News
Vania Baldi and Lídia Oliveira are the only portuguese authors publishing in the book “L’avenir de Terre-Patrie. Cheminer avec Edgar Morin.” under the direction of Alfredo Pena-Vega, with Prefaces from António Guterres, Audrey Azoulay and Josep Borrell Fontelles.
This book looks back on one of Edgar Morin’s flagship concepts, “Terre-patrie”, originally published in 1993. Thirty years later, scientists, writers, intellectuals and politicians from many countries, brought together at the initiative of sociologist Alfredo Pena-Vega, illustrate its strength and relevance. What do the Earth and the terrestrials face today and what will they face tomorrow, in 2050? A stimulating, offbeat and sometimes funny exercise – when anticipation becomes science fiction – this book sheds light on the visionary scope of the thought of Edgar Morin, who never ceases to remind people that the future is not just pure uncertainty and that we can fully anticipate the better to face it.
Oliveira, L. (2021). L’itinérance sur le chemin des cygnes noirs – le défi éducatif du XXI siècle. In A. Pena-Vega, L’avenir de Terre-Patrie. Cheminer avec Edgar Morin (pp. 252-262). France: Actes Sud.
Baldi, V. (2021). Écologiser et connecter les connaissances. Décoloniser le système éducatif de la logique du capitalisme. In A. Pena-Vega, L’avenir de Terre-Patrie. Cheminer avec Edgar Morin (pp. 354-360). France: Actes Sud.
For more information on the book HERE
For more information on the articles, please contact the authors.
The book chapter “Vernacular Epistemology and Participatory Practices as Alternatives to the Institutionalisation of Homo Educandus” by Vania Baldi (DigiMedia member) was published in the book Arts, Sustainability and Education. Yearbook of the European Network of Observatories in the Field of Arts and Cultural Education (ENO), edited by Ernst Wagner, Charlotte Svendler Nielsen, Luísa Veloso, Anniina Suominen and Nevelina Pachova.

Citation:
Baldi V. (2021) Vernacular Epistemology and Participatory Practices as Alternatives to the Institutionalisation of Homo Educandus. In: Wagner E., Svendler Nielsen C., Veloso L., Suominen A., Pachova N. (eds) Arts, Sustainability and Education. Yearbook of the European Network of Observatories in the Field of Arts and Cultural Education (ENO). Springer, Singapore. https://doi.org/10.1007/978-981-16-3452-9_15
Abstract:
The article starts by analysing the origin and institutionalisation of the first education systems, based on the figure of the Homo educandus, a historical and cultural construct that conceives individuals as needy beings, unable to autonomously understand and learn about the things they need and how to address them. A figure that emerged in Europe five centuries ago, the Homo educandus is the cradle of the current normative and performative structure that frames the role and aims of training systems. Conceived as places where to transmit operational skills and notions that are profitable for the labour market and entrepreneurship, the pedagogical approaches that sustain and feed these systems are based on curricula that offer a cultural ethos based on competition, the standardised assessment of performances, the meritocratic ideology and the reduction of knowledge to something functional and suited to the training of specialised obedients. In contrast to these government devices present in the sphere of training, research that has encouraged diverse ways of interpreting, sharing and producing knowledge in different social and geopolitical contexts is presented. Exploring those knowledges and cultural practices based on rescuing vernacular and participatory learning processes, a new epistemological approach is highlighted, a (self-)reflexive and heterodox one in relation to the dominant approach, and welcomes new pedagogical experiences and sensitivities.
More information available HERE
Cláudia Ortet (DigiMedia PhD student) was the only Portuguese and academic to present at EuroVelo, which is considered the most important conference on cyclotourism worldwide. From October 6th to 8th, Barcelona hosted the CICLOBCN21, which includes three cyclotourism conferences: EuroVelo & Cycling Tourism Conference 2021, XVIII Iberian Congress of the Bicycle and the City and 7th International Bicycle Conference.

Cláudia – researcher of the SEDUCE 2.0 project (http://www.seduce.pt) and student of the doctoral program in Information and Communication in Digital Platforms – presented, on October 6th, “A Reflection on the Evaluation of Gamified Cyclotourism Strategies for Active and Healthy Ageing” at the EuroVelo & Cycling Tourism Conference 2021, which was included in the thematic axis of Infrastructure, Innovation and Digitalization. This communication was a joint presentation of the two papers submitted and accepted, being based on the research that she will develop during her PhD thesis.
CICLOBCN21 was the stage for several international representatives and sponsors of the cyclotourism sector (governmental and public institutions, federations, travel agencies, service providers), with special emphasis on EuroVelo and the European Cyclists’ Federation (ECF). The conference also had parallel events, with Cláudia participating in the technical visit of the Catalan Art Noveau route in the Eixample district, which allowed to know – by pedaling – the main buildings of modernism, the urban plan of Ildefons Cerdà, the courtyards hidden within the city blocks and the main cycle paths in the center of Barcelona.

