News
Ciência Viva marked World Health Day with an online program, focused on innovative projects that won the “Comunicar Saúde” competition (watch here) and in person, at the Pavilhão do Conhecimento, in partnership with the Portuguese Literacy Society, to discuss the state of public health in Portugal (watch here).
The Comunicar Saúde contest, launched by Ciência Viva, awarded in 2019 eleven innovative projects with the aim of improving the communication of medical information and promoting health literacy among citizens.
Ana Margarida Almeida, DigiMedia member, was a speaker at the event presenting the project eMental, which was one of the funded projects.
Website of the event: A Literacia faz bem à Saúde (cienciaviva.pt)

Patrícia Oliveira, DigiMedia member, was a speaker at LeiriaCon – Leiria Talks 2022, under the topic “O estado do hobby e da indústria dos jogos de tabuleiro”. Integrated in Panel 3 – “Os jogos de tabuleiro na academia e investigação” – 2nd of abril (12h10-13h00) – the presentation was entitled “Jogos híbridos: investigação da relação entre o analógico e o digital” and aimed at the dissemination of the project Flavougame.
Programme of LeiriaCon: https://mailchi.mp/2939ac0e96b7/leiriacon
Website of the event: https://www.spielportugal.org/leiriacon/2022

DEADLINE EXTENSION -> April 30, 2022 (new hard deadline)
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Special issue on
Gamification of the Learning Process
to be published at the
Interaction Design and Architecture(s) Journal (IxD&A)
(ISSN 1826-9745, eISSN 2283-2998)
(https://doi.org/10.55612/s-5002-000)
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*** Since 2012 also in Scopus *** (back indexing on-going)
*** Since 2015 also in Emerging Sources Citation Index and Web of Science ***
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IxD&A implements the Gold Open Access (OA) road to its contents
with no charge to the authors (submission & paper processing)
Help us in improving the quality of the editorial process and of the journal and keep the open access, please donate:
https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5EUX7CQ3GKSSG
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CFP: http://ixdea.uniroma2.it/inevent/events/idea2010/index.php?s=102&link=call52
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Guest Editors:
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• Davide Carneiro, ESTG, Politécnico do Porto, Portugal
• María-Pilar Cáceres-Reche, University of Granada, Spain
• Mariana Reimão Carvalho, ESTG, Politécnico do Porto, Portugal
• Rui Silva, CETRAD, Universidade de Trás-os-Montes e Alto Douro (UTAD)
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Important dates:
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• Deadline: April 30, 2022 (extended deadline)
• Notification to the authors: June 15, 2022
• Camera ready paper: June 30, 2022
• Publication of the special issue: July/August, 2022
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Topics of Interest
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The indicative list of topics of interest for this special issue devoted to Gamification of the Learning Process’ includes, but is not limited to:
• Gamification in the classroom
• Gamification in distance learning
• Use of digital/physical games in the grading process
• Innovative game elements
• Serious games
• Gamification in STEAM
• Collaborative tools in education
• Storytelling in teaching/learning
• Gamification and student motivation
• Psychology and Human factors
• Gamification design principles
• Gamification frameworks
• Practical use cases of gamification in education
• Legal aspects of using gamification in education
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Submission guidelines and procedure
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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
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Authors’ guidelines
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Link to the paper submission page:
https://www-2020.ixdea.uniroma2.it/ojs/ixdea/login
(Please upload all submissions using the Submission page. When submitting the paper, please, choose the section:
“SI: Gamification of the Learning Process“)
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 any of the guest-editors below and mark the subject as:
IxD&A SI: Gamification of the Learning Process
• dcarneiro@estg.ipp.pt
• mrc@estg.ipp.pt
• ruisilva@utad.pt
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To keep updated join the IxD&A groups @:
IxD&A Linkedin -> link
IxD&A Facebook -> link
Enjoy the videos of the “Meeting the Authors” events @:
IxD&A Youtube channel -> link
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Forthcoming issues:
(https://doi.org/10.55612/s-5002-000)
• Summer/Autumn 2022
‘Online Social Environments for Active Ageing’
Guest Editors: Ana Isabel Veloso, Carlos Santos, Sonia Ferreira, Liliana Costa
• Winter 2022
‘Smart Learning Ecosystems – 2022’
Guest editors: Mihai Dascalu, Patrizia Mati, Francesca Pozzi
Francisco Regalado, DigiMedia PhD Student, was a Keynote speaker at Gamification Europe 2022, an online event organised by Gamification+.
