Level Up Tuesdays: Elevating eGames Lab Research

On October 24, 2023, the Centro Cultural e de Investigação do Funchal was abuzz with creativity and innovation as eGames Lab researchers came together for the first instalment of their monthly event, “Level Up Tuesdays.” Level Up Tuesdays are internal capacity-building events designed to showcase ongoing work, promote collaboration, and refine presentation and communication skills within the eGames Lab community. This initiative is essential for keeping the lab at the forefront of interactive technologies and eGaming research. The event provided a platform for researchers to connect with peers, gain insights from faculty and postdocs, and ultimately advance the goals of the eGames Lab project. Twenty-three presenters shared with the audience their contribution to the eGames Lab project in a room full of students, postdoctoral researchers, faculty and WoW Systems representatives. Many of these researchers are also members of the Interactive Technologies Institute.

An Ongoing Endeavor

The Level Up Tuesdays serves as a forum for researchers to present their ongoing work within the eGames Lab project, specifically focused on work packages WP1 to WP3. These work packages encompass a wide array of topics, demonstrating the breadth of research interests within the lab. These include transformational games aimed at improving physical and mental health, promoting sustainability, enhancing financial literacy, and preserving cultural heritage. Additionally, the event featured discussions on advanced interaction techniques for games, covering areas such as generative environments, brain-computer interfaces, large language models and virtual and augmented reality.

The eGames Lab community is not only dedicated to advancing interactive technologies in gaming but also to addressing real-world issues through their research. By working on transformational games and advanced interaction techniques, eGames Lab researchers seek to make a meaningful impact in various domains, from healthcare to education to cultural preservation.

ITI presents work on psychology of sports

The XXIV Jornadas da Sociedade Portuguesa de Psicologia do Desporto, held in Funchal from September 14 to 16, 2023, marked a significant event for the convergence of psychology and sports in Portugal. This gathering, co-promoted by the Universidade da Madeira, the Sociedade Portuguesa de Psicologia do Desporto, and several other institutions, aimed to explore advancements in sports psychology and its applicability beyond high-performance sports. Notably, the president of the organising committee for this event is Élvio Rúbio Gouveia, an ITI researcher and Vice-president of the Board. For three days, nearly 200 participants from various nationalities gathered to exchange knowledge and insights related to sports psychology, encompassing both competitive sports and recreational physical activities.

Interactive Technologies Institute’s participation

One highlight of the XXIV Jornadas da Sociedade Portuguesa de Psicologia do Desporto was the active participation of members from the Interactive Technologies Institute (ITI), a testament to the institute’s ongoing commitment to advancing the fields of psychology, sports, and technology. A symposium titled “eGames Lab: Concept and Practical Applications,” organised by Cíntia França, Diogo Martinho, Élvio Rúbio Gouveia, and Pedro Campos, featured several presentations that shed light on the diverse applications of technology in sports psychology.

The Efficacy of a Virtual Gaming Exercise Program on Cognitive Function in Healthy Elderly Individuals

This study, conducted by Élvio Rúbio Gouveia, Bruna R. Gouveia, Honorato Sousa, and Andreas Ihle, delved into the impact of exercise-based virtual gaming on the cognitive domains of elderly individuals. Their findings suggested that integrating virtual games into exercise programs can effectively maintain and enhance cognitive functioning in the elderly.

The Effects of Minigames on the Well-being of Informal Caregivers

Beatriz Peres, Hildegardo Noronha, and Pedro F. Campos presented a study focusing on the well-being of informal caregivers, exploring the impact of virtual reality minigames. Their research revealed that minigames positively affected the mood and overall well-being of caregivers, particularly when they had the choice of games.

Clinical Validation of a Virtual Reality and Neurofeedback-Based Program for Alleviating Obsessive-Compulsive Disorder Symptoms

Lina Castanho, Élvio Rúbio Gouveia, and Pedro Campos tackled the pressing issue of obsessive-compulsive disorder. Their research aimed to develop and clinically validate a program that utilises neurofeedback and virtual reality to alleviate symptoms of this debilitating condition, with a focus on non-invasive, effective treatment methods.

