News

Explore the latest research insights.

The article Filming Concepts, Thinking Images: On Wonder, Montage and Disruption in an Image-Saturated World by Vania Baldi (DigiMedia member) and Nélio Conceição was published in Eidos – A Journal for Philosophy of Culture.

Abstract:

This article explores the relation between cinema and philosophy through the lens of interest shown by some filmmakers in the lives and works of philosophers. It begins by delving into contemporary perspectives on the relationship between philosophy and cinema. In order to assess how the constitutive dissimilarity of the two terms and the ways in which they can be brought together are at the origin of speculative short circuits and experiences of wonder, it brings together the works of thinkers – Cavell, Benjamin, and Kracauer; and filmmakers Rossellini, Montaldo, Keaton, and Jarman. Reflecting on the aesthetic and cultural impact of cinema is all the more important given the current omnipresence of images and prosthetic technologies that, with their incessant solicitations, threaten the processes of apprehension, learning, and conveying of knowledge. Thinking and perceiving differently thus becomes an essential function of cinema, one keenly performed in Safaa Fathy’s Derrida’s Elsewhere, analyzed in the last two sections. View Full-Text
Keywords: film, philosophy, wonder, speculative short circuit, montage, disruption

Citation:

Baldi, Vania, and Nélio Conceição. “Filming Concepts, Thinking Images: On Wonder, Montage and Disruption in an Image-Saturated World.” Eidos. A Journal for Philosophy of Culture 6, no. 2 (2022):  70-85. https://doi.org/10.14394/eidos.jpc.2022.0017 

Special Issue on
Hybrid Games and Interaction Design
to be published at the
Interaction Design and Architecture(s) Journal (IxD&A)
CFP: http://ixdea.uniroma2.it/inevent/events/idea2010/index.php?s=102&link=call56

Deadline for submission: January 15, 2023

Guest Editors:
• Nelson Zagalo, DigiMedia, University of Aveiro, Portugal
• Fotis Liarokapis, University of Technology, Cyprus
• Micael Sousa, University of Coimbra, Portugal
• Ana Patrícia Oliveira, University of Aveiro, Portugal

===========================================
Important dates:
———————————————————–
• Deadline: January 15, 2023
• Notification to the authors: February 20, 2023
• Camera ready paper: March 15, 2023
• Publication of the special issue: April, 2023

===========================================
Overview
———————————————————–
Board games gained significant momentum throughout the past two decades, with some of the best creations earning millions of dollars in funding platforms during 2021, in spite of the Covid-19 pandemic. Additionally, digital games have surpassed all other media, from film to music, in investments and returns. Board and digital games are two forms of play which use the same base of design – the game design – so it was without surprise that a new hybrid approach, that mixed both media, would appear.
Over the past five years, we have seen games with Augmented Reality, board games using smartphones as assisting tools, tablets being used as boards, or even games using real food–edible games. This combination of digital and physical components and strategies in games contributes to a new experience of play which enhances not only the player’s immersion and interaction, but also the contents, presentation, atmosphere, and control of the game. There are some questions emerging in this discussion, namely about the complementary relationship between physical and digital games: What are the borderlines between real and virtual dimensions in hybrid games? How can hybrid games provide a more participatory gaming experience while players become engaged with digital and physical components at the same time? Which model of interaction design of hybrid games best favors player experience, communication, and engagement?
In this special issue, we want not only to present the current state-of-the-art of the hybrid games, as the possibilities beyond current days, making use of speculative approaches to design, as design fiction, but we want to dig deeper through the lenses of interaction design, in order to understand the new needs in the realm of technologies. Furthermore, we want to understand the full impacts and effects of this move on human interaction with game artifacts and consequently find out what should we expect from the discipline of interaction design while using ludic approaches in the next decade.

