Call for papers: Special issue on gender, power, and collective resistance in gaming cultures — guest edited by ITI researchers

  • Luciana Lima – Integrated Researcher at ITI/LARSyS, Universidade de Lisboa
  • Ana Pires – Integrated Researcher at ITI/LARSyS and Invited Professor at Instituto Superior Técnico (IST), Universidade de Lisboa

The Special Issue invites contributions that analyse and transform gaming cultures through the lenses of gender equity, power dynamics, toxicity, representation, and collective mobilisation. The editors encourage work that moves beyond critique, advancing actionable and justice-oriented approaches to reimagine game design, community practices, and cultural participation.

Topics of interest include:

  • Community mobilisation against misogyny, toxicity, and exclusion
  • Inclusive and participatory design practices
  • Power, representation, and resistance in games
  • Feminist, queer, decolonial, and art-based interventions
  • Strategies of collective action for transforming toxic cultures

Key dates

  • Full Paper Submission Deadline: 31 April 2026
  • Notification of Acceptance: 31 July 2026
  • Publication: First semester of 2027

Full Call for Papers:
https://revistas.ulusofona.pt/index.php/ijgsi/announcement/view/250

This Special Issue reinforces the contribution of ITI researchers to critical, interdisciplinary discussions shaping more inclusive and equitable gaming futures.

Filipe Tomé presents game-based mental health studies at KAMC 2025 in Kyoto and GALA 2025 in Utrecht.

ITI-affiliated researcher Filipe Tomé recently presented two of his game research projects at international conferences in Japan and the Netherlands.

At KAMC 2025 in Kyoto, he presented the paper “Designing Prolonged Grief: Cinematic Storytelling and Interactive Narrative in Eidolon.” The project investigates how video games can explore Prolonged Grief Disorder (PGD) through a hybrid narrative that combines cinematic aesthetics, digital interaction, and AI-driven memory reconstruction. Eidolon is a first-person psychological thriller inspired by the five stages of grief and films such as Eternal Sunshine of the Spotless Mind and Manchester by the Sea. The story follows a protagonist trapped in an AI-generated dream simulation, with visual metaphors, escape-room-inspired puzzles, and time-based tension shaping the gameplay. The game uses Unreal Engine’s MetaHuman framework alongside live-action footage. Preliminary playtesting with 20 participants suggests that players reflected on their own experiences of loss. The paper was authored by Filipe ToméAna Pires, Francisco Vasconcelos, and Pedro F. Campos.

At GALA 2025 in Utrecht, he presented a short pitch and poster on “Excellium: Designing a Psychological Visual Novel to Foster Reflection on University Students’ Mental Health.”
Excellium is a psychological visual novel that addresses issues such as anxiety, burnout, and isolation among university students. The project utilises the concept of “positive discomfort” and draws inspiration from Squid Game to inform its narrative approach. The work explains how mental health research on Portuguese university students informed the development of character and the design of the interactive experience.
The project was authored by Filipe Tomé, Carla Ponte, Carlos Coelho, Pedro Ferreira, Rúben Campos, Ana Pires, and Pedro F. Campos.

These presentations highlight ongoing research on how digital games can engage with mental health themes and create reflective player experiences.

Both Eidolon and Excellium were developed within the scope of the eGames Lab, a national consortium dedicated to advancing research, innovation, and industry capacity in transformational game design, interactive storytelling, and emerging technologies for the videogame sector in Portugal.

ITI co-organises final event of the “Bauhaus of the Seas Sails” project in Venice.

The Bauhaus of the Seas Sails project held its final event, “Making Waves – Designing Regenerative Coastal Futures”, on 15th November at Ocean Space, in Venice, Italy.
Coordinated by ITI–LARSyS, Bauhaus of the Seas Sails is the only New European Bauhaus Lighthouse Demonstrator led by a Southern European country — Portugal. The project involved 18 partners and mobilised seven coastal pilot regions — Lisbon, Oeiras, Rotterdam, Malmö, Venice, Genoa, and Hamburg — to explore how coastal futures can be regenerative, inclusive, and resilient.

The one-day event brought together more than 120 participants in a hybrid format, including representatives from cultural institutions, academia, municipalities, and local communities.

