News
A talk of International Mobility during the PhD organized by NEDD (Núcleo de Estudantes de Doutoramento do DigiMedia) was held in a hybrid format at DeCA, on 4th Decemeber. Raquel Cabral and Maureen Cerveira, both PhD student in Information and Communication in Digital Plataform at UA, led this session with examples of international mobility, requirements of the European Doctorate and tips on “surviving” in other countries and cultures.
This session was part of the Peer2Peer initiative, organized by NEDD, where PhD students conduct sessions and workshops to help other students.
Terá lugar no próximo dia 4 de dezembro, às 15h, na sala de reuniões do edifício 21, uma sessão sobre Mobilidade Internacional no PhD: Erasmus+ e Doutoramento Europeu. Organizada pelo NEDD – Núcleo de Estudantes de Doutoramento do DigiMedia, esta é mais uma sessão da iniciativa Peer2Peer que pretende esclarecer os alunos de doutoramento sobre a realização de uma parte do seu PhD no estrangeiro e as suas vantagens para a carreira académica.
A sessão será gratuita, em formato híbrido, mas exige inscrição através deste formulário: https://forms.gle/1d1L61X7seHB4DGZA
Para assistir online, deverá aceder através deste link: https://tinyurl.com/peers2peers2
DigiMedia researcher Filipe T. Moreira was a guest speaker at the 5th World Congress of Criminology, which took place on 17 and 18 November in Fundão under the theme “The Criminologist”.

This event, organised by the Portuguese Institute of Criminology and the Portuguese Criminology Association in collaboration with the Fundão City Council, took place in a hybrid format and had around 600 participants from different countries. During the two days, several national and international experts came to Fundão to debate topics such as “Criminology in Portugal”, “Technologies at the Service of Criminologists”, “Police Science and Criminal Profiling”, “Domestic Violence”, “Juvenile Delinquency”, “Terrorism and Organised Crime”, “Medical-Legal Expertise”, “Human Trafficking” and “Violence in Sport”.
In his presentation, the DigiMedia researcher discussed the importance of 3D digitisation of crime scenes, a technique already in use in several countries and which can help improve forensic investigations.
A workshop of Introduction to Statistics and SPSS organized by NEDD (Núcleo de Estudantes de Doutoramento do DigiMedia) was held in a hybrid format at DeCA, on 23rd November. Sara Gonzalez Alvarez, who is a PhD student in Education at the University of Deusto, and a visiting researcher at DigiMedia, led this workshop with practical examples and clear explanations on how to adapt your work to an SPSS analysis.

This workshop was the first one of the Peer2Peer initiative, organized by NEDD, where PhD students conduct sessions and workshops to help other students.
Francisca Lourenço, a PhD student in the Multimedia in Education programme (UA), and Sofia Ribeiro, a PhD student in Information and Communication in Digital Platforms (UA/FLUP), both student members of DigiMedia, presented their ongoing research at the 16th edition of the International Conference of Education, Research and Innovation (ICERI2023).

On the 13th of November, during the session “Inclusion of learners with disabilities”, Francisca presented the paper Best-practices for Developing Effective Communication Campaigns to Promote Assistive Technology Resource Centres, co-authored by two DigiMedia researchers: Rita Oliveira and Oksana Tymoshchuk.
On the 14th of November, Sofia presented the paper Towards a Digitally Competent Teacher with Dig2Phy: Establishing a Digital space to design Tangible educational resources during the session “ICT skills among teachers”, which she chaired. Two DigiMedia researchers are co-authors: Pedro Beça and Mónica Aresta.

ICERI2023 was held in Seville (Spain) from 13 to 15 of November, with 468 oral presentations in nine parallel sessions. The proceedings of the conference will soon be available in the IATED Digital Library: https://library.iated.org/publications/ICERI2023

Pâmela Pinto, a Post-Doctoral researcher at DigiMedia, will present her book Boas práticas de saúde pública no Instagram: Estudo comparado entre Portugal e Brasil, on 13th December 2023, at 3.30pm. The session will take place online, in a Circle format.

