AsDzvI/AAAAAAAAFwo/iSrGgn7caIY/s320/elephant_with_rider.png" width="302" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;blockquote class="tr_bq"&gt;
&lt;i&gt;&lt;span style="color: #0b5394;"&gt;Most of us are all too familiar with situations in which our Elephant overpowers our Rider. &amp;nbsp;You’ve experienced this if you’ve ever slept in, overeaten, dialed up your ex at midnight, procrastinated, tried to quit smoking and failed, skipped the gym, gotten angry and said something you regretted, abandoned your Spanish or piano lessons, refused to speak up in a meeting because you were scared, and so on”&lt;/span&gt;&lt;/i&gt;&lt;/blockquote&gt;
Recordando algumas destas situações, é facil percebermos como as constantes ações para produzir mudança drenam ferozmente a nossa capacidade cognitiva (Condutor) de controlo das emoções (Elefante). O controlo que o condutor tem sobre o elefante é bastante limitado, e exigente, por isso é preciso encontrar a melhor forma de o levar a fazer o que é bom para ambos, tanto o Condutor como o Elefante. Nesse sentido os irmãos Heath introduzem um terceiro elemento na equação da mudança, que é o Caminho para chegar à mudança, ou seja o ambiente em que mudança terá de ocorrer. Com o terceiro elemento introduzido, abre-se o mantra do livro para a resolução da mudança: &lt;b style="text-align: center;"&gt;&lt;i&gt;&lt;span style="color: #0b5394;"&gt;"Direct the Rider, Motivate the Elephant, and Shape the Path"&lt;/span&gt;&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-4zWNDoahHLU/Tw9ZqMfx-GI/AAAAAAAAFwY/Nim24CFTMXU/s1600/Switch+Framework.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="293" src="http://4.bp.blogspot.com/-4zWNDoahHLU/Tw9ZqMfx-GI/AAAAAAAAFwY/Nim24CFTMXU/s400/Switch+Framework.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Ou seja os autores acreditam que a resposta à mudança acontece numa configuração tripartida, que passa por &lt;b&gt;&lt;i&gt;Dirigir o Condutor (Cognição), Motivar o Elefante (Emoção), e Moldar o Caminho (Ambiente)&lt;/i&gt;&lt;/b&gt;. Isto é aquilo que poderão ganhar com a leitura do livro, e que deixo a seguir apenas algumas ideias, as que me pareceram mais reveladoras.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;1. Dirigir o Condutor&lt;/b&gt;&lt;br /&gt;
A nossa atitude natural é acreditar que a razão consegue levar a emoção, contra a sua vontade, a fazer aquilo que é o mais correto. E a verdade é que podemos até conseguir em parte, mas por pouco tempo. Como vimos acima a nossa capacidade de controlo é limitada e rapidamente se irá exaurir deitando por terra as mudanças conseguidas (ex. dietas, deixar de fumar, etc). Nesse sentido a sugestão mais interessante dos autores para mim, é sem dúvida o oposto daquilo que normalmente fazemos, quando refletimos sobre as nossas acções passadas. E que passa por encontrar os chamados Bright Spots.&lt;br /&gt;
Ou seja normalmente quando analisamos o passado, temos tendência a concentrar-nos no que fizemos mal, para perceber como podemos melhorar. Somos capazes de passar horas moer em cima de algo que correu mal, mas quando as coisas correm bem, simplesmente correram e deixamos para trás.&lt;br /&gt;
Ora o que nos dizem os autores, é que devemos fazer exatamente o contrário, dando o exemplo da criança que chega a casa com a caderneta das notas. O que é importante não é perceber o que se passou com a nota negativa, mas antes perceber melhor porque se teve uma nota máxima. Ou seja procurar perceber o que está a funcionar bem, e perceber como se consegue mais dessa componente.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-pVuKdbLhffM/Tw9an2wb6aI/AAAAAAAAFww/DwYKU4BTSIQ/s1600/5251527126_a0e890e6ed.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" src="http://4.bp.blogspot.com/-pVuKdbLhffM/Tw9an2wb6aI/AAAAAAAAFww/DwYKU4BTSIQ/s400/5251527126_a0e890e6ed.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;2. Motivar o Elefante&lt;/b&gt;&lt;br /&gt;
O elefante é normalmente visto como o problema, mas se o conseguirmos manobrar em favor do que nos interessa, ele será uma força tremenda no processo de mudança. Para tal os autores sugerem que mudemos a abordagem, em vez de analisar-pensar-mudar (ou seja atacar a Conductor), precisamos é de ver-sentir-mudar. O cerne da mudança está na Emoção.&lt;br /&gt;
Deste modo precisamos de pensar como motivar o elefante, dar-lhe confiança, e mante-lo em movimento. Assim as questões centrais passam por esquecer factos e números, este só servem ao condutor. Precisamos de histórias e anedotas viscerais, de experiências directas da mudança, ou de imagens. Precisamos de o convencer a começar a mexer, através de pequenos passinhos, se pedirmos demasiado de uma vez só, o mais certo nem sequer se mover. Precisamos de criar expectativa para o erro e falha, para que esta não tenha um impacto de tal forma forte que leve a parar todo o processo. A última parte passa pela identidade e pressão de grupo social.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;3. Moldar o Caminho&lt;/b&gt;&lt;br /&gt;
A componente do ambiente é atribuída a vários estudos que demonstram a nossa clara tendência para atribuir as culpas da não mudança ao individuo, ao que ele é intrinsecamente, esquecendo a situação em que ele está. E o que acontece é que por vezes mudando pequenos elementos da situação é possível alterar por completo o cenário da mudança. Aqui aquilo que os autores dizem, não é tão surpreendente, mas nunca é demais repetir aqueles que me parecem os dois factores principais: criar rotinas, e celebrar os pequenos passos. No fundo dois dos fatores principais seguindos em associações como as dos alcoólicos anónimos, em que são criadas rotinas muito claras, com objectivos muito bem identificados. E em que cada passo conseguido é celebrado em grupo, ganhando força positiva do da pressão social.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div style="text-align: center;"&gt;
&lt;b&gt;&lt;i&gt;&lt;span style="color: #0b5394;"&gt;Direct the Rider, Motivate the Elephant, and Shape the Path&lt;/span&gt;&lt;/i&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div&gt;
&lt;b&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/b&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-1244991539874606117?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=I7ktuD2jggA:vuq9c-za7VM:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=I7ktuD2jggA:vuq9c-za7VM:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=I7ktuD2jggA:vuq9c-za7VM:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=I7ktuD2jggA:vuq9c-za7VM:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=I7ktuD2jggA:vuq9c-za7VM:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=I7ktuD2jggA:vuq9c-za7VM:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=I7ktuD2jggA:vuq9c-za7VM:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=I7ktuD2jggA:vuq9c-za7VM:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/I7ktuD2jggA" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/I7ktuD2jggA/switch-how-to-change-things-when-change.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-hrxmgzApEos/Tw9Z3ujSCNI/AAAAAAAAFwg/GV5i7jDwdiQ/s72-c/scaled.switch-heath.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/switch-how-to-change-things-when-change.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-4504634431681970812</guid><pubDate>Thu, 12 Jan 2012 18:18:00 +0000</pubDate><atom:updated>2012-01-12T18:21:19.948Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">videojogos</category><category domain="http://www.blogger.com/atom/ns#">indie</category><category domain="http://www.blogger.com/atom/ns#">análise</category><title>Rew, jogar em reverse storytelling</title><description>Adorei jogar &lt;i&gt;&lt;a href="http://www.blogger.com/"&gt;&lt;span id="goog_1948522402"&gt;&lt;/span&gt;Rew&lt;span id="goog_1948522403"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/i&gt; (2011) da BeGamer, porque faz uso da técnica de narrativa reversa, ou seja em que a história é contada a andar para trás no tempo. E o interessante é que mesmo sendo um jogo, consegue-nos prender totalmente ao desenrolar da história.&amp;nbsp;Claramente que estamos perante um&amp;nbsp;artifício&amp;nbsp;narrativo, que não pode ser utilizado em demasia, mas não deixa de ser interessante perceber como o nosso cérebro, ávido por padrões, não descansa enquanto não consegue descortinar o que se está a passar no enredo.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-vPsg6p9b0pE/Tw8hxJt7tKI/AAAAAAAAFwI/g23f1F2-iY0/s1600/002.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="296" src="http://3.bp.blogspot.com/-vPsg6p9b0pE/Tw8hxJt7tKI/AAAAAAAAFwI/g23f1F2-iY0/s400/002.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Em termos de gameplay é básico, socorre-se do point-and-click, com puzzles tão simples que chegam a ser insuficientes para gerar qualquer retorno pelo esforço cognitivo. Daí que o interesse gerado pelo jogo se concentre quase totalmente sobre a questão narrativa e muito pouco sobre a questão de jogo.