Aug 272022

“ArtsIT takes place from November 21st to 22nd, as a hybrid event at the University of Algarve, Faro, Algarve, Portugal, and in Cyberspace. In this edition the CIAC – Centro de Investigação em Artes e Comunicação, will host the event. The CIAC is a research unit assessed by the Foundation for Science and Technology. It was created in 2008 as a result of the merger of two non-funded research centres: the Centre for Research in Communication Sciences and the Arts (University of Algarve) and the Centre for Research in Theatre and Cinema (Escola Superior de Teatro e Cinema do IPL). Currently, it brings together researchers from the University of Algarve (host institution), the School of Theatre and Cinema (Lisbon Polytechnic), the Instituto Superior da Maia, the Polytechnic Institute of Santarém, the Higher Institute of Advanced Technologies and the Open University. The Arts and Communication Research Centre currently has three active hubs: one at the Lisbon Theatre and Film School (IPL), another at the Polytechnic Institute of Santarém, dedicated to digital literacy and social inclusion and, finally, a third hub at the Open University, associated with the PhD in Media-Digital Art. This R&D Unit has been conducting innovative research in the field of artistic (visual arts, cinema, theatre) and cultural studies, communication and, more recently, literary studies (digital archives, digital critical editions), associating the production of dissemination platforms with the study of ways of communicating scientific knowledge in the designated areas. Therefore, it has maintained an interdisciplinary character since it first opened. Its objectives are to develop applied research and research networks in the arts (in the broadest sense of the word) and communication, and to implement artistic creation laboratories in the areas of theatre, cinema and other arts, namely in the Mediterranean region. Since its foundation, it has promoted and actively collaborated in several partnerships in the artistic and cultural activities of the Algarve, where it is based, through specific collaboration agreements with Municipal Councils, Cultural Associations and with the Algarve Regional Directorate for Culture. It is currently an important stakeholder in the region. The research produced at the CIAC is often disseminated by the surrounding community through the multiple extension activities promoted, as well as discussed in international networks.

The ArtsIT conference is considered a perfect partner to CIAC, as outlined above, as it offers a bringing together an even wider array of cross-/inter-/trans-disciplinary researchers, practitioners, artists, and academia to present and discuss the symbiosis between art (in its widest definition) and information technology applied in a variety of distinct fields. Since 2009 ArtsIT has become acknowledged as a leading scientific forum for the dissemination of cutting-edge research results in the intersection between art, science, culture, performing arts, media, and technology. The role of artistic practice using digital media is also to serve as a tool for analysis and critical reflection on how technologies influence our lives, culture, and society. ArtsIT is therefore not only a place to discuss technological progress but also a place to reflect on the impact of art and technology on sustainability, responsibility, and human dignity. Besides the main track, the event also focuses on the advances seen in two areas that have significantly contributed to the field in the last years, namely, virtualization and artificial intelligence with special sessions (see call for special sessions below).

Topics include the following but are open for additional:
Virtual Museums and Curatorial Practices;
Interactive Art & Interactive Installations;
Augmented Reality & Virtual Reality;
Virtual Worlds;
Metaverse, Avatars, and Presence;
Games & Interactivity;
Augmented Performing Arts;
Digital Distribution of Performing Arts;
Audio Art & Sound Design; New Media;
Technologies Information;
Visualization; Generative Design;
Artificial Intelligence & Big Data;
Digital Cultural Heritage;
Digital Artworks Addressing the Sustainable Development Goals or other such contemporary topics;
Theoretical Research in the Fields of Media Technology; Studies that Explore the Role of Media Art in Society;
and more 

+infos(oficial): LINK

Aug 272022

Conferencia IEEE International conference on ARTIFICIAL INTELLIGENCE & VIRTUAL REALITY
“Welcome to the 5th IEEE International Conference on Artificial Intelligence & Virtual Reality! IEEE AIVR is a unique event, addressing researchers and industries from all areas of AI as well as Virtual, Augmented, and Mixed Reality. It provides an international forum for the exchange between those fields, to present advances in the state of the art, identify emerging research topics, and together define the future of these exciting research domains. We invite researchers from Virtual Reality (VR) as well as Augmented Reality (AR) and Mixed Reality (MR) to participate and submit their work to the program. Likewise, work on AI that has a relation to any of these fields or potential for the usage in any of them is welcome