This new book is part of the DigiMedia Collection, which focus on the publication of works in the scientific area of Digital Media. Its goal is to contribute to the deepening of the different theoretical and methodological challenges of this area of knowledge.

Program of the session:
15h00 Video presentation by Lídia Oliveira, responsible for the DigiMedia Collection
15h05 Presentation of the author by Maria João Antunes
15h10 – Presentation of the book by the author, Pâmela Pinto
15h35 – Questions from the audicence to the author
Abstract of the book:
The main message of the book is to value the citizen as the center of the communication produced on health, anchored in the public interest and in the quest to broaden social participation. The guide has put together four axes of suggestions for producing content: on the approach – based on scientific knowledge and accessibility; on the use of images, with an emphasis on infographics; on the clarity of texts and on the importance of interaction with citizens and influencers. Strategies for planning and monitoring profiles are also presented. The research provided a critical reflection on health consumption on Instagram, a private platform based on commercial interests.

About the author:
Pâmela Pinto is currently conducting a Post-Doctoral research at the Department of Communication and Art (University of Aveiro), and her research interests are related to ‘communication and public health’, ‘institutional communication and social media’ , with emphasis on Instagram.
The launch of the 3rd Edition of Students@DigiMedia will take place on November 15th, at 4pm, in the CCCI auditorium, with the presentation of 22 project proposals, by 20 researchers.
This presentation session of the proposed projects brings something new this year: participation is open to all students from 1st and 2nd cycles of the UA community, regardless of their scientific area, with special emphasis on Education, Psychology, Social Sciences, Design, IT, Languages, Health and Physics.
Students@DigiMedia is an initiative organized by DigiMedia with the aim of encouraging students’ participation in scientific research activities, such as data collection, design and evaluation of interfaces, development of digital products, production of audiovisual content, project management tasks, scientific writing, among others. Participation in these activities is completely voluntary, and students can count on the support and mentoring of the researchers throughout the project.
The first edition took place in the 2021/22 academic year, with 31 students from all study cycles participating in the 13 projects proposed by 24 DigiMedia researchers, and the second edition featured 20 projects involving 51 students from all study cycles of the CTC area.
This event is public and registration is not required.
The presentation of the results will take place within the scope of the UA Research Summit.
The topic proposals can be consulted here.
Irá decorrer no próximo dia 8 de novembro (4ªfeira), às 14h30, no auditório do CCCI, uma sessão de formação sobre proteção de dados e investigação, com o Dr. Fernando Batista, Encarregado de Proteção de Dados da UA, organizada em conjunto pelo INET-md, o DigiMedia e o ID+.
A formação decorrerá também em formato híbrido e não é necessária inscrição prévia.
Poderão aceder à sessão online através do link:
https://videoconf-colibri.zoom.us/j/94660507153
ID da reunião: 946 6050 7153
“Digital Storytelling by Women in Tech Communities” is the name of the work that will be presented on November 14th at ICIDS (International Conference on Interactive Digital Storytelling), one of the most important storytelling conferences in the world by Renata Frade (DigiMedia researcher) and Mário Vairinhos (DigiMedia/DeCa professor). The communication was published as a book chapter by Springer, Interactive Storytelling.
This work presents aspects and results of Renata Frade’s doctoral research on women in technology in Brazilian and Portuguese communities, supervised by professor Mário Vairinhos.
More information about this conference:
https://link.springer.com/chapter/10.1007/978-3-031-47655-6_6#citeas
https://icids2023.ardin.online/program
Reference:
Frade, R.L., Vairinhos, M. (2023). Digital Storytelling by Women in Tech Communities. In: Holloway-Attaway, L., Murray, J.T. (eds) Interactive Storytelling. ICIDS 2023. Lecture Notes in Computer Science, vol 14383. Springer, Cham. https://doi.org/10.1007/978-3-031-47655-6_6
Welcome to the 15th International Conference on Computational Creativity, ICCC’24!