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-gn-0SAaKnXY/Tw8h4CiRghI/AAAAAAAAFwQ/kQXaphCpN7Q/s1600/001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" src="http://2.bp.blogspot.com/-gn-0SAaKnXY/Tw8h4CiRghI/AAAAAAAAFwQ/kQXaphCpN7Q/s400/001.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Por outro lado a arte é também muito boa, tanto visual como sonora, gerando uma excelente atmosfera de mistério, que nos empurra para o género detectivesco de tentativa de desvendar o crime. São apenas cinco minutos, mas que geram uma&amp;nbsp;belíssima&amp;nbsp;experiência. &lt;a href="http://jayisgames.com/games/rew/" target="_blank"&gt;Jogar REW&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-4504634431681970812?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=U4w5h2Uel1c:0jJIngARiWE:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=U4w5h2Uel1c:0jJIngARiWE:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=U4w5h2Uel1c:0jJIngARiWE:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=U4w5h2Uel1c:0jJIngARiWE:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=U4w5h2Uel1c:0jJIngARiWE:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=U4w5h2Uel1c:0jJIngARiWE:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=U4w5h2Uel1c:0jJIngARiWE:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=U4w5h2Uel1c:0jJIngARiWE:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/U4w5h2Uel1c" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/U4w5h2Uel1c/rew-jogar-em-reverse-storytelling.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-vPsg6p9b0pE/Tw8hxJt7tKI/AAAAAAAAFwI/g23f1F2-iY0/s72-c/002.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/rew-jogar-em-reverse-storytelling.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-4556747928873186151</guid><pubDate>Mon, 09 Jan 2012 17:15:00 +0000</pubDate><atom:updated>2012-01-09T17:31:30.223Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">best of</category><title>Melhor 2011: mais vistos no VI</title><description>Este é o último post com listagens de 2011. As ferramentas de análise das visitas do Blogger melhoraram bastante e por isso este ano resolvi listar os artigos mais visitados. Da lista abaixo que transcrevo, a leitura que faço é que o blog atinge os objectivos, ou seja é abrangente na temática e no público. A abrangência tem muito que ver com a diversidade, consequência da multidisciplinaridade do trabalho de investigação que procuro fazer.&amp;nbsp;Neste sentido podemos ver que os textos mais vistos no blog estão em sintonia com a ideia de cruzamento entre ciência, arte e tecnologia.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-DIh1IREQZt0/TwWhmldV9zI/AAAAAAAAFog/F9gqNXuvDVw/s1600/vi.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="116" src="http://3.bp.blogspot.com/-DIh1IREQZt0/TwWhmldV9zI/AAAAAAAAFog/F9gqNXuvDVw/s400/vi.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Mas o mais importante de tudo isto é agradecer a todos os que vêm visitando este espaço e têm contribuído para um aumento significativo das visitas neste último ano. Não se fazem textos para um blog apenas para ter mais visitas, mas como diz David Gauntlett, o que motiva alguém a criar é o simples facto de sentir que está a comunicar, a partilhar algo com outra pessoa, "&lt;i&gt;&lt;a href="http://www.makingisconnecting.org/" target="_blank"&gt;making is connecting&lt;/a&gt;"&lt;/i&gt;.&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-ZLV3GqaJicI/TwWmiXx9FgI/AAAAAAAAFos/SFGx9wK-uRM/s1600/EDP%252Blogo%252B2011.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="252" src="http://2.bp.blogspot.com/-ZLV3GqaJicI/TwWmiXx9FgI/AAAAAAAAFos/SFGx9wK-uRM/s320/EDP%252Blogo%252B2011.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;1. &lt;a href="http://virtual-illusion.blogspot.com/2011/07/uma-nova-imagem-edp.html" target="_blank"&gt;Uma Nova Imagem EDP&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
Sem dúvida o texto mais visto no blog, acredito que motivado pelo buzz criado em volta das mudanças do logo, ou também pelo facto de este ter sido desenhado por um nome importante da área, ou ainda porque o nome da empresa não tem saído dos media nos últimos meses.&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-JXuBUKucXMs/TwWmlfzGr2I/AAAAAAAAFo4/dg8FSuyIAh4/s1600/Cinderella.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="260" src="http://1.bp.blogspot.com/-JXuBUKucXMs/TwWmlfzGr2I/AAAAAAAAFo4/dg8FSuyIAh4/s400/Cinderella.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;2. &lt;a href="http://virtual-illusion.blogspot.com/2011/03/disney-dream-portrait-series-2007-2011.html" target="_blank"&gt;Disney Dream Portrait Series 2007-2011&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
Esta é uma colecção de postais da Disney que adoro, não foi fácil conseguir encontrar todos os que foram feitos até 2011, e talvez por isso as pessoas venham à procura de saber quantos existem.&lt;br /&gt;
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&lt;a href="http://4.bp.blogspot.com/-U5Avyxbb9_M/TwWmqgBtJsI/AAAAAAAAFpE/kqQuGI_em9s/s1600/img-igs_kingdom_rush_screen.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="342" src="http://4.bp.blogspot.com/-U5Avyxbb9_M/TwWmqgBtJsI/AAAAAAAAFpE/kqQuGI_em9s/s400/img-igs_kingdom_rush_screen.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;3. &lt;a href="http://virtual-illusion.blogspot.com/2011/09/kingdom-rush.html" target="_blank"&gt;Kingdom Rush (2011)&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
É um dos jogos indie do ano. Feito por apenas três pessoas no Uruguai, é um jogo grátis que nos presenteia com um excelente &lt;i&gt;gameplay&lt;/i&gt; em termos de ritmo e recompensa, assim como uma&amp;nbsp;belíssima&amp;nbsp;arte detalhada e alusiva ao tema. Quando acabamos o jogo ficamos com aquela sensação de vazio, e agora, que fazer, não tenho mais obstáculos para ultrapassar.&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-ieAdE6-8qwQ/TwWm0GB_WaI/AAAAAAAAFpc/TVgRLV2eSc0/s1600/Educac%25CC%25A7a%25CC%2583o+na+OCDE+2010.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="361" src="http://2.bp.blogspot.com/-ieAdE6-8qwQ/TwWm0GB_WaI/AAAAAAAAFpc/TVgRLV2eSc0/s400/Educac%25CC%25A7a%25CC%2583o+na+OCDE+2010.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;4. &lt;a href="http://virtual-illusion.blogspot.com/2011/11/educacao-em-portugal-e-na-europa.html" target="_blank"&gt;A Educação em Portugal e na Europa&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
Fiz este texto um pouco incomodado pelas várias declarações que o Ministro da Educação do momento foi fazendo ao longo de 2011. Mas também porque tendo sido o primeiro ano da minha filha na primária, tive oportunidade de verificar a enorme falta de recursos que assola o sistema do ensino público. Fiquei admirado com a quantidade de pessoas que acederam ao texto.&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-cYKN6oA1QtQ/TwWm3S2giiI/AAAAAAAAFpo/zWoNITxJoxk/s1600/001.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="115" src="http://3.bp.blogspot.com/-cYKN6oA1QtQ/TwWm3S2giiI/AAAAAAAAFpo/zWoNITxJoxk/s400/001.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;5. &lt;a href="http://virtual-illusion.blogspot.com/2011/11/mitos-dos-custos-da-educacao-em.html" target="_blank"&gt;Mitos dos Custos da Educação em Portugal&lt;/a&gt;&lt;/b&gt;
&lt;br /&gt;
Este texto vem no seguimento do anterior (4), é mais focado, andei à procura de dados no site da OCDE para desmontar algumas das ideias que pairam nos nosso media a propósito de Educação.&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-mboVjx2FCi8/TwWnpPH5keI/AAAAAAAAFrg/5Tzc0ChdJiE/s1600/under_siege.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="197" src="http://1.bp.blogspot.com/-mboVjx2FCi8/TwWnpPH5keI/AAAAAAAAFrg/5Tzc0ChdJiE/s400/under_siege.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-aXY3CYC4Fno/TwWmuwyS_OI/AAAAAAAAFpQ/CEknX6qQhec/s1600/permio.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="117" src="http://4.bp.blogspot.com/-aXY3CYC4Fno/TwWmuwyS_OI/AAAAAAAAFpQ/CEknX6qQhec/s400/permio.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;6. &lt;a href="http://virtual-illusion.blogspot.com/2011/01/premio-zon-2010-reconhecida-arte-dos.html" target="_blank"&gt;Premio ZON 2010 - Reconhecida a Arte dos Videojogos&lt;/a&gt;&lt;/b&gt;
&lt;br /&gt;
Este foi um texto de resumo da entrega dos Prémios Zon do ano que passou e no qual o grande premiado foi o videojogo &lt;i&gt;Under Siege&lt;/i&gt; (2011).&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-MniRPkWD4JI/TwWm7BHOeLI/AAAAAAAAFp0/qsS_-j-zFg4/s1600/sapo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://4.bp.blogspot.com/-MniRPkWD4JI/TwWm7BHOeLI/AAAAAAAAFp0/qsS_-j-zFg4/s400/sapo.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;7. &lt;a href="http://virtual-illusion.blogspot.com/2010/03/artistas-portugueses-de-animacao.html" target="_blank"&gt;Artistas Portugueses de Animação Digital e Efeitos Visuais&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