We invite researchers from Virtual, as well as Augmented Reality (AR) and Mixed Reality (MR) to participate and submit their work to the program. Likewise, any work on AI that has a relation to any of these fields or potential for the usage in any of them is welcome. Areas of interest for the technical program include but are not limited to:
Systems, including techniques, performance, and implementation
System components, virtual reality platforms
AI platforms for VR/AR, cloud-based platforms
Data generation, manipulation, analysis, and validation
Tracking, physical environment mapping, registration
Vision for VR/AR, deep learning for VR/AR
Standards and theoretical models for AI and/or VR
Content creation and modelling
Generation of immersive environments and virtual worlds
Environments for gaming, simulation, training
Visualization, optimized and realistic rendering
Geometric modelling and design in immersive settings
Animations, crowd-simulation, character modelling
Customization and personalization (e.g., for training)
Cognitive aspects, perception, user behaviour
Semantic and cognitive aspects of virtual reality
Depth perception, multimodal perception
Behaviour and activity generation
Representations of self (avatars), embodiment, presence
Virtual agents, conversational non-player characters (NPCs)
Understanding and modelling human behaviour, emotions
AI technologies for VR/AR
Search, planning, reasoning
Knowledge representation
Natural language processing
Robotics and perception
Multi-agent systems
Statistical learning, deep learning
Interactions / interactive and responsive environments
Multimodal interaction and experiences in VR/AR
Machine learning for multimodal interaction
Human-virtual user/agent interaction
Human to human communication in virtual environments, collaboration and communication
Dialogue modelling and generation, conversational and natural language interfaces, speech interaction for AR/VR
Navigation and spatial orientation in VR
Interaction devices, Brain-Computer Interfaces (BCI)
Applications and use cases
Data and knowledge representation, problem solving
Visualization concepts (including, e.g., spatial visualization, multimodality for visualization) and domains (e.g., scientific visualization)
Arts, leisure, and entertainment
Gaming and game narratives, immersive storytelling and gameplay
Education, training, simulation
Business, prototyping, productivity, design and architecture, evaluation
Telepresence and collaboration, social interactions
Healthcare and therapy
Evaluation metrics and methodologies
Quality of Experience (QoE)
Ethical and societal aspects of AI and VR/AR
Sensory vulnerability
Privacy and data
Social isolation, desensitization
Overestimation of abilities, psychiatric
Unpalatable fantasies, torture/virtual criminality


Aug 052022

Uma conferência sobre o tema de videojogos..
“The 18th Foundations of Digital Games (FDG) held in Lisbon, Portugal, invites all research contributions in the form of papers, posters, demos, doctoral consortium applications, as well as panels, competitions, and workshop proposals. We invite contributions from within and across any discipline committed to advancing knowledge on the foundations of games: computer science, engineering, mathematics, natural sciences, humanities, social sciences, arts, and design.

das traks:
Technical Game Development, Novel Controllers
This track is for research that advances game development practices. This track is suitable for papers on game engines, frameworks, computer graphics techniques, rendering, animation, networking, novel interaction techniques (such as virtual reality, augmented reality, and alternate controllers) and other technical areas. Furthermore, the submission of work focusing on the development of novel hardware interfaces are also welcome. This track focuses on the technological aspects of game development and offers a venue for researchers and developers to share technological advancements of the field. Please consider that papers that focus more on Artificial Intelligence, or Player Analytics should be submitted in their respective tracks.

Game Design, Studio Practices, Novel Mechanics, Novel Experiences
This track is for papers that examine, validate, and refute game making practices, patterns, mechanics, dynamics, or aesthetics. This track also favors alternative methods of game design, practical examinations of user-testing protocols, exploration of alternative controllers, study on human-computer interaction in games and the empirical analysis of game-making processes, and more. Methods in submissions can include case studies, A/B testing, literature reviews, comparative analysis, and other appropriate efforts. This track focuses on game design and the influence of games, their mechanics or alternative controller systems on players, and different methods for playtesting.

Game Analytics and Visualization
This track invites authors to submit research related to data science, analytics, and game data visualization, as well as analyzing player behavior. Techniques such as player modeling, churn analysis, player profiling, business intelligence and performance evaluation or workflow optimization applied to the field of digital games, are all suitable submissions for this track. Submissions spanning across quantitative, qualitative, and mixed method approaches are also encouraged. Novel methodological approaches are valued in this track. Examples of encouraged and valued submissions include game data visualization; behavioral analysis (or other) game data; advances in methodological approaches that analyze and/or visualize game data; application or expanding novel statistical methods; machine learning such as deep learning, clustering, or other AI algorithms; game data mining; and novel visualization and analytical methods for game data.