The purpose of joining these conferences was to defend the role of the bicycle and reaffirm the commitment of institutions and the community to promoting its use. For more information visit https://ciclobcn21.cat.
The article “The Current Status of Online Resources from the Portuguese Health System for Childbirth Education” by Carla V. Leite (DigiMedia PhD student) and Ana Margarida Almeida (DigiMedia member) was published in the 2021 16th Iberian Conference on Information Systems and Technologies (CISTI)
Citation:
C. V. Leite and A. Margarida Almeida, “The Current Status of Online Resources from the Portuguese Health System for Childbirth Education,” 2021 16th Iberian Conference on Information Systems and Technologies (CISTI), 2021, pp. 1-4, doi: 10.23919/CISTI52073.2021.9476461.
Abstract: In order to build knowledge and to make informed-decisions regarding childbirth, women need to gather information. Online resources can play a relevant role to its access, and health professionals can recommend, support and endorse it. The aim of this study is to understand the current state of e-health services for childbirth education provided by the Portuguese Health System. The data was collected from five portals: a) Portuguese National Patient Portal; b) Academia project website; c) Portuguese Health System website; d) Digital Library in Health Literacy; e) SNS24. Results show that childbirth topics are scarce or inexistent on those platforms. Only one document was found related to Pregnancy, with four pages regarding Childbirth, which were analysed according to the topics coverage, organisation, approach, and visual presentation. The results show that there is room for novel initiatives on e-health to promote childbirth education in Portugal.
More information available HERE
The article “Tangible Interfaces and Augmented Reality in a Nutrition Serious Game for Kids” by Pedro Reisinho (DigiMedia PhD student), Cátia Silva (DigiMedia PhD student), Mário Vairinhos (DigiMedia member), Ana Patrícia Oliveira (DigiMedia member), Pedro Cardoso (DigiMedia member), Nelson Zagalo (DigiMedia member) was published in the 2021 IEEE 9th International Conference on Serious Games and Applications for Health(SeGAH).
Citation:
P. Reisinho, C. Silva, M. Vairinhos, A. P. Oliveira and N. Zagalo, “Tangible Interfaces and Augmented Reality in a Nutrition Serious Game for Kids,” 2021 IEEE 9th International Conference on Serious Games and Applications for Health(SeGAH), 2021, pp. 1-8, doi: 10.1109/SEGAH52098.2021.9551852.
Abstract: In this paper we present and discuss the potentialities of using augmented reality and tangible interfaces to enhance kids’ cooking skills within a serious nutrition hybrid board game, grounded in the research proj ect “FlavourGame”. The research project is developing a serious game for kids aged 10–12 years old to generate discussion and sense-making around nutrition, more specifically everyday choices of nourishment and food. The main aim is to develop a game design model for hybrid games, making use of digital and physical interactions with fictional worlds to create engaging experiences. In this article, we unravel the creative and technological processes inherent to combining the analog with the digital without disrupting the game’s flow, as well as the benefits of simulating the recipes’ culinary processes through augmented reality. Additionally, we describe the evaluation process of the prototype that connects the game board to the mobile application and presents the augmented reality challenge to the player. Lastly, we present an analysis of the data collected during the evaluation sessions, showing the good receptivity of participants regarding the use of augmented reality to simulate food and kitchen equipment, and learn and improve their culinary skills.
More information available HERE
The article “Defining the Mechanisms for Engagement Design Protocol Towards the Development of Analogue and Hybrid Serious Games: Learning from FlavourGame” by Micael Sousa (CITTA- UC), Ana Patrícia Oliveira (DigiMedia member), Pedro Cardoso (DigiMedia member), Nelson Zagalo (DigiMedia member) and Mário Vairinhos (DigiMedia member) was published in the book series Lecture Notes in Computer Science (LNCS).
Citation:
Sousa M., Oliveira A.P., Cardoso P., Zagalo N., Vairinhos M. (2021) Defining the Mechanisms for Engagement Design Protocol Towards the Development of Analogue and Hybrid Serious Games: Learning from FlavourGame. In: Fletcher B., Ma M., Göbel S., Baalsrud Hauge J., Marsh T. (eds) Serious Games. JCSG 2021. Lecture Notes in Computer Science, vol 12945. Springer, Cham. https://doi.org/10.1007/978-3-030-88272-3_3
Abstract: There are no perfect recipes to develop a game, even less for creating an effective serious game. Nevertheless, it is crucial to employ methods and protocols to that ensure certain criteria and goals are met during their development. For that intention, we propose the Mechanics for Engagement Design Protocol (MEDP), a procedure that emerges from the need to consider the mechanisms explored through the Design, Play and Experience (DPE) framework’s dimensions to meet a serious game’s goals, while considering the player profiles according to the Engagement Model. This protocol was implemented and tested during the development of FlavourGame (FG), a serious game that aims to promote discussion and awareness about nutrition for children. The exploration and testing process also allowed to support the MEDP for other serious game projects, as well as to consider the state of the art of current analogue and hybrid games related to food, the theme of FG.
Keywords: Game mechanics; Mechanisms; Engagement design; Serious games; Hybrid games
More information available HERE

