ITI at INTERACT 2019

Several ITI members are presenting their works at the 17th IFIP TC.13 International Conference on Human-Computer Interaction – INTERACT 2019, being held from September 2 – 6, in Paphos, Cyprus. INTERACT conferences are an important platform for researchers and practitioners in the field of human-computer interaction (HCI) to showcase their work.  There are 6 Papers presentations, 3 Posters, 1 Demo, 1 Workshop organization and 1 Chair of a panel. Full program here. List below.

Fostering interaction between locals and visitors by designing a community-based tourism platform on a Touristic Island by Mara Dionísio, Cláudia Silva, and Valentina Nisi;

Abstract

More people are traveling than ever before. This intense and disproportionate growth in tourism may, however, generate negative environmental and social effects, especially on islands. In order to address this issue, this article presents the design and evaluation of Há-Vita, an interactive web platform, whose goal is to foster awareness of local nature and folk knowledge and create connections between locals and visitors. We explored these design goals through different research methods, such as user studies with tourists in hotel lobbies, as well as focus groups consisting of two different groups of local residents and a group of visitors. Theoretically, Há-Vita is grounded in the concept of “community-based tourism ventures,” which is concerned with environmental preservation via ecotourism practices and, at the same time, the empowerment of local communities. Furthermore, the design rationale of the platform is also inspired by the authenticity theory, which examines tourists’ pursuit of meaningful interactions with locals. Our results indicate that, despite time constraints (for visitors), locals and visitors were willing to interact with each other as they acknowledged authentic benefits in such interaction. Furthermore, our focus groups with locals have shown the potential to stimulate different levels of local empowerment based on the community-based tourism framework in the design iterations of Há-Vita.

SeaMote – Interactive Remotely Operated Apparatus for Aquatic Expeditions by Marko Radeta, Miguel Ribeiro, Dinarte Vasconcelos, Jorge Lopes, Michael Sousa, João Monteiro, and Nuno Jardim Nunes;

Abstract

IoT has been widely adopted by HCI communities and citizen scientists to sense and control the surrounding environments. While their applications are mostly reported in urban settings, they remain scarce in aquatic settings. Oceans are undergoing an immense increase of human generated pollution ranging from noise to marine litter, where current USV solutions to detect its impact on environment remain at high cost. In our study, we design a first low-cost, long-range, radio controlled USV, based on IoT and LoRa, intended to be used for aquatic expeditions collecting environmental telemetry. We gather temperature, humidity, GPS position, footage and provide a mobile interface for remote controlling the USV. With this pilot study, we provide an initial study of the suitable simplistic GUI for long-range remote sensing in aquatic setting. We discuss the findings and propose future applications and Internet of Water Things as future research direction.

User Experience in an Automated World by Philippe Palanque, Pedro F. Campos, Jose Abdelnour Nocera, Torkil Clemmensen, and Virpi Roto;

Abstract

The aim of this panel is to raise awareness and to foster discussions around the notions of Automation and User Experience and their interplay in the design, development, evaluation and deployment of interactive systems. User Experience is taken in its broad meaning as defined in the white paper of https://www.allaboutux.org/ []. As for automation we consider here its wide perspective as proposed in [] – The Seven Deadly Myths of “Autonomous Systems”. In a time where there is strong push towards more and more automation in our daily life, the panel will question the impact of such trend on users’ experiences in multiple contexts such as work, entertainment, learning, as well as question other important emerging issues such as ethics, engagement and automation rationale.

A Digitally-Augmented Ground Space with Timed Visual Cues for Facilitating Forearm Crutches’ Mobility by Beatriz Peres, Pedro F. Campos, and Aida Azadegan;

Abstract

Persuasive technologies for physical rehabilitation have been proposed in a number of different health interventions such as post-stroke gait rehabilitation. We propose a new persuasive system, called Augmented Crutches, aimed at helping people to walk with crutches. People with injuries, or with any sort of mobility problem typically use assistive devices such as crutches, walkers or canes in order to be able to walk more independently. However, walking with crutches is a learning skill that needs continuous repetition and constant attention to detail in order to walk correctly with them and without suffering negative consequences, such as falls or injuries. In close collaboration with therapists, we identify the main issues that patients face when walking with crutches. These vary from person to person, but the most common and hardest challenges are the position and coordination of the crutches. Augmented Crutches studies human behavior aspects in these situations and augments the ground space around the user with digital visual cues where timing is the most important factor, without the need for a constant therapist providing manual help. This is performed through a mini-projector connected to a smartphone, worn by the user in a portable, lightweight manner. Our system helps people to learn how to walk using crutches with increased self-confidence and motivation. Additionally, our work identifies timing, controllability and awareness as the key design dimensions for the successful creation of persuasive, interactive experiences for learning how to walk with crutches.