Game Artificial Intelligence
This track focuses on the many applications of computational and artificial intelligence to the design, play, development, and improvement of games, as well as autonomous game testing. Relevant topics for submissions in this track include general game-playing AI, procedural and player-driven content generation, mixed-initiative authoring tools, computational narrative, believable agents, multi-agent systems and AI assisted game design. This track also encourages authors to push the boundaries of autonomous content generation such as game content orchestration, procedural game assets (e.g., audio, graphics, or game mechanics), computational creativity and affective computing within the context of digital games. This track focuses on more experimental technically driven aspects of game development, such as developing algorithms capable of automating certain aspects of games, systems that dynamically influence certain aspects of play or tools that actively help developers during the development process.

Game Criticism and Analysis
This track invites submissions with perspectives in the digital humanities, cultural studies, critical theory, and related fields. Submissions are encouraged from scholars engaging in narrative, visual and software studies approach to games and games criticism using methodologies such as archival research, hermeneutics, and oral history. This track will also consider critical, theoretical and/or historical analysis of games, and game genres from perspectives such as (but not limited to) postcolonial theory, feminism, historicism, subaltern studies, queer theory, the environmental humanities, and psychoanalysis. Socio-cultural critiques of the game-making culture are equally encouraged submissions for this track.

Games Beyond Entertainment
This track is dedicated to game inclusion, game accessibility, and game development for activism, citizenship, health, games as therapy, education, heritage, and other purposes beyond entertainment. Digital, mixed, analog, and locative games and play-spaces are all relevant to this track. Co-creation, participatory design, and game creation kits are relevant for this track. For games in education and training, this includes teaching and assessment methods, tools and techniques, and educational game-related programs.

Submission Deadlines:
Submission Deadline: 4th November 2022
Workshops, Panels and Competition Deadlines: 21st October 2022
Late-Breaking Paper: 27th of January 2023
Games & Demos Deadline: 27th of January 2023
Conference Dates: 11th-14th of April 2023


Jul 282022

Vai decorrer uma conferências sobre videojogos em Sevilha em setembro, a chamada de trabalhos já decorreu pelo que agora é desfrutar do evento. Para arquivo fica a apresentação do evento:
“El séptimo congreso Internacional de “Videojuegos y Educación” se celebrará los días 20, 21 y 22 de septiembre de 2022 en València. Organizado por la Cátedra: Ludificación y Gobierno Abierto (según convenio firmado entre la Universitat de València y el Ayuntamiento) y el Grupo Internacional de Investigadores Asociación ALFAS.

Los videojuegos son herramientas transformadoras que han ido adquiriendo cada vez más notoriedad en la sociedad, no solo como un objeto de entretenimiento sino también como una herramienta de formación. Se trata de aportar para la transformación digital en ámbitos como la educación, la cultura, el arte, la inclusión social, la innovación y el trabajo.

Áreas temáticas
La relación con la ciudad es objeto de múltiples perspectivas que se construyen tanto desde el punto de vista físico como del simbólico y de los diversos lenguajes que la van configurando. En estos momentos los lenguajes están, en gran medida, protagonizados por tecnologías y entre ellas el videojuego es claramente el protagonista.

Los videojuegos permiten la interacción con la realidad y la simulación de nuevas realidades imaginadas que se convierten en modelos para la toma de decisiones.
• Creaciones artísticas curriculares con videojuegos
• Aproximación a la creación artística con videojuegos
• El arte como transmisor de valores y estéticas
• El patrimonio artístico y cultural en los videojuegos
• Datos abiertos para la toma de decisiones con videojuegos

¿Cómo influye la sociedad de la información en la organización de la práctica educativa? ¿Qué papel pueden desempeñar los videojuegos en las nuevas estrategias de formación? ¿Se pueden mantener las mismas metodologías docentes utilizadas tradicionalmente, para alcanzar las exigencias del actual sistema educativo? ¿Cómo modular la incorporación de recursos tecnológicos para conseguir las competencias y valores a los nuevos tiempos? ¿Cómo preparar a los educadores para estos cambios?

En esta área se incluirían los trabajos de investigación o reflexión que traten el tema de la utilización de los videojuegos en el ámbito de la educación formal:

Las comunicaciones pueden tratar temas como:
• Videojuegos y currículum
• Formación del profesorado en la utilización y creación de videojuegos
• Experiencias de buenas prácticas con videojuegos en educación formal
• Videojuegos en la atención a la diversidad.