During the Community Engagement Day on 23 March (https://gamification-europe.com/geu22-community-engagement-day/), Francisco presented a session entitled “Gamification for all”: Planning and designing a community-oriented gamification strategy.
As a result of the research carried out within the SEDUCE 2.0 Research Project, Francisco talked about the potential of a gamification strategy based on levels and progression to promote participation and engagement of miOne’s users.


18th International Conference on Web Information Systems and Technologies
Submission Deadline: May 19, 2022
October 25 – 27, 2022
Valletta, Malta
The purpose of the International Conference on Web Information Systems and Technologies (WEBIST) is to bring together researchers, engineers and practitioners interested in the technological advances and business applications of web-based information systems. The conference has four main tracks, covering different aspects of Web Information Systems, namely Internet Technology, Web Intelligence and Semantic Web, Social Network Analytics, HCI in Mobile Systems and Web Interfaces.
WEBIST focuses on real world applications; therefore authors should highlight the benefits of Web Information Systems and Technologies for industry and services, in addition to academic applications. Ideas on how to solve business problems using web-based information systems and technologies, will be discussed at the conference.
WEBIST is organized in 4 major tracks:
1 – INTERNET TECHNOLOGY
2 – WEB INTELLIGENCE and SEMANTIC WEB
3 – SOCIAL NETWORK ANALYTICS
4 – HCI in MOBILE SYSTEMS and WEB INTERFACES
Conference Chair(s)
Joaquim Filipe, Polytechnic Institute of Setubal / INSTICC, Portugal
Program Chair(s)
Stefan Decker, RWTH Aachen, Germany
Francisco Domínguez Mayo, University of Seville, Spain
Massimo Marchiori, University of Padua, Italy
In Cooperation with
ACM Special Interest Group on Management Information Systems
Proceedings will be submitted for indexation by:
SCOPUS
Google Scholar
The DBLP Computer Science Bibliography
Semantic Scholar
Engineering Index
Web of Science / Conference Proceedings Citation Index
A short list of presented papers will be selected so that revised and extended versions of these papers will be published by Springer in a LNBIP Series book.
Also, another set of papers will be selected and published in a special issue of the Springer Nature Computer Science Journal.
All papers presented at the conference venue will also be available at the SCITEPRESS Digital Library.
More information available HERE

DIGICOM 2022 – 6th International Conference on Design and Digital Communication
› 3-5 November 2022, Teatro Gil Vicente and On-line, Barcelos, Portugal
› Call for papers: until May 31, 2022
› Proceedings book published by Springer Series in Design and Innovation (indexed on Springerlink and Google Scholar, and will also be submitted for Conference Proceedings Citation Index – Web of Science)
The DIGICOM organizing committee invites original contributions in the form of a full paper. This invitation is open to all researchers, academics, designers and students whose work falls within the field of Design and Digital Communication, namely:
A) Practical applied projects: projects developed in a research, academic or commercial context, of a practical nature and with a potential social, cultural or economic relevance.
B) Case Studies: description and analysis of projects or research problems in the most different contexts.
C) Literature review: presentation of the state of the art from a certain research problem.
D) Research work: doctoral or master’s research; and new approaches and research frameworks.
Submissions will be accepted in the following topics:
WEB AND MULTIMEDIA DESIGN
· Web Design
· Interface Design
· UI Design
· UX Design
· Usability
· Mobile apps
· Editorial Design on digital media
· Digital Typography
· Digital Media
· Multimedia Technologies
· Social Media Platforms
· Product Design
GRAPHIC DESIGN AND BRANDING
· Design of Visual Identity
· Branding
· Communication and Strategy
· Communication Design
· Digital Marketing
· Advertisement
· Social Media
· Market and Business
AUDIOVISUAL COMMUNICATION
· Video
· Motion Graphics
· Digital and Interactive Television
· Infographics
· Audiovisual Graphics
· Sound Design and Communication
· Media Arts
SOCIETY AND COMMUNICATION
· Theory and History of Design and Media
· Information Society
· Internet and Social Networks
· Health and wellbeing
· Education, Literacy and Citizenship
· Culture, Countercultures and subcultures
· Visual, Aesthetic and Semiotic Analysis
Submitted Papers must:
– have a maximum of 12 pages, including title, abstract, keywords, main paper body and images (bibliographical references are not included in the limit of pages);
– follow the template guidelines;
– be written in English.