Effects of Exergames on Physical Fitness in Overweight and Obese Youth

Cíntia França, Sadaf Ashraf, Adilson Marques, Andreas Ihle, Helder Lopes, Pedro Campos, and Élvio Rúbio Gouveia reviewed the literature on the impact of exergames on physical fitness in overweight and obese youth. Their systematic review indicated positive effects of exergame-based interventions on body composition, cardiorespiratory capacity, and muscular strength in this population.

Effect of a Combined Program of Conventional Exercise Classes and Virtual Reality Classes on the Elderly

João Martinho, Francisco Santos, and Élvio Rúbio Gouveia explored the potential benefits of a combined exercise program that integrated conventional and virtual reality classes for elderly individuals. Their study found improvements in cognitive and physical fitness, suggesting the value of such integrated programs in enhancing the well-being of older adults.

Virtual Nature – An Alternative for Those Who Cannot and Those Who Do Not Want

In this thought-provoking presentation, Hildegardo Noronha, Pedro Campos, Élvio Rúbio Gouveia, and Beatriz Peres discussed the importance of nature for physical and psychological well-being. They utilized virtual reality environments to investigate the impact of exposure to natural settings through technology, demonstrating positive effects on various aspects of well-being.

The XXIV Jornadas da Sociedade Portuguesa de Psicologia do Desporto brought together researchers and practitioners from the fields of psychology, sports, and technology to explore innovative approaches to enhancing human well-being and performance. The participation of ITI members underscored the institute’s commitment to advancing knowledge and practical applications at the intersection of psychology, technology, and sports. The diverse presentations showcased the potential of interactive technologies in addressing real-world challenges, from promoting cognitive health in the elderly to supporting informal caregivers and enhancing the fitness of youth and older adults. These contributions reflect a promising future where technology plays a pivotal role in improving the well-being of individuals across different stages of life.

ITI PhD Students to Present Innovative Research at ASSETS’23 in New York

The field of accessibility technology continues to evolve, making strides in providing inclusive and equitable computing experiences for individuals with disabilities and older adults. The 25th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS’23), set to take place in New York from October 23 to 25, 2023, is a prestigious event that gathers experts, scholars, and innovators to present their latest research and innovations in the domain of computing for accessibility. This year, we are proud to announce the participation of two exceptional PhD students from the Interactive Technologies Institute (ITI) in this landmark conference. Patricia Piedade and Filipa Rocha, supervised by Hugo Nicolau, will present their groundbreaking research, shedding light on the importance of accessible technology in education and the advancement of computational thinking for individuals with disabilities.

ASSETS Conference: A Leading Forum for Accessibility Research

ASSETS is recognized as the foremost platform for showcasing research related to the design, evaluation, use, and education of computing for people with disabilities and older adults. For those in Europe and Oceania, ASSETS is highly respected and designated as Core A, signifying its position among the top academic conferences in the field. The conference attracts diverse submissions, all of which undergo a rigorous peer-review process by an international Program Committee.

Patricia Piedade’s Inclusive Game Design for Neurodiverse Classrooms

Patricia Piedade, a PhD student at ITI, will present a poster entitled “PartiPlay: A Participatory Game Design Kit for Neurodiverse Classrooms” at ASSETS’23. This poster represents the culmination of her MSc’s thesis work, which was developed at the ITI with the collaboration of Isabel Neto and Ana Pires. Patricia’s work was conducted under the expert guidance of Prof. Hugo Nicolau and Prof. Rui Prada (INESC-ID).

Her research centres on the creation of an inclusive tabletop game using a small robot developed in collaboration with primary school classrooms comprising both neurodivergent (e.g., ADHD, Dyslexia) and neurotypical students. The methodology presented in the poster encompasses crafting activities and accessible worksheets, providing a toolkit that can be employed by other researchers working with neurodiverse groups of children. The significance of this work lies in its emphasis on facilitating multiple modes of expression, such as writing, speaking, and drawing, in order to ensure equitable participation for neurodivergent children. Furthermore, Patricia’s research underscores the profound impact of allowing children to take home their creations, fostering a sense of ownership and accomplishment.