Analyzing Accessibility Barriers using Cost-Benefit Analysis to Design Reliable Navigation Services for Wheelchair Users by Benjamin Tannert, Reuben Kirkham, and Johannes Schöning;

Abstract

This paper explores ‘A to B’ routing tools designed to chart accessible routes for wheelchair users. We develop and present a novel measurement framework based upon cost-benefit analysis in order to evaluate the real-world utility of routing systems for wheelchair users. Using this framework, we compare proposed routes generated by accessibility tools with the pedestrian routes generated by Google Maps by means of conducting expert assessments of the situation on the ground. Relative to tools aimed at pedestrians, we find that these tools are not significantly more likely to produce an accessible route, and more often than not, they present longer routes that arise from imaginary barriers that do not exist in the real world. This analysis indicates how future routing tools for wheelchair users should be designed to ensure that they genuinely ameliorate the effects of accessibility barriers in the built environment.

Memories of Carvalhal’s Palace: Haunted Encounters, a Museum Experience to Engage Teenagers by Vanessa Cesário, Rui Trindade, Sandra Olim, Valentina Nisi (Demo);

Abstract

While museums are making great efforts in updating their communication and engagement strategies to include a wide variety of publics, teenagers (15–19) are still identified as an audience group that is often excluded from a museum’s curatorial strategies. As consequence, this audience appears to be generally disinterested in what museums might offer. Our installation, deployed at the Natural History Museum of Funchal (NHMF), in Portugal, makes use of mobile interactive technologies and gaming strategies to promote more engaging museum experiences for teenage visitors. Memories of Carvalhal’s Palace: Haunted Encounters is a location-based game that prompts teenagers to uncover the science in the museum, through investigating the site, which is presented as haunted. In order to complete the quest, the audience needs to find and collect scientific information about specific exhibits while interacting with their Augmented Reality (AR) three-dimensional (3D) models. The audience’s interactions with the museum exhibits are rewarded with pieces of a map, which when completed, will guide them to the hidden scientific library where they can finally unlock the mysteries they have been trying to solve.

SCAH!RF: a Novel Wearable as a Subconscious Approach for Mitigating Anxiety Symptoms by Laís Lopes, Pedro Campos (Poster);

Abstract

Mobile and wearable interfaces have long been developed to improve mental health issues, including anxiety disorders, which represent a significant public health problem affecting more than 250 million people. However, most of the current approaches still operate in the so-called “reflective mind”, which hampers results since reflecting on your own health data can induce even more stress and anxiety. In this poster we introduce an alternative approach towards mitigating anxiety symptoms through the use of “subtle” wearable interfaces. Capitalizing on the subconscious processes of the mind is particularly attractive for anxiety disorders. We present a smart wearable in the form of a scarf that implements a subconscious, less-invasive approach in the design of assistive technologies for mental health. Preliminary results bring important implications for interaction design: combining psychological conditioning therapy (via a mobile app) with our smart scarf provides a solution that can be worn anytime anywhere to fight anxiety symptoms. But this work also raises many privacy and ethical concerns which should be discussed by the HCI community: how can designers balance the opaqueness of subconscious approaches with the necessary ethical transparency? And how can mental health technologies be conceived in such a way they do not instigate societal stigma in users?

Combating Misinformation Through Nudging by Loukas Konstantinou, Ana Caraban, Evangelos Karapanos (Poster);

Abstract

Recent studies have shown that the spread and consumption of misinformation online can be attributed to errors in human decision making, facilitated by cognitive biases. The field of Behavioral Economics has contributed a repertoire of such cognitive biases that can be leveraged for the design of technological interventions. In particular, the concept of nudging refers to subtle changes in the ‘choice architecture’ that can alter people’s behaviors in predictable ways. In this paper we present our ongoing work on the design of nudging interventions in the context of misinformation, including a systematic review of the use of nudging in HCI that has led to a design framework consisting of 23 mechanisms of nudging tapping to 15 different cognitive biases, the translation of this framework into a set of design cards, the Nudge Deck, and its use in a planned workshop that aims to explore the design space of misinformation in the context of nudging.