O objectivo deste texto passou por tentar identificar, listar e linkar os artistas de animação digital e VFX nacionais. Acabou por se transformar numa lista que tem quase tantos portugueses a trabalhar lá fora, como os que trabalham em Portugal. Mas mais importante do que isso, é que nesta lista existe muito talento.&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/--rY0p6PQ_D8/TwWm_Tu9mUI/AAAAAAAAFqA/xCsy8ljQuXg/s1600/montalegre.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="281" src="http://3.bp.blogspot.com/--rY0p6PQ_D8/TwWm_Tu9mUI/AAAAAAAAFqA/xCsy8ljQuXg/s400/montalegre.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;8. &lt;a href="http://virtual-illusion.blogspot.com/2011/05/video-mapping-em-montalegre.html" target="_blank"&gt;Video-mapping em Montalegre&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
Este texto&amp;nbsp;reflecte&amp;nbsp;uma análise de um projecto de video-mapping&amp;nbsp;e suas tecnologias,&amp;nbsp;realizado pelo Sérgio Soares Ferreira.&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-L3mx5kZSbJQ/TwWnEHLuDpI/AAAAAAAAFqM/GdnWEV5qzFM/s1600/toy-story-3-560x314.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="223" src="http://3.bp.blogspot.com/-L3mx5kZSbJQ/TwWnEHLuDpI/AAAAAAAAFqM/GdnWEV5qzFM/s400/toy-story-3-560x314.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;9. &lt;a href="http://xn--3-d%2C%20um%20desastre%20esttico-23c/" target="_blank"&gt;3-D, um desastre estético&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
Um texto escrito depois de ter sido obrigado a ver o &lt;i&gt;Toy Story 3&lt;/i&gt; em 3-D. Pelo que procurei, em Portugal não foi&amp;nbsp;possível&amp;nbsp;ver nenhuma versão sem ser 3-D. Não gostei, por várias razões que nomeio ao longo do texto sobre os problemas da projecção 3-D. Um tema que ainda aflorei em mais alguns textos.&lt;br /&gt;
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&lt;a href="http://3.bp.blogspot.com/-BUghb3Y-Xgg/TwWnOv0PkUI/AAAAAAAAFqY/Uw4VNHKJYUc/s1600/starry2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="206" src="http://3.bp.blogspot.com/-BUghb3Y-Xgg/TwWnOv0PkUI/AAAAAAAAFqY/Uw4VNHKJYUc/s400/starry2.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;10. &lt;a href="http://virtual-illusion.blogspot.com/2011/02/google-art-project-ferramentas-para.html" target="_blank"&gt;Google Art Project: ferramentas para estudar Arte&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
Este texto&amp;nbsp;reflecte&amp;nbsp;o aparecimento desta nova plataforma da Google, e fala sobre o potencial aplicacional do mesmo.&lt;br /&gt;
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&lt;a href="http://3.bp.blogspot.com/-XDlfLGNKScg/TwWnSsFbM1I/AAAAAAAAFqk/nCw205gg_wE/s1600/5435543s2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://3.bp.blogspot.com/-XDlfLGNKScg/TwWnSsFbM1I/AAAAAAAAFqk/nCw205gg_wE/s400/5435543s2.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;11. &lt;a href="http://virtual-illusion.blogspot.com/2008/06/gta-iv-poder-de-representao.html" target="_blank"&gt;GTA IV, Poder de Representação&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
Desta lista este é o texto mais antigo, de 2008, aquando da saída de &lt;i&gt;GTA IV&lt;/i&gt;. Falo aqui essencialmente da forma como foi feito o tratamento da violência do jogo, inclusive por revistas online da especialidade.&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-S18xnEmQnGY/TwWnXMDHJ-I/AAAAAAAAFqw/r7NueHaUqoI/s1600/jogos.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="283" src="http://3.bp.blogspot.com/-S18xnEmQnGY/TwWnXMDHJ-I/AAAAAAAAFqw/r7NueHaUqoI/s400/jogos.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;12. &lt;a href="http://virtual-illusion.blogspot.com/2011/04/desenvolver-jogos-sucesso-portugal_15.html" target="_blank"&gt;Desenvolver Jogos de Sucesso em Portugal&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
Um texto que é um apontamento para os slides da conferência que realizei no Encontro Nacional de Estudantes de Informática. Os slides abrem ideias e caminhos&amp;nbsp;possíveis&amp;nbsp;para a indústria nacional de videojogos.&lt;br /&gt;
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&lt;a href="http://2.bp.blogspot.com/-vY4uh5CT9w8/TwWnbgUgG1I/AAAAAAAAFq8/fHvCqljT0fE/s1600/simon_schamas_the_power_of_art.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="400" src="http://2.bp.blogspot.com/-vY4uh5CT9w8/TwWnbgUgG1I/AAAAAAAAFq8/fHvCqljT0fE/s400/simon_schamas_the_power_of_art.gif" width="293" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;13. &lt;a href="http://virtual-illusion.blogspot.com/2010/09/poderoso-iluminador-formativo.html" target="_blank"&gt;Poderoso. Iluminador. Formativo.&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
Análise de uma da séries sobre arte, da BBC, mais bem conseguidas. Tanto a selecção das obras, como o trabalho documental realizado são soberbos.&lt;br /&gt;
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&lt;a href="http://4.bp.blogspot.com/-0lhM6iO3BgU/TwWnfCG-dWI/AAAAAAAAFrI/jrjozWqunpI/s1600/digitalBody_ipad_jmartinho.net_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="316" src="http://4.bp.blogspot.com/-0lhM6iO3BgU/TwWnfCG-dWI/AAAAAAAAFrI/jrjozWqunpI/s400/digitalBody_ipad_jmartinho.net_01.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;14. &lt;a href="http://virtual-illusion.blogspot.com/2011/03/digital-body-2011-para-ipad.html" target="_blank"&gt;Digital Body (2011) para iPad&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
Uma entrevista realizada ao artista digital João Martinho Moura a propósito do lançamento do seu portfólio em formato de livro digital para iPad.&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-b2xnStswCHw/TwWniW5NlCI/AAAAAAAAFrU/fnJQGaUBeaw/s1600/3-steve-jobs-guillermo-contreras.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="400" src="http://3.bp.blogspot.com/-b2xnStswCHw/TwWniW5NlCI/AAAAAAAAFrU/fnJQGaUBeaw/s400/3-steve-jobs-guillermo-contreras.jpg" width="310" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;b&gt;15. &lt;a href="http://virtual-illusion.blogspot.com/2011/10/steve-jobs-o-designer-de-interacao.html" target="_blank"&gt;Steve Jobs, o designer de interação&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;
Finalmente a minha homenagem a uma das pessoas mais influentes no mundo da tecnologia e da interacção humano-computador e que nos deixou em 2011.&lt;br /&gt;
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&lt;br /&gt;
Para fechar deixo apenas os links para todas as listagens relacionadas com melhor do ano que acabou,
&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://virtual-illusion.blogspot.com/2012/01/melhor-2011-cinema-top-10.html"&gt;Melhor 2011: Cinema Top 10&lt;/a&gt;
&lt;br /&gt;
&lt;a href="http://virtual-illusion.blogspot.com/2012/01/melhor-2011-artefactos-interactivos.html"&gt;Melhor 2011: Artefactos Interactivos Online&lt;/a&gt;
&lt;br /&gt;
&lt;a href="http://virtual-illusion.blogspot.com/2012/01/melhor-2011-video-online-33.html"&gt;Melhor 2011: Vídeo Online 3/3&lt;/a&gt;
&lt;br /&gt;
&lt;a href="http://virtual-illusion.blogspot.com/2012/01/melhor-2011-video-online-23.html"&gt;Melhor 2011: Vídeo Online 2/3&lt;/a&gt;
&lt;br /&gt;
&lt;a href="http://virtual-illusion.blogspot.com/2012/01/melhor-2011-video-online-13.html"&gt;Melhor 2011: Vídeo Online 1/3&lt;/a&gt;
&lt;br /&gt;
&lt;a href="http://virtual-illusion.blogspot.com/2011/12/melhor-2011-analise-e-top-dos-jogos.html"&gt;Melhor 2011: Jogos Indie Top 15&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-4556747928873186151?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=jK-xzX8UNTk:PEfEzMpIL34:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=jK-xzX8UNTk:PEfEzMpIL34:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=jK-xzX8UNTk:PEfEzMpIL34:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=jK-xzX8UNTk:PEfEzMpIL34:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=jK-xzX8UNTk:PEfEzMpIL34:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=jK-xzX8UNTk:PEfEzMpIL34:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=jK-xzX8UNTk:PEfEzMpIL34:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=jK-xzX8UNTk:PEfEzMpIL34:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/jK-xzX8UNTk" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/jK-xzX8UNTk/melhor-2011-mais-vistos-no-vi.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-DIh1IREQZt0/TwWhmldV9zI/AAAAAAAAFog/F9gqNXuvDVw/s72-c/vi.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/melhor-2011-mais-vistos-no-vi.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-5742400637974885982</guid><pubDate>Sun, 08 Jan 2012 21:58:00 +0000</pubDate><atom:updated>2012-01-08T22:46:45.905Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">curtas</category><category domain="http://www.blogger.com/atom/ns#">cinema</category><title>Remix - The Art of Disney</title><description>&lt;i&gt;Remix - The Art of Disney&lt;/i&gt; de Julian Alcacer não é mais um trabalho à volta das misturas e remisturas internas do universo Disney, mas antes uma antologia dos vários momentos chave da narrativa Disney, e que fazem desta uma marca de autor. Julian Alcacer seleccionou partes de quase todos os filmes da Disney entre 1937 e 2003 e juntou a banda de sonora de apenas,&amp;nbsp;&lt;i&gt;The Hunchback of Notre Dame&lt;/i&gt; (1996), em duas variantes, &lt;i&gt;Heaven's Light &lt;/i&gt; para a parte 1, e &lt;i&gt;Hellfire&lt;/i&gt; para a parte 2.&lt;br /&gt;