After a double blinded peer-review process, the accepted best ranked papers will be published in a Proceedings Book as part of the Springer Series in Design and Innovation, indexed on Springerlink and Google Scholar, and submitted for Conference Proceedings Citation Index (Web of Science).
After the conference, the authors of a selection of the best papers will also be invited to write an original chapter for the book “Perspectives on Design and Digital Communication: Research, innovations and best practices”, to be also published in the Springer Series in Design and Innovation.
For more information:
www.digicom.ipca.pt
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Multimodus’22 – 1st International Conference on Sound and Image in Art & Design is an academic event dedicated to sound and image studies in the context of Art & Design. It aims at bringing together researchers, practitioners, entrepreneurs, and educators to discuss the theory and practice of the audio- visual experience, spanning from purely artistic perspectives to industry-driven endeavours.
The conference takes place at the Polytechnic Institute of Portalegre. It is organized by the Department of Arts, Design and Animation, from the School of Technology and Management.
The guiding theme for this year’s edition is “The creative process: reflections on contemporary creativity”: what does it mean to be creative in the age of creativity, how ideas emerge, serendipity vs systematization, creativity-sparking rituals, ideation technologies and everything in between. For a comprehensive list of the conference’s topics, check the submit page.
The conference’s program blends scientific panels, workshops, cultural events, and social gatherings, expecting to appeal to an eclectic audience, beyond the academic walls.
The event’s official languages are English (main), Portuguese and Spanish.
These are still times of uncertainty. Although the event is planned to happen in the physical world, online participation is accepted.
Important dates
2 April 2022 – Abstract submission deadline
22 April 2022 – Abstract acceptance notice
2 May 2022 – Registration deadline / fee payment
8 May 2022 – Official program announcement
7/8 June 2022 – Conference
Abstract submission
Oral presentations at the conference’s sessions are subject to approval by the conference’ scientific committee, based on the abstract’s scientific relevance and adequacy of the content to the conference topics.
Abstracts should be submitted using the EasyChair submission platform
https://easychair.org/conferences/?conf=multimodus22
Each author can submit up to 3 abstracts.
Authors of the accepted abstracts (who register for the conference) agree to present their work at Multimodus’22 (oral presentation) and publish the abstract in the conference’s Book of Abstracts (w/ ISBN).
Topics
Authors are invited to submit abstracts to one of the following session topics:
- Sound and image in Art & Design: contemporary aesthetics, theory and practice
- Creativity in Art & Design: theories, processes and tools
- Behind the scenes of the creative process: case studies on Art & Design
- The audio-visual expanded: technologies at the edge of the sound and image experience
- Teaching and learning creativity in Art & Design: challenges and opportunities
- Innovation and sustainability in Art & Design: projects and best practices
Abstract guidelines
- Title of the presentation/abstract
- Length: 250 to 500 words
- Identify the topic to which the abstract is being submitted to
- Blind submission (remove any reference to the author/s and filiation/s)
- Editable file format (Word / Pages / Open Office – no LaTeX)
- Image (optional – no more than 1)
- References (no more than 5)
- Languages: English (preferred), Portuguese and Spanish
More information available HERE
Inês Santos Moura’s online PhD defense takes place on the 24th March, at 10 a.m., with the topic Not an ilha”: participatory methodologies in the creation of a Web documentary with the community of Herculano neighborhood | Não é uma ilha”: metodologias participativas na criação de um Web documentário com a comunidade do Bairro Herculano.

Inês Santos Moura is a student of the PhD programme in Information and Communication in Digital Platforms and her supervisor is Vania Baldi (DigiMedia, UA).
DigiMedia members are invited to participate in this important moment.
Abstract:
This research aims to promote reflection and debate on participatory audiovisual methodologies, namely photo elicitation and participatory video, as strategies for research and analysis of the social and housing context of the community of Bairro Herculano. Simultaneously, it proposes an analysis about the potentialities of these participatory and collaborative practices as resources promoting citizen participation. Focusing on the “ilha” Bairro Herculano neighborhood, located in the city center of Porto, it was initially sought to understand perceptions produced in relation to the notion of “ilha”, an expression used to describe a complex of small houses built in Porto, in the last years of the 19th century, to house the working class. Through the aid of digital technologies and public initiatives, contexts of visibility for the community were provided, making the inhabitants “actors” and protagonists of the audiovisual representation of their reality. The photographic objects provided by the participants allowed for analyses of biographical and social dimensions, which revealed stories, identities, and architectures of the Herculano community and its socialization dynamics. In this way, stories of the past that are generally marginalized and/or hidden by public discourse were documented, stimulating their possible rescue for the present and the future of the place and its inhabitants. With this, we also tried to analyze and identify the need and intention of the participant group in documenting and presenting possible proposals for improvement regarding their housing and social reality. The uses of these participatory methodologies by the research group allowed the production of multimedia content towards the conception of a Web documentary, composed of nine video-narratives, six photo-interviews and a photographic archive about this community. The participatory methodologies mobilized also made it possible to deepen the knowledge about the social reality and the housing conditions of this neighborhood, as well as to record and collect reflections and concerns related to the present and the future of this community. The research process is rooted in the collaboration between the researcher and the inhabitants and it has two dimensions: the creation of different perspectives concerning Bairro Herculano as one of the oldest neighborhoods of Porto; and the active participation of its inhabitants in the creative process, sharing experiences and generating knowledge.