June 17-21, 2024
Jönköping, Sweden
https://computationalcreativity.net/iccc24/
— 1st call for papers —
Submission deadline: Abstracts: Feb 21st, 2024; Full papers: Feb 28th, 2024
The International Conference on Computational Creativity (ICCC) is the premier forum for disseminating research on computational and AI creativity, bringing together researchers interested in exploring the ever-increasing capacities of technology in creative domains such as writing, visual arts and music. State-of-the-art AI algorithms can now create works that to a casual observer are comparable to those of human professionals, but many have questioned whether this is sufficient (or even necessary) for a computer to be considered to be “acting creatively”. This conference and its associated workshops exist to discuss the how and what of computational participation in creativity.
Come join us in the beautiful Swedish town of Jönköping ([ˈjœ̂nːˌɕøːpɪŋ]) at Midsummer and discuss questions like: by which metrics should we judge the creativity of AI output? Can an AI tool augment the creativity of its human users? What are the ethical implications of algorithms taking on creative roles? And, of course: can an AI be creative at all? These questions and more are at the heart of the sub-field of AI known as Computational Creativity (CC), defined as “the art, science, philosophy, and engineering of computational systems which, by taking on particular responsibilities, exhibit behaviors that unbiased observers would deem to be creative”.
Computational Creativity
The last few years have seen incredible progress in the generative capacities of AI and machine learning. In many creative domains such as writing, art and music generation, state-of-the-art AI algorithms can now create works that to a casual observer are comparable to those of human professionals. This new paradigm has brought attention to AI-generated content from academia, industry and the general public, resulting in an explosion of system development, application of such systems and societal awareness. Hand-in-hand with the development, the importance of dealing with the ethical considerations and the authenticity of AI-generated content is at an all-time high.
Computational creativity, as a field, has been investigating these questions for decades. The Association for Computational Creativity (ACC) has since 2010 organised the yearly International Conference on Computational Creativity (ICCC), the only scientific conference which entirely focuses on AI creativity specifically. The conference series, and the associated workshops, act as a platform for researchers of any discipline to meet and discuss the how and what of creativity in any computational setting. Whatever domain you’re working in, if your work concerns generative AI or any other computational model that you’re trying to make exhibit creative behaviors, we’d love for you to come and share it with us!
ICCC’24 is an interdisciplinary venue open to all researchers, practitioners and artists to submit work related to AI and Creativity. The ICCC community includes researchers with interests as broad as games, literature, visual communication, software development, the sciences, design, and engineering, alongside of course AI and ML. Hence, whatever your field, whatever your background, join us!
Venue
This year’s conference will take you to the beautiful Swedish town Jönköping ( [ˈjœ̂nːˌɕøːpɪŋ]), perfectly tucked in between mirror-clear lakes, fairytale forest and mountainous hills. Further, taking place between the 17th and 21st of June, 2024, the conference will culminate in one of Sweden’s most celebrated holidays: Midsummer! Thus, we invite you to join us in discussing the creative character of computational and AI systems while engaging in the Swedish national pass time of “Fika” – having too much coffee and cake, greeting Mother Nature in the beauty of the Swedish forest and joining us in celebrating Midsummer: the most magical time of the year!
Full Papers
Computational Creativity (CC) is a discipline with roots in scientific disciplines such as Artificial Intelligence, Cognitive Science, Engineering, Design, Psychology and Philosophy that each explores the potential for computers to be creative – either in partnership with humans or as autonomous creators in their own right.
ICCC is an annual conference that welcomes papers on different aspects of CC, on systems that exhibit varying degrees of creative autonomy, on systems that act as creative partners for human creators, on frameworks that offer greater clarity or computational felicity for thinking about machine (and human) creativity, on methodologies for building or evaluating CC systems, on approaches to teaching CC in schools and universities or to promoting societal uptake of CC as a field and as a technology, and so on.
Important Dates
· Abstracts due: February 21, 2024
(The abstract can be updated at the full paper submission deadline.)
· Submissions due: February 28, 2024
· Acceptance notification: April 21, 2024
· Camera-ready copies due: May 12, 2024
· Conference: June 17-21, 2024
All deadlines given are 23:59 anywhere on Earth time.