———————————————————–
Topics of Interest
———————————————————–
The indicative list of topics of interest for this special issue devoted to Gamification of the Learning Process’ includes, but is not limited to:

• Hybrid digital/physical games
• Methods of hybrid game design
• Design Fiction and Hybrid Interaction Design
• Interaction design relation with game design
• Play Hybridism
• Hybrid systems;
• Hybrid design models;
• Hybrid game mechanics and patterns;
• Hybrid storytelling models;
• Hybrid Game interaction models;
• Cognition and game design;
• Aesthetics of Hybrid Digital/Physical Games;
• Board games and Digital Games;
• Hybrid-games design;
• Hybrid game User Experience;
• Players’ physical/digital behavior modelling;
• NPC behavior and Physical Characters

===========================================
Submission guidelines and procedure
———————————————————-
All submissions (abstracts and later final manuscripts) must be original and may not be under review by another publication.
The manuscripts should be submitted either in .doc or in .rtf format.
All papers will be blindly peer-reviewed by at least two reviewers.
Authors are invited to submit 8-20 pages paper (including authors’ information, abstract, all tables, figures, references, etc.).
The paper should be written according to the IxD&A authors’ guidelines
->http://ixdea.uniroma2.it/inevent/events/idea2010/index.php?s=101&a=7

==========================================================
Authors’ guidelines
———————————————————-
Link to the paper submission page:
http://ixdea-2018.uniroma2.it/ojs/index.php/ixdea/login
(Please upload all submissions using the Submission page. When submitting the paper, please, choose the section:
“SI: Hybrid Games and Interaction Design”)

More information on the submission procedure and on the characteristics
of the paper format can be found on the website of the IxD&A Journal
where information on the copyright policy and responsibility of authors,
publication ethics and malpractice are published.

For scientific advice and queries, please contact the IxD&A scientific editor marking the subject as:
Hybrid Games and Interaction Design
• nzagalo@ua.pt 

Researchers of the miOne project, DigiMedia, of the Department of Communication and Art (DeCA) of the University of Aveiro, in partnership with the Municipality of Ílhavo – Laboratório do Envelhecimento (Ageing Lab), organize the first edition of the Encontro de Boas Práticas – O Digital na Promoção do Envelhecimento Ativo e Saudável (Best Practices Conference – The Digital in the Promotion of Active and Healthy Ageing). 

It will take place on December 13th, from 10am to 5pm, at DeCA, CCCI auditorium, at the University of Aveiro. Participation in the event is free of charge and registration is open. 

 

To obtain a holistic view of good practices carried out by multiple Portuguese institutions and projects and to contribute to the development of new technological products that promote active and healthy ageing are the focus of the Encontro de Boas Práticas – O Digital na Promoção do Envelhecimento Ativo e Saudável (Best Practices Conference – The Digital in the Promotion of Active and Healthy Ageing).  


There will be a set of discussion sessions on best practices with several special guests who will share their experience; followed by practical sessions with workshops, round tables, and collaborative design of new digital solutions focused on ageing.  

The program, registration, and more information about the event can be found on the event page (https://ebp-22.pt). 

Note: The event will be held entirely in Portuguese. 

30th December, 2022: Deadline for submission of proposals

May 2023: Publication forecast

DigiMedia member, Filipe T. Moreira, is one of the guest editors of the Sensos-e Journal special edition. This edition aims to promote the dissemination of work related to Computational Thinking in Education in the following areas: the importance of this area in Compulsory Education; the professional development of educators and teachers, as well as their attitudes and receptiveness to this subject; the resources development and presentation for the implementation of activities; the evaluation of these inclusions and of students’ development; the development of the relationship between Computational Thinking and STEM/STEAM Education; Reflection on what knowledge in this area should be covered in Basic Education; the suitability of knowledge inherent to Computational Thinking for different levels of education; the presentation of reports of practical experiences that translate into examples of articulation of this area with different sciences, at different levels of education, in formal or non-formal educational environments. Being a recent theme, it is also important to understand the challenges that education professionals and educational institutions will face.

The inclusion of Computational Thinking in the curricula of several countries, including Portugal, is due to the growing awareness of the importance of knowledge related to Computer Science for the development of digital skills of citizens, in favour of the transformation of society and the global economy. Thus, with this special edition of Sensos-e, Journal of the Centre for Research in Education (inED) of the School of Education of the Polytechnic Institute of Porto, authors are invited to submit original research proposals, which may include empirical research, theoretical studies, methodological studies, and research reports, under the theme “Computational Thinking in Education”.

Sensos-e publishes papers in Portuguese, Galician, Spanish, French and English. Each paper is subject to a blind peer review process, under the responsibility of the Editorial Board.