To participate follow the link: https://videoconf-colibri.zoom.us/j/82816554107
More information available HERE
The Media Innovation Circle#9 took place on February 25 with a talk by Sylvester Arnab, Coventry University (UK) followed by a participated discussion on the topic “Empathic experiential design with playful and gameful inspirations”, moderated by Ana Veloso (DigiMedia/UA).
The video is already available on DigiMedia YouTube channel. Watch HERE. We invite you to subscribe the channel.

Sylvester Arnab is a Professor of Games Science at the Disruptive Media Learning Lab and an associate of the Centre for Post-digital Cultures at Coventry University, UK. His research focuses on the investigation into engaging, empathic, and empowering experiences through the lens of playful and gameful design practices. Sylvester is a co-founder of multi-award winning GameChangers initiative, which has been adapted in Malaysia and is currently being expanded into Vietnam and Indonesia towards responding to the UN’s Sustainable Development Goals. Sylvester has published a book on ‘Game Science in Hybrid Learning Spaces’, which provides insights into the research and practice of purposeful game design with a focus on hybrid education. For more information click here.
Abstract
Our relationships with experiential artefacts such as games are evolving, where games and gameplay are becoming more pervasive in our daily lives. As serious outcomes are achieved through game-based experiences, it is essential to ensure a more empathic approach that would be co-creative and participatory towards onboarding practitioners into the design process. This talk draws from existing research, development, and practice under the multi-award winning GameChangers initiative that focuses on the onboarding of educators into the co-creation of playful and gameful experiences for achieving purposeful outcomes.

The ACM IMX 2022 is hosted by the University of Aveiro.
IMX is the leading international conference for presentation and discussion of research into interactive media experiences. The conference brings together international researchers and practitioners from a wide range of disciplines, ranging from human-computer interaction, multimedia engineering and design to media studies, media psychology and sociology.
The call for submissions for one of the workshops is OPEN.

Deadlines:
LIQUE – March 14, 2022 April 3, 2022
SensoryX – March 18, 2022 April 3, 2022
Emotion – March 16, 2022 April 1, 2022
Performances – March 18, 2022 April 8, 2022
XRWALC – March 16, 2022 March 29, 2022
LIQUE 2022 – Life Improvement in Quality by Ubiquitous Experiences
Workshop Website: http://lique2022.midiacom.uff.br/
As Interactive Media Experiences (IMX) become more and more present everywhere, with every uses, in a ubiquitous way there is a growing interest in IMX systems designed for life quality improvements in all possible aspects.
This is specially relevant nowadays that we all are facing the challenge to keep the comfort related to the technological development and at same time respect the earth equilibrium and ecosystems’ maintenance in all aspects and levels.
This workshop aims to bring together researchers and practitioners working on tools, services and applications enabling interactive experiences for quality of life improvement promoting the development of initiatives that aid on the global quest for new uses to promotes the diversity of interchanges. Interactive Media Experience (IMX) typically includes as many as possible users and digital developers inside the implementation technically. However, little is directed to the quality of life in all aspects that could affect such social/machine/environment interactions in current setting. At this moment, it is important to discuss the implications and possibilities related to them. This workshop proposed to be held together with ACM Interactive Media Experiences (IMX) 2022, aims to bring together practitioners and researchers to discuss the opportunities and challenges of Life Improvement in Quality by Ubiquitous Experiences.
Organizers:
- Aura Conci, Universidade Federal Fluminense, Brazil.
- Anselmo Paiva, Universidade Federal do Maranhão, Brazil.
- Débora Muchaluat-Saade, Universidade Federal Fluminense, Brazil.
- Fátima L. S. Nunes Marques, Universidade de São Paulo, Brazil.