Word Association: Engagement of Teenagers in a Co-design Process by Vanessa Cesário, António Coelho, Valentina Nisi (Poster);

Abstract

This submission describes the analysis of an evaluation of 155 teenagers (15–19 years old) who took part in a co-design session centred around how mobile technology might enhance their own experiences in a natural history museum. At the end, participants were required to make a word association to evaluate the session. An analysis of how teen participants responded to the design session was conducted using thematic analysis to show the different categories of adjectives used by participants in their evaluations. The goal for the evaluation was mainly to pilot the design session process and if teens enjoyed participating in it. We believe this is of interest to designers and cultural heritage professionals.

An HCI Perspective on Distributed Ledger Technologies for Peer-to-Peer Energy Trading by Sabrina Scuri, Gergana Tasheva, Luísa Barros, and Nuno Jardim Nunes;

Abstract

Distributed Ledger Technologies (DLT), such as blockchain, are gaining increasing attention in the energy sector, where they can be used to support Peer-to-Peer (P2P) energy trading. Several proof-of-concept and pilot projects are running all over the world to test this specific use case. However, despite much work addressing the technical and regulatory aspects related to DLT for P2P energy trading, our understanding of the human aspects affecting the adoption of these systems and technologies is still minimal.

The development of a decentralized energy market poses interesting challenges to the HCI community and raises important questions that need to be answered: do people trust a system which is, by definition, trust-free? How do they perceive P2P energy trading? What are their needs and motivations for engaging in energy trading? Moreover, are people willing to use cryptocurrencies as a medium of exchange for energy? And, to what extent is full-automation desirable?

To shed light on these and related questions, we developed and tested PowerShare, a decentralized, P2P energy trading platform. In this paper, we report on our findings from interviews with nine families that have used PowerShare for a month. Motivated by our empirical findings we conclude by highlighting guidelines for designing P2P energy trading platforms and elaborate directions for further research.

User Experiences and Wellbeing at Work (UX@Work) organized by ITI members Arminda Lopes, Frederica Gonçalves, José Abdelnour Nocera, Pedro Campos and others (Workshop);

Abstract

As digitalization pervades diverse types of workplaces, an increasing part of employees’ work is with interactive technologies. Therefore, user experience of the technologies at work has an important influence to the job satisfaction, work motivation, and employee wellbeing. However, previous research on these topics rarely considers the digitalized work processes and the tools used at work. This workshop invites experts studying work with digital technologies to discuss the impact of these kind of tools on employee wellbeing. The UX@Work workshop aims to build a research agenda for tackling a multitude of overlooked research topics in this area.

– ‘Interaction in public spaces’ (Panel) – José Abdelnour Nocera (Chair).

Interview to Cláudia Silva about technology and children – “Pode a tecnologia ajudar-nos a ter mais crianças na rua?”

Read the article published on September 1, in Público, titled ‘Pode a tecnologia ajudar-nos a ter mais crianças na rua?’ for which researcher, Cláudia Silva was interviewed. This article is about a study Cláudia and other researchers are carrying about having a digital maps app designed for children and parents in order to help them feel safe and autonomous when going to the city. Article

 

ITI Researchers at CMU (USA) for the Visiting Faculty and Researchers Program

ITI researchers Élvio Gouveia and Bongkeum Jeong are visiting Carnegie Mellon University, in the USA, in the scope of the Visiting Faculty and Researchers Program supported by CMU Portugal and FCT. A total of 10 Portuguese researchers are participating in order to develop research in the ICT areas.  It will then be possible to identify common research areas and perhaps originate future collaborations. Online article in Sapo.

 

Élvio Rúbio Gouveia: Department of Physical Education and Sport at Universidade da Madeira, ITI, LARSyS.
Department and Host at Carnegie Mellon University: Human-Computer Interaction Institute (School of Computer Science), Professor Daniel Siewiorek.
Research Area: Technologies for the improvement of Quality of Life (QoL).

 

 

 

Bongkeum Jeong: ITI, LARSyS.
Department and Host at Carnegie Mellon University: Human-Computer Interaction Institute (School of Computer Science), Professor Jason Hong.
Research Area: interactive technologies for HCI, issues of wearable computing, mobile computing, and context-aware computing.