CFP: Cultural Representations in Games
Deadline: November 15, 2021
Call for Articles and Reviews for the Dossier on Cultural Representations in Games, to be published on Journal of Digital Media & Interaction, Number 11
* SCOPE*
Games have been part of our identity from ancient to today’s civilizations. They have been playing a key-role in connecting people (players and game creators) of multiple universes, providing them with the abilities to explore, expand, subvert, reframe, intervene, restore and rebuild historical and cultural realities, contexts or settings.
This special issue aims at gathering state-of-the-art, study cases and critical analysis of the usage, (co)creation and assessment of cultural representations in analog and digital games.
The indicative list of topics of interest for this special issue devoted to ‘Cultural Representations in Games’ includes, but is not limited to:
– Case studies of cultural representation in games
– Methodologies and instruments for critical analysis of cultural representation in games
– Game identity and self-expression
– Application of cultural and literary studies in games
– Cultural archives
– Semiotics of games
– Arts and History simulation in games
– Cultural value of games
– Games for a purpose
– Creativity in games
– Cultural diversity and interculturality in games and in game culture
– Games as open culture
– Cultural resistance in games
– Critical and art games dealing with cultural representarion
Articles and Reviews can be submitted in English, Portuguese, French or Spanish.
IMPORTANT DATES
Submission of full articles and reviews: November 15, 2021
Notification of revision: December 1, 2021
Revised version: December 15, 2021
Publication: December 30, 2021
Special Dossier Editors
Mário Vairinhos, Liliana Costa & Pedro Cardoso, University of Aveiro
* LINKS *
Submissions: https://proa.ua.pt/index.php/jdmi/about/submissions
Authors’ guidelines: https://proa.ua.pt/index.php/jdmi/author
Doc template: template_jdmi_2021.doc

Call for Articles and Reviews
Journal of Digital Media & Interaction
ISSN 2184-3120
The Journal of Digital Media & Interaction is an open access, international peer-reviewed research journal, published by DigiMedia, University of Aveiro.
JDMI is calling for articles and reviews within the scope of the Journal for the Number 11.
ARTICLES
Articles should follow the Template Guidelines, and should be between 4000 and 7000 words.
Articles should be anonymized for double-blind peer review.
REVIEWS
JDMI also accepts reviews of books/films/games/apps of interest within the scope of the Journal.
Reviews should be between 1000 and 2500 words.
Review texts are published in the Reviews section and are not subject to peer-review.
Important Dates
Submission of full articles and reviews: October 31, 2021
Notification of revision: November 25, 2021
Revised version: December 15, 2021
Publication: December 30, 2021
Guidelines for authors
Articles and Reviews can be submitted in English, Portuguese, French or Spanish.
All submissions must be made through the OJS platform of the journal JDMI. Follow the authors’ guidelines and use our .doc template.