Platform for papers submission: https://parc.ipp.pt/index.php/sensos/about/submissions

Proposals must be identified, in their title, with an indication of the theme as follows: “[PCE] Title”.

For further information, contact the journal’s editor, Manuela Pessanha (sensos-e@ese.ipp.pt).

Bernardo Marques, DigiMedia member, wins the Professor José Luís Encarnação Award 2022. The proposal of a conceptual model and a taxonomy for collaborative augmented reality scenarios, developed by Bernardo Marques during the Doctoral Program in Computer Engineering (PDEI) at the University of Aveiro (UAveiro), has won the Professor José Luís Encarnação Award.

Based on the experience accumulated with industrial partners, a characterization focusing on the essential aspects of collaborative scenarios supported by augmented reality technologies has been proposed.

Bernardo Marques, Samuel Silva, João Alves, Tiago Araújo, Paulo Dias, Beatriz Sousa Santos. “A Conceptual Model and Taxonomy for Collaborative Augmented Reality.” IEEE Transactions on Visualization and Computer Graphics (2021) (https://ieeexplore.ieee.org/document/9506837).

This multidisciplinary work results from the collective effort of the various team members over the last few years, and was recently included in the UAveiro journal, Research@ua 2021, vol.12, p. 56, with the title: “Paving the road towards Collaborative Augmented Reality” (https://proa.ua.pt/index.php/researchua/issue/view/1044).

The award includes a presentation of the work, which will take place during the conference: “ICGI 2022 – International Conference in Graphics and Interaction“, held at UAveiro between November 3rd and 4th – https://gpcg.pt/icgi2022/.

The Professor José Luís Encarnação Award was established in 2010 in honor of the professor of the same name, a pioneer of Computer Graphics and a great impeller of the area in Portugal. The award is given by the Portuguese Computer Graphics Group (GPCG) and is intended for students of Portuguese nationality from any cycle of higher education who demonstrate excellent research in the area of computer graphics and applications.

Foram publicadas no Portal Funding &Tenders 6 calls Europa Criativa MEDIA 2023 de apoio ao sector audiovisual.

Estão disponíveis de momento informações e documentação relativa às calls abaixo identificadas:

Estima-se a abertura das restantes calls  no dia 06 de Dezembro 2022, conforme previsão de calendário divulgada anteriormente.

Mais informações: susana.costapereira@europacriativa.eu

Special Issue “Next Generation of XR Applications for Digital Citizens”

A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section “Computing and Artificial Intelligence“.

Deadline for manuscript submissions: 30 April 2023

Special Issue Editors

Prof. Dr. Miguel Gea Megías
Guest Editor
Prof. Dr. Xavier Alamán
Guest Editor
Dr. Rui Raposo
Guest Editor
Special Issue Information

Dear Colleagues,

The innovation and development based on Virtual and Augmented Reality has gradually reached a relevant maturity level of adoption by researches and industries in many sectors of society. Areas such as education, health, entertainment and engineering have progressively integrated these technologies into their ecosystem and have rethought and redesigned some of their practices and business models . The market is fueling the number of users drawn to these immersive experiences with new affordable low-cost devices, stable toolkits for development and pushing new scenarios lead by the buzz around the metaverse what it is and what it may eventually become. Milgram’s virtual reality continuum has been further discussed as we move towards a new eXtended Reality paradigm (XR), as an emerging umbrella term that encompasses immersive technologies, such as augmented reality, virtual reality, and mixed reality. However, XR are far from a true user adoption for everyday life. There is room and need for additional studies focused on case studies, conflicts and technology acceptance model insights in order to better comprehend key issues and strategies useful for developing XR applications for next gen digital citizens.

We would like to invite you to participate in this new Special Issue with the challenge of moving forward and making relevant contributions in the development of new XR applications giving attention to how users feel and adopt these technologies, offering UX (User eXperience) strategies for adoptability, value, and desirability on these new scenarios. We hope that this Special Issue will inspire the scientific community and all professionals who work with Extended Reality for society.

Prof. Dr. Miguel Gea Megías
Prof. Dr. Xavier Alamán
Dr. Rui Raposo
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Applied Sciences is an international peer-reviewed open access semimonthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2300 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI’s English editing service prior to publication or during author revisions.

