Rui Filipe Antunes
Biographic Data
| ID | 3848397 |
|---|---|
| NAME | Rui Filipe Antunes |
| GIVEN NAMES | Rui Filipe |
| FAMILY NAME | Antunes |
| SIGNATURE | ANTUNES R F |
| AFFILIATIONS | Universidade Lusófona |
| ORCID | 0000-0003-3268-3005 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 6 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2014 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Expanded Walking
This article conceptualizes Expanded Walking as an interdisciplinary artistic practice that integrates movement, narrative, sound, and locative/AR technologies to produce embodied, situated knowledge in public space. Building on post-medium theory (Krauss 1979; 2011), intermedia (Higgins 1965), phenomenology (Varela, Thompson & Rosch 1991; Ihde 2007), and media-archaeological/infrastructural perspectives (Parikka 2012; Parks & Starosielski 2015),…
Virtual simulations of ancient sites inhabited by autonomous characters
In this paper, we report the learnings from the development of Easy-Population, a software tool for generation of autonomous populations in virtual simulations and its use in the creation of a 3D recreation of a historical site. In the process, we discuss the animation of virtual historical simulations inhabited by autonomous characters. We claim the incompleteness of these simulations in representing ancient places to conclude the necessity of f…
Sobre Caminhar em Confinamento
No aparente paradoxo que a ideia de "caminhar em confinamento" encerra - também na sua relação com a cidade - encontrámos, na experiência de confinamento, algumas possibilidades de operar nessa tensão paradoxal. Serão hipóteses de potência coreopolítica, se postas em oposição à sensação de auto-corepoliciamento (a autovigilância do próprio movimento) e à extrema atenção dada ao movimento do "outro" como ameaça, que pode ser transformado numa prop…
Recreating a medieval urban scene with virtual intelligent characters
From historical advice to 3D modeling and programming, the process of reconstructing cultural heritage sites populated with virtual inhabitants is lengthy and expensive, and it requires a large set of skills and tools. These constraints make it increasingly difficult, however not unattainable, for small archaeological sites to build their own simulations. In this article, we describe our attempt to minimize this scenario. We describe a framework …
On Computational Ecosystems in Media Arts
October 01 2016 On Computational Ecosystems in Media Arts Rui Filipe Antunes Rui Filipe Antunes Search for other works by this author on: This Site Google Scholar Author and Article Information Rui Filipe Antunes Online Issn: 1530-9282 Print Issn: 0024-094X ©2016 ISAST Leonardo (2016) 49 (5): 457. https://doi.org/10.1162/LEON_a_01296 Cite Icon Cite Permissions Share Icon Share Facebook Twitter LinkedIn MailTo Views Icon Views Article contents Fig…
Two Decades of Evolutionary Art Using Computational Ecosystems and Its Potential for Virtual Worlds
We analyse works of digital art that use a technique from artificial life (ALife) called computational ecosystems (CEs). These are systems running on computers where agents are organized in a hierarchical structure (of a food-chain) and trade token units (of energy and biomass) as a way of promoting community dynamics. We analyse a collection of forty (40) papers communicating works developed in the last two decades. We classify each of these wor…
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Two Decades of Evolutionary Art Using Computational Ecosystems and Its Potential for Virtual Worlds
We analyse works of digital art that use a technique from artificial life (ALife) called computational ecosystems (CEs). These are systems running on computers where agents are organized in a hierarchical structure (of a food-chain) and trade token units (of energy and biomass) as a way of promoting community dynamics. We analyse a collection of forty (40) papers communicating works developed in the last two decades. We classify each of these wor…
On Computational Ecosystems in Media Arts
October 01 2016 On Computational Ecosystems in Media Arts Rui Filipe Antunes Rui Filipe Antunes Search for other works by this author on: This Site Google Scholar Author and Article Information Rui Filipe Antunes Online Issn: 1530-9282 Print Issn: 0024-094X ©2016 ISAST Leonardo (2016) 49 (5): 457. https://doi.org/10.1162/LEON_a_01296 Cite Icon Cite Permissions Share Icon Share Facebook Twitter LinkedIn MailTo Views Icon Views Article contents Fig…
Recreating a medieval urban scene with virtual intelligent characters
From historical advice to 3D modeling and programming, the process of reconstructing cultural heritage sites populated with virtual inhabitants is lengthy and expensive, and it requires a large set of skills and tools. These constraints make it increasingly difficult, however not unattainable, for small archaeological sites to build their own simulations. In this article, we describe our attempt to minimize this scenario. We describe a framework …
Sobre Caminhar em Confinamento
No aparente paradoxo que a ideia de "caminhar em confinamento" encerra - também na sua relação com a cidade - encontrámos, na experiência de confinamento, algumas possibilidades de operar nessa tensão paradoxal. Serão hipóteses de potência coreopolítica, se postas em oposição à sensação de auto-corepoliciamento (a autovigilância do próprio movimento) e à extrema atenção dada ao movimento do "outro" como ameaça, que pode ser transformado numa prop…
Virtual simulations of ancient sites inhabited by autonomous characters
In this paper, we report the learnings from the development of Easy-Population, a software tool for generation of autonomous populations in virtual simulations and its use in the creation of a 3D recreation of a historical site. In the process, we discuss the animation of virtual historical simulations inhabited by autonomous characters. We claim the incompleteness of these simulations in representing ancient places to conclude the necessity of f…
Expanded Walking
This article conceptualizes Expanded Walking as an interdisciplinary artistic practice that integrates movement, narrative, sound, and locative/AR technologies to produce embodied, situated knowledge in public space. Building on post-medium theory (Krauss 1979; 2011), intermedia (Higgins 1965), phenomenology (Varela, Thompson & Rosch 1991; Ihde 2007), and media-archaeological/infrastructural perspectives (Parikka 2012; Parks & Starosielski 2015),…
Computer Science (4 works) · Human–computer interaction (3 works) · Sociology (3 works) · Animation (2 works) · Archaeology (2 works) · Cultural heritage (2 works) · Data science (2 works) · Digital Games and Media (2 works) · Ecology (2 works) · Geography (2 works)