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&lt;a href="http://3.bp.blogspot.com/-SXu5Kiyg0z8/TwoOmC014bI/AAAAAAAAFwA/Zh5dfWCPFZs/s1600/Pinocchio70thED+Photo+09.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="237" src="http://3.bp.blogspot.com/-SXu5Kiyg0z8/TwoOmC014bI/AAAAAAAAFwA/Zh5dfWCPFZs/s320/Pinocchio70thED+Photo+09.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Dividido em duas partes, na primeira Alcacer leva-nos por entre os momentos da alegria e magia que fazem da Disney obras&amp;nbsp;memoráveis&amp;nbsp;na cabeça das crianças, não mais as deixando. Na segunda parte Alcacer leva-nos aos momentos mais escuros, sombrios e tristes do modelo narrativo que servem de alavanca à exponenciação dos momentos positivos. Sem os momentos negros, a Disney não conseguiria criar nas crianças marcas tão&amp;nbsp;inesquecíveis, porque só depois do perigo iminente vem a Bonança, e assim, só depois de tudo acabar é que aparece o príncipe para tudo de novo ressuscitar.&amp;nbsp;Deliciem-se, viagem por breves momentos, vale todos os segundos.&lt;br /&gt;
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&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="253" mozallowfullscreen="" src="http://player.vimeo.com/video/34213817?title=0&amp;amp;byline=0&amp;amp;portrait=0" webkitallowfullscreen="" width="450"&gt;&lt;/iframe&gt;&lt;/center&gt;
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&lt;center&gt;&lt;iframe allowfullscreen="" frameborder="0" height="253" mozallowfullscreen="" src="http://player.vimeo.com/video/34595533?title=0&amp;amp;byline=0&amp;amp;portrait=0" webkitallowfullscreen="" width="450"&gt;&lt;/iframe&gt;&lt;/center&gt;
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&lt;b&gt;Todos os filmes&lt;/b&gt;&lt;br /&gt;
&lt;i&gt;Snow White and the Seven Dwarfs&lt;/i&gt; — David Hand, 1937&lt;br /&gt;
&lt;i&gt;Pinocchio&lt;/i&gt; — Hamilton Luske, Ben Sharpsteen, 1940&lt;br /&gt;
&lt;i&gt;Peter Pan&lt;/i&gt; — Clyde Geronimi, Wilfred Jackson, Hamilton Luske, 1953&lt;br /&gt;
&lt;i&gt;The Sword in the Stone&lt;/i&gt; — Wolfgang Reitherman, 1963&lt;br /&gt;
&lt;i&gt;The Jungle Book&lt;/i&gt; — Wolfgang Reitherman, 1967&lt;br /&gt;
&lt;i&gt;Robin Hood &lt;/i&gt;— Wolfgang Reitherman, 1973&lt;br /&gt;
&lt;i&gt;The Rescuers&lt;/i&gt; — Wolfgang Reitherman, 1977&lt;br /&gt;
&lt;i&gt;The Little Mermaid&lt;/i&gt; — Ron Clements, John Musker, 1989&lt;br /&gt;
&lt;i&gt;The Rescuers Down Under&lt;/i&gt; — Hendel Butoy, Mike Gabriel, 1990&lt;br /&gt;
&lt;i&gt;Beauty and the Beast&lt;/i&gt; — Gary Trousdale, Kirk Wise, 1991&lt;br /&gt;
&lt;i&gt;Aladdin&lt;/i&gt; — Ron Clements, John Musker, 1992&lt;br /&gt;
&lt;i&gt;The Lion King&lt;/i&gt; — Roger Allers, Rob Minkoff, 1994&lt;br /&gt;
&lt;i&gt;Pocahontas &lt;/i&gt;— Mike Gabriel, Eric Goldberg, 1995&lt;br /&gt;
&lt;i&gt;The Hunchback of Notre Dame&lt;/i&gt; — Gary Trousdale, Kirk Wise, 1996&lt;br /&gt;
&lt;i&gt;Mulan&lt;/i&gt; — Tony Bancroft, Barry Cook, 1998&lt;br /&gt;
&lt;i&gt;Tarzan&lt;/i&gt; — Chris Buck, Kevin Lima, 1999&lt;br /&gt;
&lt;i&gt;Atlantis, the Lost Empire&lt;/i&gt; — Gary Trousdale, Kirk Wise, 2001&lt;br /&gt;
&lt;i&gt;The Treasure Planet&lt;/i&gt; — Ron Clements, John Musker, 2002&lt;br /&gt;
&lt;i&gt;Brother Bear&lt;/i&gt; — Aaron Blaise, Robert Walker, 2003&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-5742400637974885982?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=wDtCmPaRCgA:qNF9_rUCE8k:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=wDtCmPaRCgA:qNF9_rUCE8k:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=wDtCmPaRCgA:qNF9_rUCE8k:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=wDtCmPaRCgA:qNF9_rUCE8k:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=wDtCmPaRCgA:qNF9_rUCE8k:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=wDtCmPaRCgA:qNF9_rUCE8k:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=wDtCmPaRCgA:qNF9_rUCE8k:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=wDtCmPaRCgA:qNF9_rUCE8k:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/wDtCmPaRCgA" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/wDtCmPaRCgA/remix-art-of-disney.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-SXu5Kiyg0z8/TwoOmC014bI/AAAAAAAAFwA/Zh5dfWCPFZs/s72-c/Pinocchio70thED+Photo+09.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/remix-art-of-disney.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-4765202688824969084</guid><pubDate>Sat, 07 Jan 2012 13:09:00 +0000</pubDate><atom:updated>2012-01-07T13:10:49.681Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">cinema</category><category domain="http://www.blogger.com/atom/ns#">best of</category><title>Melhor 2011: Cinema Top 10</title><description>Vi menos filmes este ano, &lt;a href="http://virtual-illusion.blogspot.com/2011/01/resumo-cinema-2010.html" target="_blank"&gt;no ano passado tenho registados 243&lt;/a&gt;, este ano foram&amp;nbsp;exactamente&amp;nbsp;menos 40, ou seja 203 filmes. Claro que não são todos de 2011, mais de metade é dos anos imediatamente anteriores 2010 e 2009, o que é natural uma vez que vejo a maioria do cinema em casa. Este ano o meu TOP 10 tem 11 filmes porque não me consegui decidir em relação ao primeiro lugar, entre Trier e Malick não existe um melhor.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-lcgT0ibbbp8/Twg_fQZAtsI/AAAAAAAAFvw/oRo-9hXKlW4/s1600/tree-of-life69.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="202" src="http://1.bp.blogspot.com/-lcgT0ibbbp8/Twg_fQZAtsI/AAAAAAAAFvw/oRo-9hXKlW4/s400/tree-of-life69.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;blockquote class="tr_bq"&gt;
1 - &lt;i&gt;&lt;a href="http://virtual-illusion.blogspot.com/2011/12/melancholia-2011-sem-esperanca-nao-ha.html" target="_blank"&gt;&lt;b&gt;Melancholia&lt;/b&gt;&lt;/a&gt;&lt;/i&gt;, de Lars Von Trier, Dinamarca&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;i&gt;&lt;a href="http://virtual-illusion.blogspot.com/2011/10/vida-vista-pelo-cinema.html" target="_blank"&gt;&lt;b&gt;The Tree of Life&lt;/b&gt;&lt;/a&gt;&lt;/i&gt;, Terrence Malick, EUA&lt;br /&gt;
2 - &lt;a href="http://virtual-illusion.blogspot.com/2011/07/sucker-punch-2011.html" target="_blank"&gt;&lt;b&gt;Sucker Punch&lt;/b&gt;&lt;/a&gt;&amp;nbsp;, Zack Snyder, EUA&lt;br /&gt;
3 - &lt;b&gt;&lt;i&gt;Drive&lt;/i&gt;&lt;/b&gt;, Nicolas Winding Refn, EUA&lt;br /&gt;
4 - &lt;b&gt;&lt;i&gt;Pina&lt;/i&gt;&lt;/b&gt;, Wim Wenders, Alemanha&lt;br /&gt;
5 - &lt;a href="http://virtual-illusion.blogspot.com/2011/10/direito-de-criar.html" target="_blank"&gt;&lt;b&gt;&lt;i&gt;PressPausePlay&lt;/i&gt;&lt;/b&gt;&lt;/a&gt;, David Dworsky e Victor Köhler, Suécia&lt;br /&gt;
6 - &lt;b&gt;&lt;i&gt;Rio&lt;/i&gt;&lt;/b&gt;, Carlos Saldanha, EUA&lt;br /&gt;
7 - &lt;b&gt;&lt;i&gt;Midnight in Paris&lt;/i&gt;&lt;/b&gt;, Woody Allen, EUA&lt;br /&gt;
8 -&amp;nbsp;&lt;b&gt;&lt;i&gt;Rise of the Planet of the Apes,&amp;nbsp;&lt;/i&gt;&lt;/b&gt;Rupert Wyatt, EUA&lt;br /&gt;
9 - &lt;b&gt;&lt;i&gt;Source Code&lt;/i&gt;&lt;/b&gt;, Duncan Jones, EUA&lt;br /&gt;
10 - &lt;b&gt;&lt;i&gt;Cinema Verite&lt;/i&gt;&lt;/b&gt;, Shari Springer Berman e Robert Pulcini, EUA&lt;/blockquote&gt;
&lt;br /&gt;
Já falei dos três primeiros aqui no VI, por isso deixo apenas algumas linhas sobre Drive, Midnight e Planet of the Apes. Começando pelo &lt;i&gt;Rise of the Planet of the Apes&lt;/i&gt;, que é o único filme presente na lista dos 10 mais rentáveis nos EUA este ano, e trazendo à discussão o trabalho comparativo realizado pelo blog &lt;a href="http://www.shortoftheweek.com/2012/01/05/has-hollywood-lost-its-way/" target="_blank"&gt;Short of the Week&lt;/a&gt; a propósito das sequelas, da falta de&amp;nbsp;criatividade&amp;nbsp;ou decadência da originalidade.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-jgoQ5mGfdYw/Twg0wnvvr6I/AAAAAAAAFvY/m0m50r-UDGY/s1600/hollywoods-waning-creativity-sotw2.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="358" src="http://1.bp.blogspot.com/-jgoQ5mGfdYw/Twg0wnvvr6I/AAAAAAAAFvY/m0m50r-UDGY/s400/hollywoods-waning-creativity-sotw2.gif" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Quero dizer que é um sintoma claro do cinema do fim do século passado, que se acentuou mais ainda neste novo século. Por vezes sinto que chegámos ao fim da linha, que não é&amp;nbsp;possível&amp;nbsp;continuar a debitar as massivas quantidades de conteúdos que os cada vez mais numerosos media exigem. Aliás quando olho para o meu TOP 10, vejo bons filmes, mas são assim tão originais? A cada filme que vejo, sinto cada vez mais conhecer a história de antemão, ligando-me apenas à forma, à estética. E mesmo aqui vejo cada autor cada vez mais, quase que desesperadamente a tentar surpreender-nos estilisticamente. Falo mesmo de Malick, Trier ou Wenders, para já não falar em Snyder, Refn ou Jones. Sinto cada vez um maior respeito pelo documentário, que é aonde encontro mais originalidade, e a ficção, na maior parte das vezes, já só me surpreende na poética. Estarei a ficar velho?