Keywords

  • augmented & virtual reality
  • mixed reality
  • UX/XR case study
  • immersive storytelling
  • inclusive design
  • assistive technology
  • gamification
  • metaverse
  • telepresence
  • healthcare
  • education
  • immersive museum

More information available HERE

The article Home-Based Activities for Children with Speech Sound Disorders: Requirements for a Tangible User Interface for Internet of Things Artefacts by Joaquim Santos (DigiMedia PhD Student), Mário Vairinhos (DigiMedia member), Jonathan Rodriguez and Luis M. T. Jesus was published in Applied Sciences – Special Issue New Digital Technologies for Diagnosis and Rehabilitation of Neurodevelopmental Disorders.

Abstract:

This paper presents the state of the art regarding the use of tangible user interfaces for internet of artefacts (IoA) targeting health applications, with a focus on speech and language therapy and related areas, targeting home-based interventions, including data security and privacy issues. Results from a systematic literature review, focus group, and a nationwide questionnaire have been used to determine the system requirements for an artefact prototype to be developed. The aim of this study was to understand what is the usual practice of clinicians and to contribute to a better intervention or post-intervention approach for children with Speech Sound Disorders (SSD). The literature review revealed that some studies proposed technological solutions while others used a social approach and/or gamified activities. We could conclude that more research is needed and that a unified method or framework to address SSD intervention or post-intervention tools is lacking. Clinicians need more and better tools to be able to quantify and qualitatively assess the activities developed at home. View Full-Text

Citation:

Santos, J., Vairinhos, M., Rodriguez, J., & Jesus, L. M. T. (2022). Home-Based Activities for Children with Speech Sound Disorders: Requirements for a Tangible User Interface for Internet of Things Artefacts. Applied Sciences12(18), 8971. MDPI AG.  http://dx.doi.org/10.3390/app12188971

The article “Listen to Your Immune System When It’s Calling for You”: Monitoring Autoimmune Diseases Using the iShU App by Cláudia Ortet (DigiMedia PhD Student) and Liliana Vale Costa (DigiMedia member) was published in Sensors.

Abstract:

The immune system plays a key role in protecting living beings against bacteria, viruses, and fungi, among other pathogens, which may be harmful and represent a threat to our own health. However, for reasons that are not fully understood, in some people this protective mechanism accidentally attacks the organs and tissues, thus causing inflammation and leads to the development of autoimmune diseases. Remote monitoring of human health involves the use of sensor network technology as a means of capturing patient data, and wearable devices, such as smartwatches, have lately been considered good collectors of biofeedback data, owing to their easy connectivity with a mHealth system. Moreover, the use of gamification may encourage the frequent usage of such devices and behavior changes to improve self-care for autoimmune diseases. This study reports on the use of wearable sensors for inflammation surveillance and autoimmune disease management based on a literature search and evaluation of an app prototype with fifteen stakeholders, in which eight participants were diagnosed with autoimmune or inflammatory diseases and four were healthcare professionals. Of these, six were experts in human–computer interaction to assess critical aspects of user experience. The developed prototype allows the monitoring of autoimmune diseases in pre-, during-, and post-inflammatory crises, meeting the personal needs of people with this health condition. The findings suggest that the proposed prototype—iShU—achieves its purpose and the overall experience may serve as a foundation for designing inflammation surveillance and autoimmune disease management monitoring solutions.

Citation:

Ortet, C., & Vale Costa, L. (2022). “Listen to Your Immune System When It’s Calling for You”: Monitoring Autoimmune Diseases Using the iShU App. Sensors22(10), 3834. MDPI AG. Retrieved from http://dx.doi.org/10.3390/s22103834

The conference of the International Council for Educational Media, under the topic Moving on towards ‘new normal’ in education, took place from 12 to 14 October 2022 in Politécnico de Santarém. DigiMedia was an official partner of the event.