  • Talks and conversations with artists, architects, scientists, and community activists, including researcher Laura Tripaldi and architect and artist Andrea Molina Cuadro.
  • A long table transformed into a “cabinet of curiosities”, where local pilot teams presented original explorations on ocean literacy, architectures for landscapes affected by sea-level rise, regenerative menus, inclusive digital narratives, and biofilic materials.
  • Discussions focused on the process dimension of the project, covering multi-species assemblies, co-design approaches, narrative development, and resources and strategies for replication.
  • An exhibition in Ocean Space’s research room showcasing the constellation of people and creative agentsinvolved in the project and the storytelling methods used to communicate its objectives and outcomes.
  • A closing session reflecting on lessons learned and outlining future actions, including the Tidal Arts project (with ITI as partner) and ongoing inquiries from Digital Media PhD students.

The final event was organised by TBA21 Academy, partner and leader of the local pilot projects, in collaboration with Magellan Circle and ITI–LARSyS, the coordinator of the entire initiative.
The event also counted on the support of all institutions in the consortium and numerous local agents, reflecting the project’s integration of design research, artistic creation, and technological innovation. Bauhaus of the Seas Sails is one of the first six Lighthouse Demonstrators of the New European Bauhaus, an initiative of the European Commission launched in 2020 to accelerate the Green Deal by promoting more sustainable, inclusive, and aesthetically grounded futures for Europe.

📸 Credits: Bauhaus of The Seas Consortium © Ginevra Formentini
Making Waves – Designing Regenerative Coastal Futures @ TBA21 Ocean Space – Venice. November 15th, 2025.

Prof. Nuno Nunes participates in the EIT Culture & Creativity “Beyond Competitiveness Partner Conference”

Professor Nuno Jardim Nunes, President of LARSyS and a researcher at the Interactive Technologies Institute (ITI), participated in the “Beyond Competitiveness Partner Conference” organised by EIT Culture & Creativity at UPTEC, Universidade do Porto.

The event brought together European partners from academia, industry, and the cultural sector to discuss how creativity, innovation, and technology can contribute to shaping the next phase of Europe’s creative economy.

Prof. Nunes joined the panel “Artistic and Artificial Intelligence: Generating and Appropriating Knowledge in Shaping Desirable Futures”. In his intervention, he talked about how generative AI is emerging as an epistemic technology, supporting creative production while also actively generating new forms of knowledge. He highlighted how artists, as problem-makers, can challenge the “enchanted determinism” of opaque AI systems and turn them into spaces of critical inquiry and imaginative experimentation.

📸 Photos from the conference are included below.
Credits: EIT Culture & Creativity partner conference Beyond Competitiveness @ Casa da Música, Porto, Portugal 2025.11.07 © André Henriques — IG @ahphoto_gigs

ITI Researchers present at the Digital Heritage Forum 2025 in Abu Dhabi

Professors Valentina Nisi and Nuno Jardim Nunes, from the Interactive Technologies Institute (ITI), were invited to participate and present ITI’s work at the Digital Heritage Forum 2025, hosted by the Department of Culture and Tourism – Abu Dhabi (DCT Abu Dhabi) from 3–5 November at the Cultural Foundation.

The Forum brought together innovators, academicians, and practitioners to explore how technology is transforming the ways cultural heritage is recorded, interpreted, and shared. Through keynotes, talks, panel discussions, and immersive showcases, the event served as a dynamic platform for dialogue, knowledge exchange, and collaboration—connecting ITI to leading global experts in digital heritage and collectively envisioning the future of cultural preservation through technology.

ITI’s participation included the session “Data of Experience: AI and Extended Reality in Cross-Cultural Heritage” (4 November), co-convened by Roch Thibault and Dr. Alanood AlShaikh, and featuring Prof. Dr. François Giligny, Prof. Toshikatsu Kiuchi, and Prof. Hye Seung Shim alongside the ITI researchers. The discussion explored how artificial intelligence and extended reality (XR) are reshaping the preservation and communication of cultural heritage, fostering new forms of participation and intercultural understanding.

All images by Department of Culture and Tourism – Abu Dhabi

Prof. Valentina Nisi (ITI-LARSyS)
Prof. Nuno J. Nunes (ITI-LARSyS)

Teresa Almeida participates in international workshop on Digital Healthcare Design in Switzerland

Teresa Almeida, researcher at the Interactive Technologies Institute (ITI) and Assistant Professor at Instituto Superior Técnico (IST), was invited to participate in the international workshop “Design Perspectives on Digital Healthcare”, held at the University of Applied Sciences and Arts of Southern Switzerland (SUPSI).

Organised by the Interaction Design Unit at SUPSI’s Institute of Design (IDe), the workshop marked the closing phase of the MAKEAWARE! project—an initiative focused on co-creating knowledge and raising public awareness about Antimicrobial Resistance (AMR) through participatory and data-driven design.