Filipa Rocha’s Vision for Inclusive Computational Thinking

Filipa Rocha, another promising PhD student at ITI, will participate in the ASSETS Doctoral Consortium. The title of her work is “Mixed-Visual Ability Collaboration for Children in Computational Thinking.” Her research endeavours to address the challenges children with visual impairments face in mixed-visual ability classrooms. While inclusive education encourages integrating children with visual impairments alongside their peers, assistive technology often prioritizes accessibility over inclusivity and collaboration.

Filipa’s research will focus on developing an interdependent coding environment with audio-augmented tangibles to ensure equitable participation and engagement in mixed-visual ability groups. Her work promises to break down classroom barriers, making computational thinking accessible and enjoyable for all, regardless of their visual abilities.

Workshop research paper on ethical concerns

The Interactive Technologies Institute participation is also taking place as participation in the workshop Tackling the Lack of a Practical Guide in Disability-Centered Research of the ASSETS’23 conference. Patrícia Piedade, Ana Henriques, Filipa Rocha, Isabel Neto and Hugo Nicolau are authoring a research paper titled “Ethical Concerns when Working with Mixed-Ability Groups of Children“. The authors argue that inclusive research practices are crucial to ensure that research and design solutions consider all individuals’ needs, regardless of their abilities. However, working with children with disabilities in the field of HCI and HRI poses unique ethical challenges. These young participants often require extra care, support, and accommodations, which can strain the resources and expertise of researchers.

In conclusion, the participation of Patricia Piedade and Filipa Rocha at ASSETS’23 represents a remarkable milestone in the field of accessibility technology. Their research contributes to the growing body of knowledge on inclusive computing and reinforces ITI’s commitment to fostering innovation and advancing accessibility for all.

We are at IASDR 2023

The Interactive Technologies Institute has secured a strong presence at the International Association of Societies of Design Research (IASDR) Congress 2023. It is a highly anticipated global gathering of design researchers, scholars, and practitioners set to be a transformative event in the design world. This year’s edition is hosted in the vibrant city of Milan, known for its creative energy. The Interactive Technologies Institute is represented by several researchers presenting full papers and pictorials.

11 October, 09h50
Exploiting co-design, game thinking and citizen science in a workshop-like experience for stimulating reflections with teens, by Chiara Ceccarini, Tommaso Zambon and Catia Prandi.

A workshop-style experience involving co-design, citizen science, and game thinking engaged 45 students in creating a low-fidelity mobile application prototype, stimulating discussions on sustainability and digital wellbeing.

11 October, 12h00
The Russia-Ukraine war and climate change: Analysis of one year of data-visualizations, by Marta Ferreira, Nuno Nunes, Chiara Ceccarini, Catia Prandi and Valentina Nisi.

The study explores how the Russian-Ukraine conflict is connected to climate change through 202 data visualizations, revealing a focus on energy and finance, with limited narrative and chart types in data visualization strategies.

11 October, 12h00
Fostering social inclusion: Empathic approaches for migrant-centred design, by Vanessa Cesário, Paulo Bala, Shuhao Ma and Valentina Nisi.

Empathic design approaches involving long-term migrants were used to create design artifacts reflecting migration experiences, emphasizing the importance of empathic design in promoting social inclusion for marginalized communities.

11 October, 12h15
Mapping the research landscape of the gig work for design on labour research, by Shuhao Ma, Valentina Nisi, John Zimmerman and Nuno Nunes.

The paper bridges a research gap by exploring the intersection between design and gig work, presenting a service landscape of gig work, HCI research contributions, and emerging research topics to address worker-related concerns.

11 October, 15h15
A design-driven approach to distributed ledger technologies for small farmers communities: A case study in Portugal, by Sabrina Scuri, Catarina Ribeiro and Valentina Nisi.

The paper suggests a shift from technology-driven to user-centred design in DLT applications for agriculture, emphasizing the need to involve communities to achieve a sustainable and inclusive food supply chain.

12 October, 10h00
More than human empathy: a caring approach to ecosystemic design, by Mariana Pestana.

The paper advocates for a caring approach to design with more-than-human empathy, discussing a design Biennial during the COVID-19 pandemic that explores post-anthropocentric paradigms in design and the relation between human and non-human entities.