 

 

 

 

ITI and Carnegie Mellon University partnership

ITI and Carnegie Mellon University are looking into having a project in the health and well-being areas. For this reason, Élvio Gouveia was at Carnegie Mellong University, in Pittsburgh in the beginning of July in order to discuss a possible partnership. Élvio Gouveia was interviewed for the local news tv channel in Madeira. Watch the interview https://youtu.be/-an8Jur8ook.

Interview to ITI researchers in the scope of the 600 years of Madeira

ITI researchers Marko Radeta, Diogo Cabral, Shujoy Chakraborty, Mónica Cameirão – and PhD student Fábio Pereira were interviewed in Madeira about the research being done. This was aired on RTP 1 Portuguese tv channel, on July 1, in the scope of the 600 years of Madeira festivities. Watch the video https://youtu.be/VhiChWEzoiY

RIS3 Program meeting and visit

ARDITI organized a RIS3 (https://ris3.arditi.pt/) meeting that took place at Madeira Tecnopolo, on July 10. Several members of ARDITI, ITI, UMa, and OOM attended it. The meeting was followed by visits to the institutes and the University of Madeira.

RIS3, which is about research and innovation for smart specialization strategies, is also a process of continuous collective development imposed by the European Commission, in the scope of the Cohesion Policy for 2014-2020, developing an identification, in each region, of priority regions for research and innovation community funds attribution.

RIS3 Madeira thematic areas are Tourism; Oceans Resources and Technology; Health and well-being; Agri-food quality; Sustainability, management, and infrastructure maintenance; Bio-sustainability; Energy, mobility and climate change; Information and Technology Communication.

ITI at CHI 2019

ITI (Interactive Technologies Institute) will have a large presence at CHI 2019, which is taking place in Glasgow, UK on May 4-9. This ACM conference on Human Factors in Computing Systems is the premier international conference of Human-Computer Interaction. This year, several Full Papers and Late Breaking Works have been accepted from ITI members.

List of Full Papers

‘When the Elephant Trumps'”: A Comparative Study on Spatial Audio for Orientation in 360º Videos – Paulo Bala, Raul Masu, Valentina Nisi, and Nuno Nunes

Abstract

Orientation is an emerging issue in cinematic Virtual Reality (VR), as viewers may fail in locating points of interest. Recent strategies to tackle this research problem have investigated the role of cues, specifically diegetic sound effects. In this paper, we examine the use of sound spatialization for orientation purposes, namely by studying different spatialization conditions (“none”, “partial”, and “full” spatial manipulation) of multitrack soundtracks. We performed a between-subject mixed-methods study with 36 participants, aided by Cue Control, a tool we developed for dynamic spatial sound editing and data collection/analysis. Based on existing literature on orientation cues in 360◦ and theories on human listening, we discuss situations in which the spatialization was more effective (namely, “full” spatial manipulation both when using only music and when combining music and diegetic effects), and how this can be used by creators of 360◦ videos.

23 Ways to Nudge: A Review of Technology-Mediated Nudging in Human-Computer Interaction – Ana Caraban, Evangelos Karapanos, Daniel Gonçalves, Pedro Campos

Abstract

Ten years ago, Thaler and Sunstein introduced the notion of nudging to talk about how subtle changes in the ‘choice architecture’ can alter people’s behaviors in predictable ways. This idea was eagerly adopted in HCI and applied in multiple contexts, including health, sustainability and privacy. Despite this, we still lack an understanding of how to design effective technology-mediated nudges. In this paper we present a systematic review of the use of nudging in HCI research with the goal of laying out the design space of technology-mediated nudging – the why (i.e., which cognitive biases do nudges combat) and the how (i.e., what exact mechanisms do nudges employ to incur behavior change). All in all, we found 23 distinct mechanisms of nudging, grouped in 6 categories, and leveraging 15 different cognitive biases. We present these as a framework for technology-mediated nudging, and discuss the factors shaping nudges’ effectiveness and their ethical implications.

Dissent by Design: A Manifesto for CHI Manifestos – Simone Ashby, Julian Hanna, Sónia Matos, Alexis Faria, Ricardo Rodrigues (invited for the ‘alt.chi special’ event)

Abstract

The past decade has seen a welcome rise in critical reflection in HCI [29,13,3,19,20,21]. But the use of manifestos – not to promote but to provoke – is still rare in comparison to more established disciplines. Digital activism has given new life to the manifesto, and the manifesto may in turn give new life to CHI – prompting new ideas by temporarily liberating scholars from the confines of careful speech and rational argument. We present a manifesto for manifestos; a chance for the CHI community to question its status quo and dream of its possible futures using our purpose-built authoring tools.