Topics of interest include:
Original research contributions are solicited in all areas related to Computational Creativity research and practice, including, but not limited to:
· Domain-Specific Applications of Computational Creativity: applications of creativity in areas such as music, language, narrative, poetry, games, visual arts, graphic design, product design, architecture, entertainment, education, mathematical invention, scientific discovery, or programming.
· Generative AI Models of Creativity: extensions or modifications of generative AI algorithms that provide new capabilities, new metrics, or improved utility in creative contexts.
· Human-Machine Co-Creativity: Systems, studies, frameworks, or methodologies related to co-creativity between humans and AI, with emphasis on systems in which the machine acts as a creative partner.
· Computational Creativity Evaluation: Metrics, frameworks, formalisms and methodologies for the evaluation of creativity in computational systems, or for the evaluation of how such systems are perceived in society.
· Social Models: Computational models of social aspects of creativity, including: social creativity, the diffusion of ideas, collaboration, team dynamics, and creativity in social settings.
· Computational Paradigms: computational approaches for modelling cognitive aspects of creativity, such as heuristic search, analogical and meta-level reasoning, cognitive architectures, and re-representation.
· Interdisciplinary Perspectives: Perspectives on computational creativity which draw from philosophical and/or sociological studies in the context of creative AI systems.
· Data and Creativity: Data science approaches to computational creativity: Resource development and data gathering/knowledge curation for creative AI. There is a need for datasets and resources that are scalable, extensible and freely available/open-source.
· Societal Impact: Ethical considerations in the design, deployment or testing of creative AI systems, as well as studies that explore the societal impact of computational creativity and generative AI.
· Psychological Factors: Computational models of psychological factors that enhance creativity, including emotion, surprise (unexpectedness), reflection, conflict, diversity, motivation, knowledge, intuition, and reward structures. Additionally, social or experiential factors related to novelty and originality, such as innovation, improvisation, and virtuosity.
· Provocations: Raising new issues not on this list that bring the foundations of the discipline into question or throw new light on seemingly settled debates.
Paper Types
We welcome the submission of five different types of long papers, each with the intent to approach an equal distribution of accepted papers. During your submission, please indicate the category by which your paper best fits into:
· Technical papers: These are papers posing and addressing hypotheses about aspects of creative behaviour in computational systems. The emphasis here is on using solid experimentation, computational models, formal proof, and/or argumentation that clearly demonstrates advancement in the state-of-the-art or current thinking in CC research. Strong evaluation of approaches through comparative, statistical, social, or other means is essential.
· System or Resource description papers: These are papers describing the building and deployment of a creative system or resource to produce artefacts of potential cultural value in one or more domains. The emphasis here is on presenting engineering achievement, technical difficulties encountered and overcome, techniques employed, reusable resources built, and general findings about how to get computational systems to produce valuable results. Presentation of results from the system or resource is expected. While full evaluation of the approaches employed is not essential if the technical achievement is very high, some evaluation is expected to show the contribution to CC of this work.
· Study papers: These are papers which draw on allied fields such as psychology, philosophy, cognitive science, mathematics, humanities, the arts, and so on; or which appeal to broader areas of AI and Computer Science in general; or which appeal to studies of the field of CC as a whole. The emphasis here is on presenting enlightening novel perspectives related to the building, assessment, or deployment of systems ranging from autonomously creative systems to creativity support tools. Such perspectives can be presented through a variety of approaches including ethnographic studies, thought experiments, comparisons with studies of human creativity, and surveys. The contribution of the paper to CC should be made clear in every case.
· Cultural application papers: These are papers presenting the use of creative software in a cultural setting, for example via art exhibitions/books, concerts/recordings/scores, poetry or story readings/anthologies, cookery nights/books, results for scientific journals or scientific practice, released games/game jam entries, and so on. The emphasis here is on a clear description of the role of the system in the given context, the results of the system in the setting, technical details of inclusion of the system, and evaluative feedback from the experience garnered from public audiences, critics, experts, stakeholders, and other interested parties.