12 October, 10h15
Aqueous logics: Towards a hydro feminism approach to sustainability, by Beatrice Maggipinto, Valentina Nisi, Nuno Nunes and Tom Ainsworth.

This paper examines the relationship between eco-feminism, ocean conservation, well-being, and sustainability, highlighting an aqueous logic that emphasizes mutual care and embodiment in the discourse on sustainability, nature conservation, and climate change.

13 October, 10h10
Using cultural probes to understand students’ mental wellbeing, by Neeta Khanuja, Madalena Freire, Joana Lameiras, Hugo Nicolau, Jodi Forlizzi and Valentina Nisi.

A probe study investigates the perception of mental well-being and support services for university students, providing insights and sensitizing concepts for designing mental well-being support for students.

With a focus on sustainability, inclusivity, and emerging technologies, the IASDR Congress 2023 aims to inspire and shape the future of design by fostering collaboration and dialogue among creative minds from around the world. It’s a unique opportunity for participants to engage with the latest design research, explore new frontiers, and network with like-minded individuals who share a passion for pushing the boundaries of design.

SCOPE workshop on Spatial Risk Management Tool

On September 28th, 2023, the Interactive Technologies Institute joined a workshop on Spatial Data Science co-organised by Instituto Nacional de Saúde Doutor Ricardo Jorge (INSA) in Lisbon. This event was a significant milestone within the SCOPE project, aiming to demonstrate the successful use of Spatial Data Science in providing a functional software prototype for spatial risk management during epidemic events. The software would offer daily updates on risk indicators’ maps, aiding Public Health physicians in future epidemic/pandemic decision-making.

The collaboration with CERENA and ITI research units from the Instituto Superior Técnico (IST) enabled the participation of local, regional, and national-level public health physicians to interact with the prototype. The workshop allowed them to explore and analyse spatial data and provided a platform for identifying potential improvements based on their professional experience, evaluating its utility, feasibility in healthcare services, and potential associated costs.

Workshop Participants

The event brought together a diverse group of participants, including the project’s technical team and 39 public health physicians representing various Health Center Clusters in the country. Also present were representatives from the Northern, Central, and Algarve Regional Health Administrations, along with the Directorate-General of Health. The SCOPE project, funded by the Foundation for Science and Technology, aims to showcase the successful utilization of Spatial Data Science in providing a functional software prototype for spatial risk management during epidemic events. This will equip public health administration with new resources for preparing and responding to future epidemic situations and supporting decision-making processes.

SCOPE Project Team

The SCOPE project was developed by a multidisciplinary team comprising data scientists, geostatisticians, computer scientists, and management experts, primarily from IST. It also includes epidemiologists and public health physicians from INSA, with institutional support from the Directorate-General of Health and the Portuguese Institute for Blood and Transplantation as potential end-users of the developed tools.

Key Features of the Functional Software Prototype

The functional software prototype, known as the Dashboard, will provide daily updates on health indicator maps and their associated spatial prediction uncertainties. By leveraging historical data from the COVID-19 pandemic, it will offer fresh insights into the spatial spread of the disease over time. Spatial Data Science allows for extracting relevant information concerning infectious disease spatial patterns and predicting spatial-temporal transmission dynamics and risk management interventions’ impact, incorporating geographical factors and analysing health inequalities based on geography.

MODINA Kicks Off with Ambitious Goals for Dance and Technology Integration

The highly anticipated kick-off meeting of the EU-funded project MODINA (Movement, Digital Intelligence, and Interactive Audience) took place at Tallinn University on the 20th and 21st of September, marking the beginning of an exciting journey into the convergence of contemporary dance and cutting-edge digital technology. The event brought together a diverse group of artists, researchers, and experts eager to explore the uncharted territory of digital innovation in dance.

MODINA’s ambitious mission is to push the boundaries of contemporary dance by harnessing the potential of digital technology. The project, funded by the European Union, received an overwhelming response during its initial call for residencies, with 91 artist duos applying for the opportunity. From this talent pool, five artist duos of choreographers and creative technologists were selected to embark on a transformative journey that seeks to revolutionize the art form.