Niños, niñas, jóvenes y adultos, como usuarios de videojuegos pueden obtener una experiencia que contribuya a su alfabetización digital, lo que significa no sólo jugar sino controlar su discurso, conocer las reglas desde las que han sido construidos o sumergirse en el mundo virtual que nos presentan. Pero todo ello debe realizarse de una forma consciente y, en este sentido, crítica para contribuir a la formación de las personas.

Esta área recogerá los trabajos de investigación o reflexión que traten el tema de la utilización de los videojuegos en el ámbito de la educación no formal:
• Desarrollo de valores a través de los videojuegos
• La formación de profesionales a través de videojuegos de simulación (Serious games)
• Videojuegos en las terapias de rehabilitación
• Experiencias de buenas prácticas con videojuegos en educación no formal
• Construir puentes entre la educación formal y no formal

Videojuegos y sus efectos
No cabe duda que hoy en día, los videojuegos ocupan gran parte del tiempo libre de muchos niños, adolescentes y jóvenes.

En esta área se englobarán temas de investigación y reflexión sobre la utilización, consecuencias, creación, de los videojuegos en su utilización en el ámbito de la educación informal:
• La violencia en los videojuegos
• Familia y videojuegos
• Género y videojuegos
• Los videojuegos en la tercera edad
• Creación y desarrollo de videojuegos
• Videojuegos en redes sociales”


Jul 262022

Authors are invited to submit papers and exhibition proposals from all areas related to digital media art, with emphasis on artefacts or art installations as well as general-purpose interactive artworks, which will be reviewed by an international committee.
Descriptions of artistic practices, authorship or co-authorship with graphic records (such as images, diagrams, links to dynamic images, drawings, sketches, etc.) are valued.

Topics of interest include (but are not limited to):
Algorithmic Art & Design
Art and Technology
Art Game
Augmented and Immersive Art (including Mobile)
Digital Art and Communication
Digital Culture
Digital Dance & Body Poetics
Digital Media
Digital Poetry & Electronic Literature
Digital Serious Games
Digital Sound & Music
Digital Transmedia Storytelling
Generative Art
Gesture Interfaces
Information and Data Visualization
Interactive Film
The International Scientific and Art Committee is composed of experts in various disciplines. The conference program will consist of keynote sessions by eminent specialists, oral presentation of the contributed papers, art installations and videos of work-in-progress.

Submissions deadline: 2nd September
Acceptance notice: 20th September
Final version: 4th October”

+infos(oficial): LINK

May 222022

Nos dias 3, 4 e 5 de novembro de 2022, a Universidade de Santiago, acolhe a Conferência da Associação Portuguesa de Sistemas de Informação, na sua 22ª edição, numa organização conjunta com o Instituto Politécnico de Santarém, o ISCTE – Instituto Universitário de Lisboa e a Universidade de Évora.
A CAPSI 2022 encontra-se (desde 2017) Indexada à SCOPUS.

O programa da 22ª CAPSI, no qual estamos a trabalhar, deverá seguir o modelo da Conferência anterior, com apresentação de comunicações, workshops e Doctoral Consortium em sessões presenciais e online.
Este ano o tema principal da Conferência é ” Sistemas de Informação – Inovação no espaço lusófono “.

Transformação Digital (Impactos Sociais dos SI e o Trabalho do Futuro; Sistemas de Informação e Sustentabilidade; Blockchain, Criptomoedas e novos Modelos de Negócio; Economia Partilhada; Social Media)
Organização e Sistemas de Informação (Cibersegurança, privacidade e Ética; Gestão de Projeto; Sistemas de Informação na Saúde; Governo Eletrónico; Comportamento Humano e Marketing Digital em SI; Gestão de Processos de Negócio)
Tecnologias de Informação (Interação Pessoa-Máquina; Novas Tecnologias Digitais; Adoção e Uso de TI; Criação de Valor em TI)
Ensino e Investigação em SI (Metodologias de SI; Desenvolvimento de SI; Ciência de Dados; Currículo e Ensino de SI; Ensino Digital)

Contamos com a vossa participação, seja através da apresentação dos vossos trabalhos de investigação, seja pela participação nas diversas iniciativas que estamos a preparar no âmbito da Conferência.

A submissão de trabalhos está aberta às comunidades académica e empresarial com trabalhos de investigação e desenvolvimento relevantes no domínio dos sistemas de informação. Os documentos a submeter deverão ser escritos em português, inglês ou castelhano. Na edição de 2022, serão aceites trabalhos sob a forma de artigos, os quais serão considerados full-paper, deverão ter no máximo 6.000 palavras e respeitar o formato definido para a Conferência.