- Monica Mendes, Universidade de Lisboa, Portugal.
- Tiago Bonini Borchartt, Universidade Federal do Maranhão, Brazil.
Duration: Half day
Format: Hybrid
Deadline: March 14, 2022
SensoryX 2022 – Multisensory Experiences
Workshop Website: http://sensoryx.midiacom.uff.br/
Multimedia applications have primarily engaged two of the human senses – aural and visual. With recent advances in computational technology, however it is possible to develop multisensory applications across all senses. Important findings from psychological and neuroscience research, as well as technological advances responsible for increased diversity of devices with higher computational power and communication capabilities, augmented by various sensor and display technologies have enabled targeting other human senses. Moreover, the state of the art for multisensory systems has been pushed forward with the evolution of Mixed Reality-related technologies that allowed several senses to be stimulated at the same time, presenting users with ‘real experiences’ designed in virtual worlds. This enables a more immersive, coherent, and credible experience, raising the level of presence. In this context, it becomes important to explore and understand how one can design effective multisensory experiences in a variety of domains (e.g., education, arts, entertainment, etc.) and how technology can be used to meaningfully stimulate these experiences. Moreover, it is essential to identify the challenges, opportunities and limitations to be overcome in the quest to transcend the overwhelmingly bisensorial nature of digital multimedia into a multisensory one – the realm of mulsemedia: multiple sensorial media. The aim of this workshop is to deepen the discussion on multisensory experience design as well as to inspire and support participants in designing multisensory interfaces and experiences.
This workshop will focus on enhancing the multisensory scope of both designers and developers of multimedia and Mixed Reality experiences who could thus harness the whole spectrum of sensory experiences. For this, the workshop will challenge current practices in designing experiences, will explore meaningful design spaces and will identify future research directions for creating experiences at the intersection of various sensory dimensions.
Organizers:
- Alexandra Covaci, University of Kent, United Kingdom.
- Estevao Bissoli Saleme, Instituto Federal do Espírito Santo, Brazil.
- Céline Jost, Paris 8 University, France.
- Joel dos Santos, Cefet/RJ, Brazil.
- Gheorghita Ghinea, Brunel University London, United Kingdom.
Duration: Full day
Format: Hybrid
Deadline: March 18, 2022
Emotion IMX2022 – Considering Emotions in Multimedia Experience
Workshop Website: https://emotionimx.ls2n.fr/
Emotions are fundamental to human experience, as they impact cognition, perception, and daily tasks (e.g., communication). The Emotion IMX workshop aims to bring together researchers and industries from various fields (including, but not limited to, computer science, design, and cognitive science) to discuss challenges in considering affects and emotions for interactive and media experiences (i.e., to assess and/or improve these experiences) from an interdisciplinary perspective. More specifically, we propose to address the following questions:
- Why study emotions? For which applications?
- How to categorise, describe, analyse, quantify, represent emotions?
- How to take into account emotions in the design and evaluation phases of multimedia experiences?
- What are the recent advances in automated emotion recognition? What are the challenges in their evaluation?
- What are the different ways of dealing with emotions in interactive media experiences?
- What are the existing and future challenges? What are the limitations?
Organizers:
- Lucie Lévêque, Université de Nantes, France.
- Matthieu Perreira Da Silva, Université de Nantes, France.
- Patrick Le Callet, Université de Nantes, France.
- Frédérique Krupa, École de design Nantes Atlantique, France.
Duration: Half day
Format: Hybrid
Deadline: March 4, 2022 March 16, 2022
Performances IMX2022 – Designing live performances of the future
Workshop Website: http://performancesofthefuture.live/
For thousands of years, live performances have been an essential part of human culture. Whether it is music, dance, theatre, opera, spoken word poetry or puppetry, live performances have always been a popular source of entertainment for people of all ages and backgrounds, However, nowadays live performances are at a very pivotal and uncertain moment of their story. Due to the ongoing COVID-19 pandemic, artists and audiences alike are fearful that they may not be able to enjoy performances in the same ways they used to. Despite this, the pandemic also demonstrated to artists and audiences everywhere, that there are new alternative ways to experience performances. Artists started to experiment with streaming performances as a way to bridge the gap between physical events and online participation. Even artists who didn’t use technology before as part of their work, are now leveraging its ability to let them connect with more people, and reach wider audiences. Moreover, recently, technologies that used to be only available for a niche market (such as AI, VR, AR) are now becoming more accessible and user friendly. Developing for and with such technologies is also becoming easier and more accessible for non-technology experts. This creates an opportunity for exploration as to what these types of technologies can do for the future of performance. This workshop aims to start a conversation as to what the performances of the future might look like by inviting both researchers and practitioners to present their work in this domain. It will explore the interception of technology and performance, with a focus on how technology might be leveraged to enhance performances and the process of developing performances, provide new ways to reach and interact with audiences, as well as how it can create new ways of performing.