Diogo Cabral, representing the Interactive Technologies Institute (ITI) at the MODINA project, emphasized the importance of this initiative, stating, “MODINA is a pioneering project that aims to merge the worlds of dance and technology in unprecedented ways. Our goal is to enhance contemporary dance’s creative possibilities and engage and captivate audiences in innovative and immersive experiences. We’re thrilled to be at the forefront of this groundbreaking endeavour.”

The kick-off event also saw the participation of eleven representatives from partnering institutions who will play pivotal roles throughout the MODINA residencies in 2024. Among them were notable figures from Tallinn University’s School of Digital Technologies, including Nuno Correia and William Primett, both key members of the MODINA team. Peeter Normak, David Lamas, Merja Bauters, and several PhD students joined them, demonstrating the project’s interdisciplinary approach.

In addition to the Tallinn University contingent, guests from the Baltic Film, Media, Arts and Communication School (BFM) and the Estonian Academy of Arts (EKA) also made meaningful contributions to the event.

Two thought-provoking panel discussions took centre stage during the kick-off event, where invited artists delved into the implications of using artificial intelligence (AI) and interactive audience engagement in the context of dance performance. These discussions set the stage for what promises to be an intellectually stimulating and creatively charged collaboration between artists and technologists.

Furthermore, participants in the event engaged in a creative ideation exercise, allowing them to visualize unique prototypes by combining drawings, body maps, Polaroid photos, and other visual elements. This exercise served as a glimpse into the innovative potential that lies ahead as MODINA seeks to redefine the boundaries of dance through technology.

MODINA aims to empower dance artists, creative technologists, and audiences by expanding contemporary dance performances’ horizons using digital technology. As the project unfolds over the coming months, it promises to foster groundbreaking artistic creations and deliver unparalleled experiences to audiences eager to explore the intersection of movement and digital intelligence.

Opening of Centro Cultural e de Investigação do Funchal

A New Hub for Culture, Research, and Technology.

Last Friday’s much-anticipated opening of the Centro Cultural e de Investigação do Funchal (CCIF) marked a significant milestone for Funchal and the wider Madeira region. This cultural and scientific-technological centre, located within the historic confines of the former Funchal slaughterhouse in Campo da Barca, is poised to become a new focal point for culture, research, and technology.

In a recent visit to the CCIF, Pedro Calado, the Mayor of Funchal, emphasized the immense potential of this centre to boost cultural expression, host international exhibitions, and contribute to the intellectual enrichment of society. He described the CCIF as a fantastic space with both national and international relevance, providing a platform for local cultural groups to showcase their work.

The CCIF boasts a 375-seat auditorium that will play a pivotal role in complementing the activities of the Teatro Municipal Baltazar Dias. It will host various events, including artistic performances, workshops, congresses, and more. Additionally, the CCIF’s scientific and technological section, already operational, is a testament to the vital collaboration with the eGames Lab project, in which the ITI is a scientific partner. This collaboration, funded through the European Recovery and Resilience Plan (PRR), allocated five million euros to CCIF and involved 31 researchers and scholars working on software development and research projects.

Starting last Friday, the CCIF opened its doors to the public with three captivating exhibitions, including one dedicated to honouring Fernão de Ornelas, who played a pivotal role in shaping the urban landscape of Funchal. Another show tells the story of the CCIF’s transformation from the former Funchal Municipal Slaughterhouse. Lastly, “Pablo Picasso – Os Jogos do Amor e da Morte” showcases a collection of a hundred engravings and drawings by the renowned artist Pablo Picasso, offering a journey through his creative evolution from 1930 to 1937.

The inauguration of the CCIF heralds a new era of cultural and technological exploration in Funchal, bridging the gap between tradition and innovation and promising a brighter future for the region’s artistic and research endeavours. It stands as a testament to the power of collaboration between institutions like the Interaction Technologies Institute (ITI) and the local government, paving the way for a thriving cultural landscape in Madeira.

Exploring Age, Beauty, and Identity: Terhi Marttila’s ‘Gray Hairs’

The realm of interactive technologies is a platform for innovation and creativity and a canvas for artistic expression and social commentary. Terhi Marttila, a Finnish researcher and artist, delves into the intricacies of human experiences, identity, and ageing through her thought-provoking work ‘Gray Hairs’. As a member of the Interactive Technologies Institute (ITI) community, Marttila’s exploration of societal norms and personal introspection sheds light on complex themes that resonate with audiences across the globe.