The International Branding Congress is an event organized by the International Association of Branding Researchers – Brand Observatory. With a cosmopolitan, inter-institutional and intercultural character, it brings together experiences and knowledge from different countries and professionals around the main trends in brands and brand management.
The VI International Congress on Branding: multiplicity and convergence will take place online and in person from April 27 to 30, 2022. Its main objective is to integrate academia and the market around the theme “multiplicity and convergence to build the value of brand”, bringing to the discussion the state of the art of theory and practice necessary to plan, implement and evaluate brand management in contemporary society.
SUBMISSION RULES
Authors are invited to submit full scientific articles (studies may still be in progress, but the work format for submission is “full scientific article”) that are related to the themes discussed in the following research groups:
- Brand Management, Construction and Consolidation Strategies
- Transparency, Ethics and Sustainability
- Brand Protection and Evaluation
- Branding Trends
- Diversity and Inclusive Brands
- Brand Discourse and Ideology
- Brand Internationalization
- Brand Methodologies and Research
- Critical Scenarios: Brands and Crises
Deadline for submission: 30 October 2021
For more information on the required format of the article, check HERE
For more information about the congress, check the WEBSITE
The Gamers4Nature project was present at the Science and Technology Fair – SCIENCE@UA, at the European Researchers Night 2021 (Noite Europeia dos Investigadores). The event, which began in 2005, took place on September 24 and had the participation of 13 different research projects from different Research Centers and Departments of UA, with a focus on the environment and sustainability.
During this event, the Digimedia researchers Pedro Beça, Mónica Aresta and Sofia Ribeiro, along with Sofia Jervis and Sara Ornelas from Associação BioLiving, presented the Gamers4Nature project and the main results obtained. The visitors had the opportunity to learn a little more about the game creation process, see some of the games produced by and for students and learn a little more about how, in game creation, you can contribute to a cleaner planet and more sustainable way of life.

Francisco Regalado (DigiMedia PhD Student) and Sónia Machado are the members of the Seduce 2.0 project team that won awards for their dissertations.

On June 30, and after the evaluation of more than twenty applications, RUTIS – Senior Universities Network and PSE – Statistical Products and Services (a company specializing in Data Science and Advanced Research) presented the RUTIS/PSE 2021 Academic Award – Active Aging, aimed at higher-level research (Masters and PhDs) on active aging and senior universities.
Francisco Regalado was the winner of the award with his dissertation, entitled “Gamifying News for the miOne Online Community” and had the opportunity to present his work live, within the Online Event “Data in Investigation”.
The 2nd honorary prize was awarded to Sónia Machado, with her dissertation entitled “Co-designing a UX Toolkit for Senior Online Communities: The Case of the miOne Online Community”.
These two awardees are part of the SEDUCE 2.0 project, whose main objectives are to assess the impact of psychosocial variables and Online Sociability of senior citizens through the use of Information and Communication Technologies and to contribute to the growing development of the miOne community with the participation of senior citizens.
The Design Research Society 2022 will take place between 25 June and 3 July 2022.
Catarina Lelis (DigiMedia member) is chair of track 8 – Innovation and Intelligence in Brand Design.
DRS 2022: https://www.drs2022.org
Submission deadline: 24 November 2021 01 December 2021
Conference: 25 June – 3 July

DRS2022 is hosted by the city of Bilbao in association with the University of the Basque Country (Universidad del País Vasco) and the wider ecosystem of local academic and design institutions. In 2014 Bilbao became a member of the UNESCO City of Design network. As such, it hosts a permanent Design and Creativity Council with a mission to promote design-oriented urban policies and to integrate goals related to the cultural and creative industries into local development plans. Bilbao recently joined the Global Destination Sustainability Index with a commitment to meet specific guidelines for the development of more sustainable conferences.
DRS2022 is also hosted online in a hybrid mode, with opportunities for new interactions between the place-based and online conferences. The extended conference format will give you the chance to experience the energy and creativity of Bilbao wherever you choose to participate from.
OPEN CALL FOR PAPERS
DRS2022 invites new paper submissions in an open call or theme-track. We embrace research looking at and using design in the widest possible sense, with interdisciplinary work particularly encouraged. More details of the theme tracks here.
Submission is for full papers only up to 5000 words, including abstracts and references, and should adhere to the conference paper submission guidelines and template, available for download below. All submissions must be in the English language.
Authors of accepted papers are required to register and present their work at the conference, either physically or virtually according to the hybrid nature of the event. All accepted papers will be published in the DRS Digital Library and available to view approximately one month before the beginning of the conference.
Paper submission system will be open from 1st September 2021 and full papers must be submitted by 24th November 2021.
More information about submissions: DRS 2022 Bilbao · Open Call for Papers
THEME – TRACKS
These are theme tracks proposed, in an open call, by groups of researchers interested in bringing together researchers working on particular areas, and tracks organised by the DRS’s Special Interest Groups. We also have an Open Call for papers covering a wide gamut of design research subjects; please submit your paper to either a Theme Track or the Open Call.
Catarina Lelis (DigiMedia member) is chair of track 8 – Innovation and Intelligence in Brand Design.
More information on theme tracks: DRS 2022 Bilbao · Theme – tracks