&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-Q5f7qwgVihk/TwgwSntZmtI/AAAAAAAAFvI/OhbHwgEvSu8/s1600/Rise_of_the_Planet_of_the_Apes-12.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="170" src="http://1.bp.blogspot.com/-Q5f7qwgVihk/TwgwSntZmtI/AAAAAAAAFvI/OhbHwgEvSu8/s400/Rise_of_the_Planet_of_the_Apes-12.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Apesar de tudo isto &lt;b&gt;&lt;i&gt;Rise of the Planet of the Apes&lt;/i&gt;&lt;/b&gt; aparece aqui na minha lista, porque consegue surpreender narrativamente, aliás surpreendemente&amp;nbsp;Rupert&amp;nbsp;Wyatt vai além de &lt;a href="http://www.imdb.com/title/tt0133152/" target="_blank"&gt;Tim Burton&lt;/a&gt;, e consegue ao fim de tantas sequelas trazer um filme capaz de fazer jus ao original de 1968. O que mais me entusiasmou foi a aproximação à ciência, e a fuga ao misticismo da série.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-979tdIF3S2s/Twg7-iEGLNI/AAAAAAAAFvg/b85ZCO6QeEY/s1600/2-midnight_in_paris.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="266" src="http://1.bp.blogspot.com/-979tdIF3S2s/Twg7-iEGLNI/AAAAAAAAFvg/b85ZCO6QeEY/s400/2-midnight_in_paris.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Em &lt;b&gt;&lt;i&gt;Midnight in Paris&lt;/i&gt;&lt;/b&gt; sinto Woody Allen a viajar por entre vários filmes seus, nomeadamente &lt;b&gt;&lt;i&gt;&lt;a href="http://www.imdb.com/title/tt0089853/" target="_blank"&gt;Purple Rose of Cairo&lt;/a&gt;&lt;/i&gt;&lt;/b&gt; (1985). É a magia do cinema, é um filme clássico que nos leva aonde só a arte pode levar, e o cinema melhor que qualquer outra sabe fazer, que é viajar no tempo, reencontrar personagens históricas, conversar com elas. No fundo esta é uma das maiores atracções do cinema, o escapismo à realidade do quotidiano.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-r0XioAFeXVs/Twg8cnmcM6I/AAAAAAAAFvo/sY67JUVlxdQ/s1600/drive-1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="250" src="http://3.bp.blogspot.com/-r0XioAFeXVs/Twg8cnmcM6I/AAAAAAAAFvo/sY67JUVlxdQ/s400/drive-1.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Finalmente &lt;b&gt;&lt;i&gt;Drive&lt;/i&gt;&lt;/b&gt; é uma peça de enorme qualidade&amp;nbsp;estilística.&amp;nbsp;Nicolas Winding Refn cria uma introdução de cerca de 15 minutos que vale ouro, ficava-me por ali. Julgo que a última abertura de um filme que foi capaz de me surpreender tanto foi &lt;i&gt;&lt;a href="http://virtual-illusion.blogspot.com/2010/02/antichrist-e-visceral.html" target="_blank"&gt;Antichrist&lt;/a&gt;&lt;/i&gt; (2009). Refn subverte todas as nossas expectativas, refreia os nossos anseios, prende-nos na trama, e cria todo um universo para onde entramos. A qualidade de &lt;i&gt;Drive&lt;/i&gt; advém da sua uma enorme coerência estética, o visual em sintonia completa com a sonoridade musical, e a capacidade para nos fazer aceitar um ritmo lento totalmente em contra-corrente com o cinema mainstream atual. &lt;i&gt;Drive&lt;/i&gt; entra na linha do chamado &lt;i&gt;neo-noir art&lt;/i&gt;, tocando influências mais hard-core como &lt;i&gt;Irréversible&lt;/i&gt; (2002), mas bebendo muito no imaginário de &lt;i&gt;Taxi Driver&lt;/i&gt; (1976) e&amp;nbsp;&lt;i&gt;To Live and Die in L.A.&lt;/i&gt; (1985), com&amp;nbsp;uma figura de anti-herói totalmente&amp;nbsp;reminescente&amp;nbsp;de Eastwood do universo de Leone. &lt;i&gt;Drive&lt;/i&gt; é uma experiência que fica colada a nós.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-J9ntx5eAUDw/TlS_G7kyxVI/AAAAAAAAEyA/BJ1AaxqSfeE/s1600/secret-of-kells2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://3.bp.blogspot.com/-J9ntx5eAUDw/TlS_G7kyxVI/AAAAAAAAEyA/BJ1AaxqSfeE/s400/secret-of-kells2.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Vi muito poucos filmes de nota máxima neste ano que passou, por isso deixo aqui os outros três filmes que não são de 2011, aos quais dei também nota máxima:&amp;nbsp;&lt;a href="http://virtual-illusion.blogspot.com/2011/12/jose-e-pilar-2010-simplicidade-da-vida.html" target="_blank"&gt;&lt;b&gt;&lt;i&gt;José e Pilar&lt;/i&gt;&lt;/b&gt;&amp;nbsp;&lt;/a&gt;(2010) de Miguel Gonçalves Mendes;&amp;nbsp;&lt;b&gt;&lt;i&gt;&lt;a href="http://virtual-illusion.blogspot.com/2011/04/o-belo-e-matematica.html" target="_blank"&gt;Tron: Legacy&lt;/a&gt;&lt;/i&gt;&lt;/b&gt;&amp;nbsp;(2010) de Joseph Kosinski; e&amp;nbsp;&lt;b&gt;&lt;i&gt;&lt;a href="http://virtual-illusion.blogspot.com/2011/08/kells-cinema-arte-ilustracao-e.html" target="_blank"&gt;The Secret of Kells&lt;/a&gt;&lt;/i&gt;&lt;/b&gt;&amp;nbsp;(2009) de Tomm Moore.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 11px; line-height: 15px;"&gt;[Para ver todos os 203 filmes de 2011, e muito do que vou vendo fica a minha&amp;nbsp;&lt;/span&gt;&lt;a href="https://spreadsheets.google.com/ccc?key=0AsqT6dANvTN9dHB3aFRVVm5xUUg3My10RldUX05venc&amp;amp;hl=pt_PT" style="background-color: white; color: #888888; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 11px; line-height: 15px; text-decoration: none;"&gt;Lista Geral de Filmes&lt;/a&gt;&lt;span style="background-color: white; color: #222222; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 11px; line-height: 15px;"&gt;]&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-4765202688824969084?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=eQ3J3LnSbKo:FygEx-FG5xk:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=eQ3J3LnSbKo:FygEx-FG5xk:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=eQ3J3LnSbKo:FygEx-FG5xk:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=eQ3J3LnSbKo:FygEx-FG5xk:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=eQ3J3LnSbKo:FygEx-FG5xk:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=eQ3J3LnSbKo:FygEx-FG5xk:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=eQ3J3LnSbKo:FygEx-FG5xk:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=eQ3J3LnSbKo:FygEx-FG5xk:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/eQ3J3LnSbKo" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/eQ3J3LnSbKo/melhor-2011-cinema-top-10.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-lcgT0ibbbp8/Twg_fQZAtsI/AAAAAAAAFvw/oRo-9hXKlW4/s72-c/tree-of-life69.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/melhor-2011-cinema-top-10.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-8072656041802999576</guid><pubDate>Sat, 07 Jan 2012 11:51:00 +0000</pubDate><atom:updated>2012-01-07T12:00:37.232Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">filmeMês</category><title>Filmes de Dezembro 2011</title><description>Foi um bom mês, via duas obras-primas, uma delas portuguesa, e quatro excelentes filmes. Posso dizer que o final de 2011 foi para mim em termos cinematográficos muito frutífero. Vários destes filmes estão na minha lista dos 10 melhores deste ano, que irei publicar já a seguir.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-COJDmkHOxQE/TuPDtRXyV5I/AAAAAAAAFaI/gJguq0L0a9g/s1600/Melancholia_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="170" src="http://4.bp.blogspot.com/-COJDmkHOxQE/TuPDtRXyV5I/AAAAAAAAFaI/gJguq0L0a9g/s400/Melancholia_01.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;xxxxx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;&lt;a href="http://virtual-illusion.blogspot.com/2011/12/melancholia-2011-sem-esperanca-nao-ha.html" target="_blank"&gt;Melancholia&lt;/a&gt;&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2011&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Lars Von Trier&amp;nbsp;Danmark&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&amp;nbsp;Drama&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-mFz2pp7oIwI/Tu3lFoZ5eSI/AAAAAAAAFdw/SOpPwgjWvEU/s1600/jose_e_pilar_04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="250" src="http://1.bp.blogspot.com/-mFz2pp7oIwI/Tu3lFoZ5eSI/AAAAAAAAFdw/SOpPwgjWvEU/s400/jose_e_pilar_04.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;xxxxx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;&lt;a href="http://virtual-illusion.blogspot.com/2011/12/jose-e-pilar-2010-simplicidade-da-vida.html" target="_blank"&gt;José e Pilar&lt;/a&gt;&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2010&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Miguel Gonçalves Mendes&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Portugal&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Documentary&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-QZt2Q7eLDc4/TwgtUSctclI/AAAAAAAAFu4/5F52oa-RiPg/s1600/owen-wilson-midnight-in-paris.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="266" src="http://2.bp.blogspot.com/-QZt2Q7eLDc4/TwgtUSctclI/AAAAAAAAFu4/5F52oa-RiPg/s400/owen-wilson-midnight-in-paris.