Several DigiMedia members participated in ICEM 22:

  • “Narrative and personalization in teaching it and electronics in children from 5 to 7 years old” by Mário Vairinhos, Rui Raposo and Filipe T. Moreira
  • “Building/customization of educational scenarios for Immersive Web Environments” by Ricardo Carvalho, Maria Ferreira, Bárbara Cleto, Tiago Paralta, Vítor Silva, Vasco Silva, Carlos Santos, Nelson Zagalo, Mário Vairinhos and Fernando Ramos
  • “Exploring the use of Augmented Reality for training computer workstation ergonomic issues” by Rui Raposo, Mário Vairinhos and Pedro Reisinho
  • “Building awareness towards issues related with Universal Design: The case of the MrUD project” by Rui Raposo and Mário Vairinhos
  • “Hybrid, virtual, or face-to-face? How to incorporate new teaching habits?” by Rosinete de Jesus Silva Ferreira
  • “Perceptions of future basic education teachers about the potential of programming in the educational context” by Ana Oliveira and David Oliveira
  • “Teachers’ perceptions about IoT technologies in school activities” by Filipe T. Moreira, Mário Vairinhos and Fernando Ramos
  • “Developing a gamified digital platform to promote extracurricular activities in basic and secondary schools – preliminary findings” by Ana Raquel Carvalho, Laura Ferreira, Lara Gonçalves, Carlos Santos, João Almeida, Nuno Ribeiro, Miguel Filipe, João Brandão, Samuel Santos, Catarina Dionísio and Luis Pedro
  • “Social digital gaming trends of the Portuguese older adults: Preliminary results” by Francisco Regalado, João Almeida and Ana Isabel Veloso
  • “OH!Bug: Envolver as crianças na valorização do património natural” by Sara Martins and Filipe T. Moreira
  • “Do M-Learning ao Learning Analytics” by David Oliveira and Ana Oliveira

More information on the event available in: https://icem2022.ipsantarem.pt/ 

OPEN CALL FOR PROJECTS

This Call is designed to assist teams of researchers from the NSST entities, the Carnegie Mellon University (CMU) and industry partners in bootstrapping high-impact potential research activities of
strategic relevance for the Carnegie Mellon Portugal Program (CMU Portugal). The Call encourages
recent Ph.D. graduates that are faculty at Portuguese Universities or researchers with an appointment in Portuguese research institutions to submit a research proposal.

Considering these goals FCT launches the Exploratory Research Call (ERPs) for funding projects
that aim to stimulate and promote Portugal’s international competitiveness and innovation capacity
in Science and Technology (S&T), in Information and Communication Technologies (ICT).

Under this Call, the Program is seeking proposals, namely in the area of ICT, focusing on the
opportunities provided by the data economy as a driver of growth and change.

SUBMISSION OF APPLICATIONS
Applications must be presented to FCT, in English, from October 11 to November 17, 2022, at 17:00 Lisbon time, using a specific on-line form and submitted through myFCT platform.

CRITERIA FOR SUPPORTING PROJECTS
Projects may be presented “individually” (only one beneficiary) or in “co-promotion” (two or more
beneficiaries). Projects in co-promotion must be led by an entity listed in 2.
The submitted proposals must include:
• One or more Portuguese research institutions from different entities as identified in section
2;
• One partner CMU faculty team.
The project consortium may include Collaborative Institutions, that may also invest in the exploratory
project, bringing relevant competencies to the project. However, such entities will not be funded by
this Call.
This Call will fund only resources and activities in Portuguese beneficiaries.
The project shall have a maximum duration of 12 months, renewable for a maximum of 3 months,
in duly justified cases.

FORM OF SUPPORT AND FUNDING RATE
The funding to be granted under this ACP shall be non-reimbursable in accordance with number 1
of Article 7 of the FCT Projects Regulations. National funds will fund the projects through the FCT
budget.

BUDGET ALLOCATION
The budget allocation for this call is EUR 400.000, for projects starting in 2023. The maximum budget
for Portuguese research institutions in each ERP cannot exceed:
• 70.000 euros for consortia with more than one Portuguese research institution;
• 50.000 euros for projects with a single Portuguese research institution.
Depending on the proposals’ quality, up to 8 (eight) new awards are expected to be financed.
However, the actual number of exploratory projects funded will depend on the quality of the
submitted proposals and funding available.
The participating researchers from Carnegie Mellon University will be funded independently by the
CMU Portugal Program at Carnegie Mellon University. The CMU Portugal Program will fund the
participating CMU research teams’ activities at Carnegie Mellon University at a level similar to the
Portuguese team.

More information available in:

CMU Portugal

FCT

Facebook 
Twitter
Instagram
LinkedIN

Skip to content