Organizers:
- Sophia Ppali, University of Kent, United Kingdom.
- Vali Lalioti, The Innovation Consultancy, United Kingdom.
- Alexandra Covaci, University of Kent, United Kingdom.
- Boyd Branch, Coventry University, United Kingdom.
- Bea Wohl, University of Lancaster, United Kingdom.
- Alex Kane, Volta, United Kingdom.
Duration: Full day
Format: Online
Deadline: March 18, 2022
XRWALC 2022 – 1st Int. Workshop on Analytics, Learning & Collaboration in eXtended Reality
Workshop Website: http://xrwalc2022.di.fc.ul.pt/
XR, extended or cross reality, technology is gaining relevance in many professional domains, and is used and experimented with for the sake of manifold purposes. The XRWALC workshop at ACM IMX 2022 is aiming to explore the latest advancements with a focus on three particular application aspects:
- Remote analytics: inspect and interact with remote systems, explore and analyze data within immersive XR environments.
- Immersive learning: exploit the advantages of safe and affordable learning environments that allow to simulate, try out, experience, learn and train.
- Collaboration in XR: approaches to design and enable group collaboration.
To apply for participation, please submit extended abstracts that can be short summaries of research advancements or studies, novel concepts and approaches, descriptions of demonstrations, or descriptions of practical problems and research questions which the authors seek to discuss.
Organizers:
- Rene Kaiser, Know-Center, Austria.
- Anasol Peña-Rios, BT Research Labs in Adastral Park, Ipswich, UK.
- Heather Elizabeth Dodds, Dodds Consulting, NY, USA.
- Johanna Pirker, Institute of Interactive Systems and Data Science at TU Graz, Austria.
- Teresa Chambel, LASIGE, Faculdade de Ciências, Universidade de Lisboa, Portugal.
- Christian Gütl, Institute of Interactive Systems and Data Science at TU Graz, Austria.
- Krzysztof Pietroszek, Institute for Immersive Designs, Experiences, Applications and Stories at American University in Washington DC, USA.
Duration: Full day
Format: Hybrid
Deadline: March 16, 2022
Title: CENSOS DOS ANIMAIS ERRANTES 2023
Acronim: ERRANTES.PT
Funding: Fundo Florestal Permanente
DigiMedia team: Telmo Silva
Coordinator: University of Aveiro (CESAM+DigiMedia)
Global funding: 240,000.00€
UA funding: 240,000.00€
Abstract:
Animals commonly designated as wanderers include animals born without keepers, but also animals that have keepers, but who in turn are also keepers of their home at the end of a part of care in areas of public domain and/or in private entities other than their respective owners. The occurrence of these dogs and cats raises important questions, not only regarding their own well-being, but also the public health and safety of people and other animals and the impact on the actual effects of wildlife (some of the endangered species).
There are several works carried out on this subject in countries such as the United Kingdom, Italy, Poland, the United States of America, Canada, Australia, New Zealand, Chile, Brazil or China, but in Portugal there is a huge deficit of information that makes it possible to evaluate and manage the impacts of this problem.
This project aims to determine the possible effects of these animals, their dynamics and population impacts. At the same time, the project aims to understand society’s perceptions and attitudes towards this problem and its management.
Title: TRUE – Trustworthy news and Related content for a Unified writing Environment
Funding: PT2020
DigiMedia team: Telmo Silva, Jorge Abreu, Pedro Almeida, Margarida Almeida, Carlos Santos
Coordinator: PÚBLICO-COMUNICAÇÃO SOCIAL, S.A.
Other institutions involved: MOG Technologies
Global funding: 717,200.46 Euros
UA funding: 270,125.46 Euros
Abstract:
The project TRUE – Trustworthy news and Related content for a Unified writing Environment, aims to develop an integrated solution to revive school newspapers, in Portuguese, while stimulating and enhancing the younger generations critical thinking, resorting to tools that allow them to assess the veracity of the published news and contextualize novel content. The project consortium includes MOG Technologies, Público and Universidade de Aveiro, which jointly propose the TRUE project solution to address the issues presented.