A Journey with the Interactive Technologies Institute

Terhi Marttila’s connection with the Interactive Technologies Institute goes back to her time as a doctoral student under the guidance of Prof. Dra. Patrícia Gouveia. Having defended her thesis in 2022, Marttila’s engagement with ITI flourished. She made her first physical appearance at the ITI/LARSyS annual meeting in 2022, immersing herself in the projects and endeavours of fellow researchers and students. In April 2023, Marttila embarked on a new project, eGames Lab (PRR), under the mentorship of Dr Pedro Campos and Dr Luciana Lima. Collaborating predominantly with Dr Luciana Lima, she contributed a voice-over for an animation centred around the women of TIMEX Portugal. The animation premiered at the Assembly event in Helsinki, providing Marttila’s insights on a global stage.

Unveiling the Message of ‘Gray Hairs’

Marttila’s work ‘Gray Hairs’ was born from a simple observation during a bustling morning bus ride in November 2022. The realization that most women dye their hair struck her as curious. This discovery was akin to being granted entry into a clandestine club, where the secret act of hair colouring was shared amongst the members. Jotting down her thoughts, she pondered, “How will I feel when it comes time for me to dye?” This moment of introspection laid the foundation for her creation.

The core concept of ‘Gray Hairs’ revolves around representing each thought as a black circle that gradually fades to white, simulating the transition from coloured hair to grey. Users hear the corresponding thought by clicking on the circle and reversing the colour change, akin to plucking or dyeing a white hair. The user’s sole interaction is the symbolic act of embracing or resisting the ageing process, revealing fragmented narratives and poems. This minimalist interactivity prompts users to engage with their perceptions of ageing, beauty standards, and societal expectations.

Engaging with the ELO Experience

Terhi Marttila’s ‘Gray Hairs’ was part of the Electronic Literature Organization (ELO) exhibition, inviting visitors to engage with its profound message. However, her involvement with the ELO encompassed various facets, showcasing her multifaceted talents and dedication to interactive art. Additionally, she conducted a live reading of ‘Gray Hairs’ at the Teatro Académico Gil Vicente on July 14th, combining her literary prowess with a captivating live experience, and led a workshop in collaboration with Dr Celeste Pedro from the Philosophy Department of the University of Porto, further highlighting her commitment to fostering dialogue and creativity. Beyond her creative contributions, Marttila’s scholarly expertise earned her a place on the scientific committee, further enriching the academic discourse.

Crafting a Multidimensional Experience

As an artist and researcher, Terhi Marttila’s ‘Gray Hairs’ encapsulates the intersection of technology, introspection, and societal exploration. She elevates the discourse surrounding ageing and identity through her engagement with the Interactive Technologies Institute and participation in the Electronic Literature Organization. She demonstrates the potential of interactive technologies to evoke thought, emotion, and introspection. Marttila’s work is a testament to the power of art and technology to inspire conversations that transcend boundaries and resonate with diverse audiences worldwide.

Photography by Nuno Pessoa

Unveiling Hidden Heroes: Women’s Role in Portugal’s Gaming Industry

In the vibrant landscape of the 1980s, computer games began their ascent to cultural prominence, captivating Portugal with their digital allure. This phenomenon owes much of its success to an unexpected player: TIMEX. While the influence of TIMEX in Portugal’s gaming history might not be widely known, it played a pivotal role in shaping the industry as we know it today.

TIMEX, renowned for its expertise in crafting wristwatches, extended its capabilities to computers. In a pioneering move, TIMEX not only manufactured wristwatches but also delved into assembling home computers, such as the Model ZX81. These ventures made significant contributions to the technological landscape of Portugal.

However, the most intriguing aspect of TIMEX’s journey lies in the narratives of the women who worked behind the scenes. These women formed an integral part of the assembly lines that produced these early computers, but their stories have remained concealed from the annals of history. Driven by the desire to shed light on these unsung heroines, the Interactive Technologies Institute embarked on a groundbreaking research project – GAGE, Game Art and Gender Equity.