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;xxxx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;Midnight in Paris&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2011&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Woody Allen&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Drama&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-U2uKq51Y8i8/TwgvdcXf5HI/AAAAAAAAFvA/tDKVVqlF21w/s1600/2011_drive_wallpaper_004.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="250" src="http://2.bp.blogspot.com/-U2uKq51Y8i8/TwgvdcXf5HI/AAAAAAAAFvA/tDKVVqlF21w/s400/2011_drive_wallpaper_004.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;xxxx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;Drive&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2011&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Nicolas Winding Refn&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Thriller&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-Q5f7qwgVihk/TwgwSntZmtI/AAAAAAAAFvI/OhbHwgEvSu8/s1600/Rise_of_the_Planet_of_the_Apes-12.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="170" src="http://1.bp.blogspot.com/-Q5f7qwgVihk/TwgwSntZmtI/AAAAAAAAFvI/OhbHwgEvSu8/s400/Rise_of_the_Planet_of_the_Apes-12.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;xxxx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;Rise of the Planet of the Apes&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2011&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Rupert Wyatt&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Sci-fi&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-jb0XU16kt9s/TwgwquH7eJI/AAAAAAAAFvQ/N57TcHpCR34/s1600/07.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="223" src="http://2.bp.blogspot.com/-jb0XU16kt9s/TwgwquH7eJI/AAAAAAAAFvQ/N57TcHpCR34/s400/07.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;b&gt;xxxx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;Inside Deep Throat&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&amp;nbsp; &amp;nbsp;&amp;nbsp;2005&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Fenton Bailey&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Documentary&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;xxx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;Super 8&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2011&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;J.J. Abrams&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Drama&lt;br /&gt;
&lt;b&gt;xxx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;Cars 2&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2011&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;John Lasseter&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Animation&lt;br /&gt;
&lt;b&gt;xxx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;Panda Kung Fu 2&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2011&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Jennifer Yuh&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Animation&lt;br /&gt;
&lt;b&gt;xxx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;The Green Hornet&lt;/i&gt;&lt;/b&gt;&amp;nbsp;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2011&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Michel Gondry&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Comedy&lt;br /&gt;
&lt;div&gt;
&lt;b&gt;xxx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;Veronica Guerin&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2003&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Joel Schumacher&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Biopic&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;b&gt;xx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;Red Riding Hood&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2011&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Catherine Hardwicke&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Thriller&lt;br /&gt;
&lt;b&gt;xx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;Made in Romania&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2010&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Guy J. Louthan&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Uk&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Comedy&lt;br /&gt;
&lt;b&gt;xx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;Little Fockers&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2010&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Paul Weitz&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Comedy&lt;br /&gt;
&lt;div&gt;
&lt;b&gt;xx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;Just Wright&lt;/i&gt;&lt;/b&gt;&amp;nbsp;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2010&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Sanaa Hamri&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Romance&lt;br /&gt;
&lt;b&gt;xx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;The Tourist&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2010&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Florian Henckel von Donnersmarck&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Action&lt;/div&gt;
&lt;div&gt;
&lt;b&gt;xx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;Chloe&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2009&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Atom Egoyan&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Drama&lt;/div&gt;
&lt;b&gt;xx&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;The Big Heat&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;1953&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Fritz Lang&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Crime&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;x&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;The Traveler&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2010&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Michael Oblowitz&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Thriller&lt;br /&gt;
&lt;b&gt;x&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;Burlesque&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2010&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Steve Antin&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Musical&lt;br /&gt;
&lt;b&gt;x&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;b&gt;&lt;i&gt;Rubber&lt;/i&gt;&lt;/b&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;2010&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Quentin Dupieux&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;USA&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;Comedy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Nota, Título, Ano, Realizador, País]&lt;br /&gt;
[x - insuficiente; xx - a desfrutar; xxx - bom; xxxx - muito bom; xxxxx - obra prima]&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-8072656041802999576?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=vjHlxq-mCxw:JkQ2bLHq44w:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=vjHlxq-mCxw:JkQ2bLHq44w:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=vjHlxq-mCxw:JkQ2bLHq44w:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=vjHlxq-mCxw:JkQ2bLHq44w:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=vjHlxq-mCxw:JkQ2bLHq44w:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=vjHlxq-mCxw:JkQ2bLHq44w:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=vjHlxq-mCxw:JkQ2bLHq44w:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=vjHlxq-mCxw:JkQ2bLHq44w:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/vjHlxq-mCxw" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/vjHlxq-mCxw/filmes-de-dezembro-2011.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-COJDmkHOxQE/TuPDtRXyV5I/AAAAAAAAFaI/gJguq0L0a9g/s72-c/Melancholia_01.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/filmes-de-dezembro-2011.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-8631796028861962871</guid><pubDate>Fri, 06 Jan 2012 22:20:00 +0000</pubDate><atom:updated>2012-01-06T22:20:20.858Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">videojogos</category><category domain="http://www.blogger.com/atom/ns#">análise</category><title>Where is 2012?, jogo de natal a óleo</title><description>Novo jogo, &lt;a href="http://www.pastelportal.com/stories/game.php?id=whereis2012" target="_blank"&gt;&lt;i&gt;Where is 2012?&lt;/i&gt;&lt;/a&gt;&amp;nbsp;(2011), de &lt;a href="http://www.pastelportal.com/" target="_blank"&gt;Mateusz Skutnik&lt;/a&gt; o game designer de várias séries de jogos Flash, como &lt;i&gt;&lt;a href="http://submachine.blogspot.com/" target="_blank"&gt;Submachine&lt;/a&gt;&lt;/i&gt; ou &lt;i&gt;Squirrel Family&lt;/i&gt;. Este trata a temática do Natal e da passagem do ano, e é um verdadeiro doce para os nossos olhos. Jogo integralmente desenhado a óleo. Skutnik refere no seu blog que a criação deste jogo foi uma viagem de volta à sua infância, quando nos bancos da primária passava o tempo a desenhar a jogos, de plataforma.