Serão ainda aceites na conferência os seguintes tipos de trabalhos:

Artigos de trabalhos em curso (reseach-in-progress paper): um artigo de trabalho em curso apresenta resultados preliminares de um trabalho de investigação em curso, devendo conter entre 2000 a 4000 palavras.
Póster: um póster apresenta investigação inicial, ideias e modelos em discussão, devendo conter apenas um resumo com 500 a 1000 palavras.

Os artigos deverão ser submetidos por via eletrónica e em formato DOC, até ao próximo dia 25 de junho de 2022. Cada artigo será revisto, no mínimo, por dois revisores em double-blind review. Os autores deverão omitir qualquer referência ao seu nome e contacto em todo o texto do artigo, incluindo a secção de referências bibliográficas.

O sucesso da Conferência depende da Todos nós, pelo que contamos Convosco para divulgarem esta chamada de trabalhos nas vossas instituições e pela vossa rede de contactos.

Mais informações sobre a 22ª CAPSI:

Dec 182021

Encontrei esta conferência com coisas interessantes de se ler..

E tudo começou com:
“This seminar invites artistic researchers of all disciplines to discuss and reflect on method. Method is the framework for the activities undertaken during the research, it decides what and how the researcher is going to do: how he/she recognizes particular phenomenon, reviewing the existing theories, data collection and analysis, understanding a foreign practice, describing the tacit and ineffable experience, organizing the arguments and evaluating empirical results etcetera. Method is, therefore, the steering wheel that guides the researcher to unknown territories and knowledge, and the supporter and stimulator to the artistic researcher’s intuitive ideas.

Method can take shape through a vast array of approaches, such as experimentation, hypothesis, theorization and creation, while each step is defined by the researcher’s aims, position and interests. I argue that artistic research method is idiosyncratic in nature and no two artistic research methods are identical. The configuration of method is always up to the researcher. Same as each culture has their own principles of baking bread, artistic research method can develop from different methodologies, for example, a deconstructive approach, an exploratory-oriented experimentation, or growing out of the clusters between different musical cultures.

Given the permission to design our own methods, we are left with various questions and doubts. On sustainability: can we reuse a method in different artistic research domains? If not, are we facing the problem of ambiguity of classifying artistic research method? Or should we embrace diversity without labeling? Other questions concern the practicality, effectiveness and feasibility of method: how do we know this is “the way” that directs us to the answers of our central questions? How do we evaluate the quality of a method? Eventually, is method the element that defines artistic research, and the element that distinguishes research from pure artistic manifestations”


Dec 052021

This is the first call for papers for the 16th European Conference on Game Based Learning (ECGBL 2022) hosted by Lusófona University, Lisbon, Portugal on 6th – 7th October 2022.

This call will close on 16th March 2022.

The way in which education and training is delivered has changed considerably with the development of Game-Based Learning (GBL). The European Conference on Game-Based Learning offers an opportunity for scholars and practitioners interested in the issues related to GBL to share their thinking and research findings. Papers can cover a wide range of issues pertaining to GBL in education and training; technology and implementation issues associated with the development of GBL; use of mobile and MMOGs for learning; pedagogical issues associated with GBL; social and ethical issues in GBL; GBL best cases and practices, etc.

The conference committee welcomes contributions using a range of scholarly approaches including theoretical and empirical papers employing qualitative, quantitative and critical methods. Action research, case studies and work-in-progress/posters are also welcomed approaches. PhD Research, proposals for roundtable discussions, non-academic contributions and product demonstrations based on the main themes are also invited.

In the first instance all submission types require an abstract. For more information please go to:

Publication opportunities

Papers accepted for the conference will be published in the conference proceedings, subject to author registration and payment. The ECGBL conference proceedings are published with an ISBN and ISSN and are submitted for indexing to a number of bodies, including the Web of Science and Elsevier Scopus.

Papers that have been presented at the conference will also be considered for further development and publication in the following journals:

Electronic Journal of e-Learning (ISSN 1479-4403) – (indexed by SCOPUS)

International Journal of Game-Based Learning Published by IGI—Global (indexed by SCOPUS)

Serious Games published by the European Alliance for Innovation (EAI) Endorsed Transactions

10th International Educational Game Competition 

The International Educational Game Competition will once again be held alongside the conference in 2022.  For more information and to enter the competition see

We are planning for ECGBL 2022 to be a “hybrid” conference. Meaning that there will be physical events with virtual elements built into it to create an experience for both those who can attend in person and those able to attend online.