The Role of Physical Props in VR Climbing Environments – Peter Schulz, Dmitry Alexandrovsky, Felix Putze, Rainer Malaka, Johannes Schöning

Abstract

Dealing with fear of falling is a challenge in sport climbing. Virtual reality (VR) research suggests that using physical and reality-based interaction increases the presence in VR. In this paper, we present a study that investigates the influence of physical props on presence, stress and anxiety in a VR climbing environment involving whole body movement. To help climbers overcoming fear of falling, we compared three different conditions: Climbing in reality at 10 m height, physical climbing in VR (with props attached to the climbing wall) and virtual climbing in VR using game controllers. From subjective reports and biosignals, our results show that climbing with props in VR increases the anxiety and sense of realism in VR for sport climbing. This suggests that VR in combination with physical props are an effective simulation setup to induce the sense of height.

List of Late Breaking Works

A Mouse (H)Over a Hot-Spot Survey: An Exploration of Patterns of Hesitation through Cursor Movement Metrics – Lucas Pereira

Abstract

This paper presents the results of an empirical exploration of ten cursor movement metrics designed to measure respondent hesitation in online surveys. As a use case, this paper considers an online survey aimed at exploring how people gauge the electricity consumption of domestic appliances. The results show that despite the fact that the metrics measure different aspects of the mouse trajectories there is an agreement with respect to the appliances the generated higher levels of hesitation.

MyTukxi: Low Cost Smart Charging form Small Scale EVs – Filipe Quintal, Sabrina Scuri, Mary Barreto, Lucas Pereira, Dino Vasconcelos and Daniel Pestana

Abstract

As the electrification of the transportation sector grows the electric grid must handle the new load resulting from electric vehicles (EV) charging. The integration of this new load in the grid has been subject to work in the smart-charging research field, however, while normal-sized EVs often offer chargers or other functions that support smart-charging, smaller EVs do not, which could be problematic. Especially considering that the consumption of small EV when aggregated can be significant. This article presents the motivation and development behind the development of MyTukxi, a hardware and software system that aims at implementing smart-charging algorithms for low consuming electric vehicles (EV), interacting with drivers to compensate for the lack of smart-charging functionalities in such vehicles.

Digitally Augmenting the Physical Ground Space with Timed Visual Cues for Crutch-Assisted Walking – Beatriz Peres, Pedro Campos, Aida Azadegan

Abstract

This late-breaking work presents initial results regarding a novel mobile-projection system, aimed at helping people to learn how to walk with crutches. The existing projection-based solutions for gait training disorders are based on walking over a fixed surface (usually a treadmill). In contrast, our solution projects visual cues (footprints and crutch icons) directly into the floor, augmenting the physical space surrounding the crutches, in a portable way. Walking with crutches is a learning skill that requires continuous repetition and constant attention to detail to make sure they are being used correctly, avoiding negative consequences, such as falls or injuries. We conducted expert consultation sessions, and we identified the main issues that patients face when walking with crutches. This informed the design of Augmented Crutches. We performed a qualitative evaluation and conclude with design implications: the importance of timing, self-assurance and awareness.

Visual Quotes: Does Aesthetic Appeal Influence How Perceived Motivating Text Messages Impact Short-Term Exercise Motivation? – Lígia Duro, Pedro Campos, Teresa Romão, Evangelos Karapanos

Abstract

Visual Quotes, or the communication of motivational text messages in a visual format, are increasingly used across social media and online communities. While physical activity trackers could leverage visual quotes, empirical studies of activity tracking in HCI research have paid little attention to this phenomenon and their potential effects on motivation. In this work, we conducted an online experiment (129 participants) to evaluate the impact of aesthetic appeal in motivational text messages as it relates to extrinsic identified behavior regulation. This is the type of motivation linked to the initial adoption of exercise behavior. The results of our study demonstrate that a perceived motivating text message presented with different levels of aesthetic appeal — ugly, neutral, beautiful — has the same impact on the motivation linked to short-term exercise (extrinsic identified behavior regulation). In other words, the perceived aesthetic appeal did not influence the motivating capability of textual messages for encouraging physical activity.