&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-eGIJITmUhDk/TwdyHSPFtAI/AAAAAAAAFuw/Z6HT1s-Gpyw/s1600/where.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="241" src="http://3.bp.blogspot.com/-eGIJITmUhDk/TwdyHSPFtAI/AAAAAAAAFuw/Z6HT1s-Gpyw/s400/where.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;blockquote&gt;
&lt;i&gt;&lt;span style="color: #0b5394;"&gt;Platform games. Where you’d go around and push buttons and each time you’d die or go further. Now this game right here is the exact same thought process. I just sketched on paper and then added some actions in the computer. And voila.&lt;/span&gt;&lt;/i&gt;&lt;/blockquote&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-8qgN5BHAq68/Twdw40PbysI/AAAAAAAAFuo/tNn8krCyBRk/s1600/after.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="266" src="http://4.bp.blogspot.com/-8qgN5BHAq68/Twdw40PbysI/AAAAAAAAFuo/tNn8krCyBRk/s400/after.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
O &lt;i&gt;gameplay&lt;/i&gt; passa pela típica &lt;i&gt;quest&lt;/i&gt; com puzzles point-and-click. Somos o pai natal e vamos à procura da criança perdida, ou melhor do novo ano! Mas a verdadeira beleza está no universo visual criado, pelo qual nos passeamos e com o qual interagimos, vamos entrando nas mecânicas, e estas vão fazendo sentido, recompensando-nos a cada quadro que passamos. Joga-se em 10 minutos, mas vale a pena voltar a jogar. &lt;a href="http://www.pastelportal.com/stories/game.php?id=whereis2012" target="_blank"&gt;Podem jogar aqui&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-8631796028861962871?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=dIqtxgKlyAs:f_YjI81Y-AU:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=dIqtxgKlyAs:f_YjI81Y-AU:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=dIqtxgKlyAs:f_YjI81Y-AU:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=dIqtxgKlyAs:f_YjI81Y-AU:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=dIqtxgKlyAs:f_YjI81Y-AU:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=dIqtxgKlyAs:f_YjI81Y-AU:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=dIqtxgKlyAs:f_YjI81Y-AU:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=dIqtxgKlyAs:f_YjI81Y-AU:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/dIqtxgKlyAs" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/dIqtxgKlyAs/where-is-2012-jogo-de-natal-oleo.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-eGIJITmUhDk/TwdyHSPFtAI/AAAAAAAAFuw/Z6HT1s-Gpyw/s72-c/where.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/where-is-2012-jogo-de-natal-oleo.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-8277257300047308698</guid><pubDate>Fri, 06 Jan 2012 00:44:00 +0000</pubDate><atom:updated>2012-01-06T00:44:34.238Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">investigação</category><category domain="http://www.blogger.com/atom/ns#">best of</category><category domain="http://www.blogger.com/atom/ns#">interactividade</category><title>Melhor 2011: Artefactos Interactivos Online</title><description>Cheguei a pensar fazer um texto com os jogos indie e as aplicações interactivas em simultaneo, uma vez que ambos estão dentro da categoria de media interativos, contudo ficava demasiado pesado em termos de imagens e informação. Deste modo os &lt;a href="http://virtual-illusion.blogspot.com/2011/12/melhor-2011-analise-e-top-dos-jogos.html" target="_blank"&gt;Indie Games têm o seu texto próprio&lt;/a&gt;, e aqui ficam os melhores artefactos interactivos online do ano de 2011. Esta lista diz apenas respeito a artefactos criados para browser web.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-qOJ6vHRNcZ0/TwZAt2zMXiI/AAAAAAAAFrs/X03py8ReHpY/s1600/wondermind_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="288" src="http://2.bp.blogspot.com/-qOJ6vHRNcZ0/TwZAt2zMXiI/AAAAAAAAFrs/X03py8ReHpY/s400/wondermind_1.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
1 - &lt;a href="http://wondermind.tate.org.uk/" target="_blank"&gt;Wondermind&lt;/a&gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-Jy_pOxpW5lU/TwZAy18ijNI/AAAAAAAAFr4/tKfQjD74shk/s1600/0001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="210" src="http://4.bp.blogspot.com/-Jy_pOxpW5lU/TwZAy18ijNI/AAAAAAAAFr4/tKfQjD74shk/s400/0001.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div&gt;
2 -&amp;nbsp;&lt;a href="http://virtual-illusion.blogspot.com/2011/07/video-online-e-interatividade-de.html" target="_blank"&gt;A Girl Story&lt;/a&gt;&amp;nbsp;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-dPVDbUOhcx8/TwZA3JJfpnI/AAAAAAAAFsE/2lTwZiiOO4M/s1600/desperados.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="297" src="http://3.bp.blogspot.com/-dPVDbUOhcx8/TwZA3JJfpnI/AAAAAAAAFsE/2lTwZiiOO4M/s400/desperados.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
3 - &lt;a href="http://www.youtube.com/desperados" target="_blank"&gt;Desperados Experience&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-HE2JUA9JXYU/TwZBEOZY5rI/AAAAAAAAFsc/hu6FawcEW_k/s1600/museum.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="192" src="http://4.bp.blogspot.com/-HE2JUA9JXYU/TwZBEOZY5rI/AAAAAAAAFsc/hu6FawcEW_k/s400/museum.jpeg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
4 - &lt;a href="http://www.intel.com/museumofme" target="_blank"&gt;Museum of Me&lt;/a&gt;&lt;br /&gt;
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&lt;a href="http://3.bp.blogspot.com/-46HqOMWPJww/TwZBIGCgPdI/AAAAAAAAFso/9Laq0N0HqG8/s1600/being.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="175" src="http://3.bp.blogspot.com/-46HqOMWPJww/TwZBIGCgPdI/AAAAAAAAFso/9Laq0N0HqG8/s400/being.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
5 - &lt;a href="http://helloevoque.com/beinghenry" target="_blank"&gt;Being Henry&lt;/a&gt;&lt;br /&gt;
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&lt;a href="http://1.bp.blogspot.com/-l57dBo_iuD8/TwZBMxkaZcI/AAAAAAAAFs0/lCtJ96teWMU/s1600/takethislollipop.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="197" src="http://1.bp.blogspot.com/-l57dBo_iuD8/TwZBMxkaZcI/AAAAAAAAFs0/lCtJ96teWMU/s400/takethislollipop.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
6 - &lt;a href="http://www.takethislollipop.com/" target="_blank"&gt;Take This Lolipop&lt;/a&gt;&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-j8DzxjXp5ag/TwZBSAW2kkI/AAAAAAAAFtA/pZb-lE1NjUg/s1600/154640097_640.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="170" src="http://4.bp.blogspot.com/-j8DzxjXp5ag/TwZBSAW2kkI/AAAAAAAAFtA/pZb-lE1NjUg/s400/154640097_640.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
7 - &lt;a href="http://www.ro.me/" target="_blank"&gt;3 Dreams of Black&lt;/a&gt;&lt;br /&gt;
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&lt;a href="http://2.bp.blogspot.com/-gnh2uKoy2Jg/TwZBVx0sqWI/AAAAAAAAFtM/QbciheK3mh0/s1600/hugo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="250" src="http://2.bp.blogspot.com/-gnh2uKoy2Jg/TwZBVx0sqWI/AAAAAAAAFtM/QbciheK3mh0/s400/hugo.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
8 - &lt;a href="http://virtual-illusion.blogspot.com/2011/07/interagindo-com-ambientes-em-movimento.html" target="_blank"&gt;Hugo Boss&lt;/a&gt;&lt;br /&gt;
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&lt;a href="http://2.bp.blogspot.com/-0bn97tq74lo/TwZBYxqMQ9I/AAAAAAAAFtY/sy9ZfEH2LIQ/s1600/slave.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="262" src="http://2.bp.blogspot.com/-0bn97tq74lo/TwZBYxqMQ9I/AAAAAAAAFtY/sy9ZfEH2LIQ/s400/slave.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
9 - &lt;a href="http://slaveryfootprint.org/" target="_blank"&gt;Slavery Footprint&lt;/a&gt;&lt;br /&gt;
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&lt;a href="http://4.bp.blogspot.com/-nvg5UhFEfEQ/TwZBcJ5QbBI/AAAAAAAAFtk/wk58J5aiFT0/s1600/violence.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="265" src="http://4.bp.blogspot.com/-nvg5UhFEfEQ/TwZBcJ5QbBI/AAAAAAAAFtk/wk58J5aiFT0/s400/violence.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