Dr Mona Bozdog’s research, aptly titled “Generation ZX(X),” emerged as a pivotal step in unearthing these narratives. This initiative revolved around recovering women’s experiences working at the TIMEX factory in Dundee, Scotland. The insights revealed by this research emphasize that many of these women were unaware of the lasting impact they would have on Portugal’s digital gaming industry.

The historical context of TIMEX’s presence in Portugal is crucial to understanding this narrative. Before the 25th of April Revolution, the Portuguese government enticed multinational corporations to establish themselves through incentives like low wages and favourable labour conditions. TIMEX was among these corporations, which subsequently fueled the development of Portugal’s digital technology sector.

1983 marked the establishment of a prolific production line within TIMEX Portugal. It is said that up to 10,000 machines were produced daily, requiring the skill and precision of women workers. While positions considered “skilled” were predominantly held by male electronics technicians and engineers, women played an indispensable role in the assembly lines.

The project GAGE aims not only to recover the testimonies and memories of these women but also to honour their contributions. Just as engineers and technicians were instrumental in the mass adoption of this technology, these women played a significant role in shaping the direction of Portugal’s gaming industry. Their dedication and labour were the bedrock upon which the early computer gaming landscape was built.

GAGE seeks to bridge the gap between the women who formed the backbone of TIMEX’s operations and the broader gaming industry by spotlighting these hidden stories. The interplay between women’s labour on computer assembly lines and their role in shaping the gaming sector remains a largely unexplored field, one that offers new perspectives on the history of technology and gender roles.

TIMEX Portugal faced challenges in the late 1980s, leading to a massive layoff on the 27th of May, 1988. Despite the company’s decline, the legacy of the women who assembled the first home computers endures. As a collective, their contributions have remained obscured for far too long. Through the GAGE project, their stories will be preserved, celebrated, and acknowledged as crucial to Portugal’s digital gaming history.

The Interactive Technologies Institute invites you to join us on this journey of rediscovery. Let us honour the memory of these remarkable women who shaped Portugal’s technology and gaming landscape. Their legacy will not be forgotten, and their stories will inspire future generations. If you know women who worked at TIMEX in Portugal, contact us.

ITI Talks: Wi-Fi sensors and behavioural change

The Interactive Technologies Institute hosted the ITI Talks event on July 14th, a grand culmination of the 22/23 season, and it didn’t disappoint.

Distinguished speakers Miguel Ribeiro and Francisco Rebelo graced the event to share their groundbreaking research and insights on two captivating topics with far-reaching societal implications. The event was conducted in a hybrid format, with physical locations in Lisbon’s Hub Criativo do Beato and Funchal’s Tecnopolo, alongside a well-coordinated ZOOM session connecting attendees worldwide.

Miguel Ribeiro, a Postdoctoral researcher at Instituto Superior Técnico, mesmerized the audience with his talk on “Sensing and Community Crowd Sensing using Passive Wi-Fi.” With his background in informatics and a PhD in Computer Science and Engineering, Miguel Ribeiro’s expertise in citizen sensing and passive Wi-Fi sensors proved enlightening. His research focused on utilizing human-related datasets to create public dashboards for specific points of interest. His system aims to enhance citizens’ commute and travel experiences by processing information from passive Wi-Fi sensors and environmental data. This technology provides real-time information on site load, social media prevalence, weather, and transportation at various locations, optimizing travel routes and visitor experiences. The talk showcased the successful implementation and deployment of the system, using user interfaces for public displays.

The second speaker, Francisco Rebelo, an Associate Professor at the School of Architecture, University of Lisbon, delivered an engaging talk titled “Interaction for Behavior Change.” Francisco Rebelo’s research delves into the complex realm of human behaviour and its implications for society and the planet. He aims to design transformative human experiences that improve performance, safety, health, and sustainability by integrating ergonomics, neuroscience, and technological tools. The talk was a thought-provoking exploration of how interactive technologies can effectively influence behaviour change for the greater good.

As we bid farewell to the 22/23 ITI Talks season, the organizers and attendees are left with inspiration and anticipation for the future. The ITI community remains at the forefront of cutting-edge research and innovation, paving the way for a brighter, more technologically advanced future.