· Position papers: These are papers presenting an opinion on some aspect of the culture of CC research, including discussions of future directions, speculative explorations of the impact of state-of-the-art approaches, past triumphs or mistakes, and current issues. The emphasis here is on carefully arguing a position; highlighting or exposing previously hidden or misunderstood issues or ideas; and providing thought leadership for the field, either in a general fashion or in a specific setting. While opinions need not be substantiated through formalization or experimentation, any justification of a point of view will need to draw on a thorough knowledge of the field of CC and of overlapping areas, and provide relevant motivations and arguments.
ICCC is a conference that emphasises the empirical and theoretical evaluation of technical systems, results and outcomes, in an ethical and scientific fashion. Evaluation is expected in Technical papers (strong evaluation) and in System or Resource description papers. Although evaluation is not required in other types of papers, the contribution of the paper to CC should be made clear.
All submissions will be reviewed in terms of quality, impact, and relevance to the area of Computational Creativity.
Presentation
In order to ensure the highest level of quality, all submissions will be evaluated in terms of their scientific, technical, artistic, and/or cultural contribution, and therefore there will be only one format for submission. The program committee will decide the best format for presenting accepted manuscripts at the conference.
To be included in the proceedings, each paper must be presented at the conference by one of the authors. This implies that at least one author will have to register and will have to participate on-site.
*** All authors of accepted papers can opt to also show a demo of their system or prototype during the conference. You will be asked if you are interested in this option during the submission process ***
Submission instructions
This year the submission process has two stages: initial submission of a title and abstract, and subsequent submission of the full paper a week later.
The recommended length for the abstract is 100-200 words.
The long paper page limit is 8 pages + up to 2 pages of references.
Papers will be reviewed in a double-blind fashion, which necessitates that authors take appropriate steps to remain anonymous. You are responsible for making your papers anonymous to allow for double-blind review. Remove all references to your home institution(s), refer to your past work in the third person, etc.
To be considered, papers must be submitted as a PDF document formatted according to ICCC style (which is similar to AAAI and IJCAI formats). The conference website will be updated to include the correct templates.
All contributions must be submitted through the EasyChair platform:
https://easychair.org/conferences/?conf=iccc24
Double submissions policy: The work submitted to ICCC should not be under review in another scientific conference or journal at the time of submission.
Organizing committee
· Kazjon Grace, University of Sydney, Australia, kazjon.grace@sydney.edu.au<mailto:Australiakazjon.grace@sydney.edu.au>
· Maria M. Hedblom, Jönköping School of Engineering, Sweden, maria.hedblom@ju.se<mailto:maria.hedblom@ju.se>
· Teresa Llano, Monash University, Australia, teresa.llano@monash.edu<mailto:teresa.llano@monash.edu>
· Pedro Martins, University of Coimbra, Portugal, pjmm@dei.uc.pt<mailto:pjmm@dei.uc.pt>
· Guendalina Righetti, Free University of Bozen-Bolzano, Italy, guendalina.righetti@unibz.it<mailto:guendalina.righetti@unibz.it>
· Garrit Schaap, Jönköping School of Engineering, Sweden, garrit.schaap@ju.se<mailto:garrit.schaap@ju.se>
· Jéssica Parente, University of Coimbra, Portugal, jparente@dei.uc.pt<mailto:jparente@dei.uc.pt>
· Joana Rovira Martins, University of Coimbra, Portugal, jmmartins@dei.uc.pt<mailto:jmmartins@dei.uc.pt>
· José Pedro Lopes, University of Coimbra, Portugal, joselopes@dei.uc.pt<mailto:joselopes@dei.uc.pt>
A new article called “Instagram Use and Equity in Public Health: A Study on Brazil and Portugal During the COVID-19 Pandemic” was published in the Canadian Journal of Communication. The article was written by the DigiMedia Researchers Pâmela Pinto, Maria João Antunes, Margarida Pisco and Denis Reno,
You can access the article here.