MementoKey: Keeping Passwords in Mind – Bongkeum Jeong, Alexander Vallat, Chris Csíkszentmihályi, Junwu Park, Dulce Pacheco

Abstract

In this paper, we introduce a novel system of password generation, MementoKey, consisting of private words that exist only in a user’s memory and a corresponding set of public (non-secret) words that will facilitate users’ recall of the private words, which they are associated with. We will demonstrate how MementoKey offers a useful alternative to existing options for storing passwords in password managers, or to using cryptographically weak, but memorable, passwords. We have conducted a user study to evaluate the word-association technique for recalling passwords, and the effectiveness of our prototype software training and checking system to guide the user successfully through the memorization process. Our study involving 60 diverse participants indicates that our prototype can effectively lead users through a visualization and memorization technique to create a strong word-association memory between pairs of adjectives and nouns.

Student Research Competition

Guidelines for Combining Storytelling and Gamification: Which Features Would Teenagers Desire to Have a More Enjoyable Museum Experience? – Vanessa Cesário

Abstract

While museums are often designed to engage and interest a wide variety of audiences, teenagers are a neglected segment. This PhD research in Digital Media explores how digital technologies can facilitate natural history museums in creating immersive museum experiences for teenagers (15–18 years old), especially through digital storytelling and gamification frameworks. This contribution would be a set of guidelines that will aid in designing interactive experiences inside these museums. So far, we have involved a total of 155 teens through co-design sessions, 130 in focus groups, and 98 in usability studies, as well as 3 museums, 12 curators, and 17 master students. Through qualitative analysis, our preliminary findings suggest that teenagers value gamification and storytelling elements when thinking about enjoyable museum tours, while curators value story-based narratives as the most prominent method to provide enjoyable museum experience for teens. Based on the findings identified, and in collaboration with the Madeira-ITI, two interactive mobile experiences targeted at teenagers were developed for the Natural History Museum of Funchal, Portugal.


→  Researchers Paulo Bala, Raul Masu, Valentina Nisi, and Nuno Nunes have proudly received a CHI 2019 Honourable Mention with the paper ‘When the Elephant Trumps’: a Comparative Study on Spatial Audio for Orientation in 360º Videos.”

 

 

CMU Portugal partnership reinforcement

The Minister of Science, Technology and Higher Education, Manuel Heitor, visited on February 1st Carnegie Mellon University (CMU) on an official visit, along with a Portuguese delegation of 15 people, which included the President of Fundação para a Ciência e Tecnologia (FCT), Paulo Ferrão; Carnegie Mellon Portugal Program National Co-Director, Nuno Nunes; representatives of Industry, including REN and Altice; and faculty members of several Portuguese universities and research centers.

The visit was focused on strengthening the cooperation in ICT between the Portuguese Government and CMU through the Carnegie Mellon Portugal Program (CMU Portugal), by promoting strategic networking meetings among the Portuguese delegation and research groups, faculty, and leaders of CMU. The visit was hosted by the Director at CMU of the CMU | Portugal Program José Moura and included discussions with James Garrett, CMU’s Provost, and Farnam Jahanian, CMU’s President.

On January 31, the Portugal delegation had a chance to discuss their research on one-to-one meetings with CMU researchers to identify synergies and break new ground for future collaborations.

On February 1st the agenda was more inclusive and provided an overall approach to CMU research and education initiatives. The Portuguese delegation had a warm welcome from CMU Provost James H. Garrett during a working lunch where the Portuguese Minister presented the national strategy for Artificial Intelligence “AI Portugal 2030.”

CMU Portugal Directors, Nuno Nunes and José M. F. Moura, presented a program overview (presentation) and announced some of the future initiatives such as the launch of new Executive Training Programs, the takeoff of both Faculty and Student exchange programs between Carnegie Mellon and Portuguese universities, and a call for large research projects that will launch soon. This call for projects will be the first launched in Phase III of the CMU|Portugal Program under the Global Science and Technology Partnerships (GoPortugal) initiative. The planned global budget is 18 M€ and will fund collaborative R&D projects between companies, non-corporate entities of the R&D system under the scope of the Portuguese international partnerships, which includes the Carnegie Mellon University (CMU) Portugal partnership. For this call, CMU Portugal projects will focus on the broad ICT area with a focus in Data Science and Engineering; Artificial Intelligence and Machine Learning; Autonomy and Mobility; Cloud Computing; Design in a Variety of Societal Settings and Applications. The expected opening date for the call is February and more information will soon be available at our website and social media pages.

Link to presentation (full video)

Source