10 -&amp;nbsp;&lt;a href="http://www.latimes.com/news/local/la-gangviolence-html,0,6290501.htmlstory" target="_blank"&gt;Victims of Gang Violence&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-wJZO9zoClDY/TwZBelUcwWI/AAAAAAAAFtw/yc6xVie5sXk/s1600/Arab-spring-an-interactive-timeline-of-Middle-East-protests.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="256" src="http://4.bp.blogspot.com/-wJZO9zoClDY/TwZBelUcwWI/AAAAAAAAFtw/yc6xVie5sXk/s400/Arab-spring-an-interactive-timeline-of-Middle-East-protests.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
11 -&amp;nbsp;&lt;a href="http://www.guardian.co.uk/world/interactive/2011/mar/22/middle-east-protest-interactive-timeline" target="_blank"&gt;Arab spring: an interactive timeline of Middle East protests&lt;/a&gt;&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-h3hCm4jw4yY/TwZBifxSO3I/AAAAAAAAFt8/4VPun2n4xWw/s1600/ScreenHunter_03-May.-28-22.54.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="251" src="http://1.bp.blogspot.com/-h3hCm4jw4yY/TwZBifxSO3I/AAAAAAAAFt8/4VPun2n4xWw/s400/ScreenHunter_03-May.-28-22.54.gif" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
12 -&amp;nbsp;&lt;a href="http://chat.myswitzerland.com/" target="_blank"&gt;My Switzerland&lt;/a&gt;&lt;br /&gt;
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&lt;a href="http://2.bp.blogspot.com/-2njJbFpbOFA/TwZBmqXH7AI/AAAAAAAAFuI/hRGX53exQg0/s1600/270-boone-oakley-youtube-portfolio.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="235" src="http://2.bp.blogspot.com/-2njJbFpbOFA/TwZBmqXH7AI/AAAAAAAAFuI/hRGX53exQg0/s400/270-boone-oakley-youtube-portfolio.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
13 -&amp;nbsp;&lt;a href="http://www.youtube.com/user/BooneOakley1" target="_blank"&gt;Boone Oakley&lt;/a&gt;&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-Sm586qoK3DM/TwZBqmIWBGI/AAAAAAAAFuU/niOmyr7xgY0/s1600/pleasurehunt.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="235" src="http://3.bp.blogspot.com/-Sm586qoK3DM/TwZBqmIWBGI/AAAAAAAAFuU/niOmyr7xgY0/s400/pleasurehunt.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
14 - &lt;a href="http://pleasurehunt.mymagnum.com/" target="_blank"&gt;Pleasure Hunt&lt;/a&gt;&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-Gfljwkl_IwY/TwZBucu7ndI/AAAAAAAAFug/dooLO8KLGxQ/s1600/Lights-Screenshot-0.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://3.bp.blogspot.com/-Gfljwkl_IwY/TwZBucu7ndI/AAAAAAAAFug/dooLO8KLGxQ/s400/Lights-Screenshot-0.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
15 - &lt;a href="http://lights.elliegoulding.com/" target="_blank"&gt;Lights - Ellie Goulding&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5429413-8277257300047308698?l=virtual-illusion.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=R3i3WdnI2to:AuE9fIfZprE:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=R3i3WdnI2to:AuE9fIfZprE:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=R3i3WdnI2to:AuE9fIfZprE:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=R3i3WdnI2to:AuE9fIfZprE:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=R3i3WdnI2to:AuE9fIfZprE:63t7Ie-LG7Y"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=63t7Ie-LG7Y" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=R3i3WdnI2to:AuE9fIfZprE:V_sGLiPBpWU"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?i=R3i3WdnI2to:AuE9fIfZprE:V_sGLiPBpWU" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/VirtualIllusion?a=R3i3WdnI2to:AuE9fIfZprE:7Q72WNTAKBA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/VirtualIllusion?d=7Q72WNTAKBA" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/VirtualIllusion/~4/R3i3WdnI2to" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/VirtualIllusion/~3/R3i3WdnI2to/melhor-2011-artefactos-interactivos.html</link><author>noreply@blogger.com (Nelson Zagalo)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-qOJ6vHRNcZ0/TwZAt2zMXiI/AAAAAAAAFrs/X03py8ReHpY/s72-c/wondermind_1.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://virtual-illusion.blogspot.com/2012/01/melhor-2011-artefactos-interactivos.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-5429413.post-6404344202531584187</guid><pubDate>Thu, 05 Jan 2012 11:15:00 +0000</pubDate><atom:updated>2012-01-05T11:18:50.462Z</atom:updated><category domain="http://www.blogger.com/atom/ns#">educação</category><category domain="http://www.blogger.com/atom/ns#">curtas</category><category domain="http://www.blogger.com/atom/ns#">criatividade</category><title>Manikako, a auto-estima na criatividade</title><description>&lt;a href="http://www.manikako.com/" target="_blank"&gt;Manikako&lt;/a&gt; é um projecto Filipino que assenta numa ideia simples mas poderosa: kits de materiais reciclados que ensinam às crianças como criar as suas próprias bonecas. Baseado no movimento DIY, suporta-se nos actos de criar e construir para aumentar a auto-estima das crianças.&lt;br /&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-Bx7vj5R_F-Y/TwWEWq-6BgI/AAAAAAAAFn8/M6Wl7BhfpB4/s1600/products+%25281%2529.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="265" src="http://3.bp.blogspot.com/-Bx7vj5R_F-Y/TwWEWq-6BgI/AAAAAAAAFn8/M6Wl7BhfpB4/s400/products+%25281%2529.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
Para mim é um projecto quase divino. Dá-se a cana, e não o peixe, não para que possam sobreviver, mas para que possam crescer enquanto pessoas. Para que aquelas crianças possam criar as suas próprias identidades, e possam moldar as suas personalidades num mundo melhor. Como associa muito bem, uma &lt;a href="http://archlen.blogspot.com/2011/01/manikako-my-doll.html" target="_blank"&gt;mãe filipina no seu blog&lt;/a&gt;, a ideia subjacente a tudo isto aproxima-se do conceito da &lt;a href="http://en.wikipedia.org/wiki/Waldorf_education" target="_blank"&gt;Escola de Waldorf&lt;/a&gt;, em que se promove uma aprendizagem integrada entre a componente analítica e a componente criativa. A criação em contacto físico com o mundo, é essencial à compreensão de si.&lt;br /&gt;
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&lt;a href="http://4.bp.blogspot.com/-rcHUFqUh2p4/TwWFr89DRWI/AAAAAAAAFoI/DVU5PljzL9U/s1600/003.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="195" src="http://4.bp.blogspot.com/-rcHUFqUh2p4/TwWFr89DRWI/AAAAAAAAFoI/DVU5PljzL9U/s400/003.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;
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A história do projecto não é menos doce, nasceu de um &lt;a href="http://barbingpinay.multiply.com/" target="_blank"&gt;workshop de criação de bonecas&lt;/a&gt; organizado pela Prof.ª&amp;nbsp;Flaudette May V. Datuin&amp;nbsp;do departamento de Estudos Artísticos da Universidade das Filipinas em 2007, numa das zonas das Filipinas, Bicol, fortemente&amp;nbsp;afectadas&amp;nbsp;pelo Tufão Reming em Dezembro de 2006. Nesse workshop uma criança de 8 anos, Ligia Daroy, criou uma boneca voadora que salvava animais, tendo a boneca depois sido adoptada como mascote dos subsequentes workshops. Seria depois a partir desta boneca que o conceito da Manikako viria a crescer, palavra que em filipino quer dizer "A Minha Boneca".&lt;br /&gt;
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&lt;a href="http://4.bp.blogspot.com/-eqKiCRwOSZc/TwWF2iMDZMI/AAAAAAAAFoU/jmP_9pNkH-4/s1600/005.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="283" src="http://4.bp.blogspot.com/-eqKiCRwOSZc/TwWF2iMDZMI/AAAAAAAAFoU/jmP_9pNkH-4/s320/005.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
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O projecto acabou por chamar a atenção internacional e a Energizer, fabricante de pilhas, resolveu dar uma ajuda na promoção do projecto &lt;a href="http://www.manikako.com/giftoflife/" target="_blank"&gt;patrocinando um filme&lt;/a&gt;&amp;nbsp;de uma imensa ternura. O filme foi realizado por&amp;nbsp;Alf Benaza e traduz todo o poder da ideia por detrás da Minha Boneca. Vale a pena ver e rever o filme, e mais do que isso, claro que apoiar a causa, mas também criar outros projectos de Manikako.
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