The event brought together five leading experts in design research working at the intersection of participatory practices, data ethics, and healthcare. Through short presentations and open-format conversations, the workshop fostered rich dialogue on the ethical, methodological, and practical challenges of designing digital technologies in sensitive health-related contexts.

As part of the SPEARHEAD consortium, an Innosuisse-funded national effort combining public and private partners to tackle AMR—MAKEAWARE! promotes grassroots engagement and patient empowerment. The event provided a space to reflect on how design can meaningfully contribute to civic health literacy and responsible innovation in digital healthcare.

Teresa Almeida contributed to the discussions by sharing her interdisciplinary and design-led approach, which combines research through design (RtD) and participatory methods to work with marginalised communities and explore sensitive societal topics.

ITI Researchers invited to speak at the Innovation Lab Shanghai

Professors Nuno Jardim Nunes and Valentina Nisi, from the Interactive Technologies Institute (ITI), were invited to speak at the Innovation Lab Shanghai.The event focused on design, ecology, and the role of digital technologies in shaping more sustainable futures.

Both researchers, currently Visiting Professors at the QUT Design Lab in Australia, shared key outcomes of ITI-led European research projects that explore how technology can support more inclusive, ecological, and culturally rich urban environments.

Bauhaus of the Seas: Technology for Sustainable Coastal Cities

Prof. Nuno Jardim Nunes, Full Professor at Técnico – University of Lisbon and President of ITI, presented the Bauhaus of the Seas Sails () project, a European lighthouse initiative of the New European Bauhaus. He introduced the Bauhaus of the Seas Sails design framework, which includes contributions from science, art, and local communities to promote urban transformation along European coastal cities.

His talk focused on the use of AI, blockchain, interactive storytelling, and participatory platforms to support new ecological and civic practices. Prof. Nunes also highlighted how the BIG ERA Chair project is contributing to the traceability of citizen engagement and interspecies cooperation in urban contexts.

Storytelling and Technology to Connect People, Culture and Nature

Prof. Valentina Nisi, also a Full Professor at Técnico and senior researcher at ITI, shared her research on digital storytelling and sustainability. She presented examples from several European projects, including MEMEX and LogaCulture, which use technology to help people engage with cultural and natural heritage in meaningful ways.

Prof. Nisi also discussed how emerging technologies such as AR/VR, mixed reality, and NFTs are being used to design new forms of public experience that connect people to place, culture, and the environment.

The participation of two ITI researchers at this international event reflects the growing visibility of the institute’s work in areas such as human-computer interaction, design for sustainability, and civic technology. Their talks demonstrate how interdisciplinary research at ITI is helping to shape the future of digital urban life—both in Europe and around the world.

Raquel Yam Speaks at NEXT MBA 2025 in Almaty

On April 12, Raquel Yam, Executive Director of the Interactive Technologies Institute (ITI), took the stage at NEXT MBA 2025, one of the world’s leading educational business forums. Held at the iconic Almaty Arena in Kazakhstan, the event brought together global experts, business leaders, and innovators to explore the forces shaping the future of business, education, and society.

This year’s edition positioned Almaty as the epicenter of global business education, welcoming thousands of participants eager to engage with the most pressing challenges and breakthroughs across technology, leadership, and personal development. With a focus on actionable insight and visionary thinking, the forum delivered a platform for exchanging ideas that are already redefining industries and institutions worldwide.

Raquel Yam contributed to this dialogue with a keynote titled “Navigating the Future: Key Technologies Shaping Our World.” In her talk, she unpacked how a powerful wave of converging technologies — including Generative AI, Agentic AI, Physical AI, Robotics, Quantum Technologies, Ambient Computing, and Immersive Experiences — is transforming the way we live, work, and create.

“We are living through a technological inflection point,” Raquel noted during her presentation. “These innovations are not only accelerating change — they are fundamentally reshaping human agency, interaction, and potential. Understanding their interplay is critical to designing a future that is both intelligent and humane.”

Raquel’s participation at NEXT MBA 2025 reflects the Interactive Technologies Institute’s commitment to international leadership in innovation, human-computer interaction, and future-oriented research. With over two decades of experience in digital media and technology — including leadership roles at Viacom, Daily Motion, and Barnes & Noble — Raquel now oversees the strategic and operational direction of ITI, fostering collaboration and technological impact at a global scale.

Summer internships with the HCI leaders in Portugal

The Interactive Technologies Institute wants to allow young students to experience the field of Human-Computer Interaction, contributing to their academic excellence from an early stage. Therefore, we invite highly motivated students to apply for a research assistant position running this Summer. We offer 13 Summer Internships (BIIC) starting in June 2025, with a fixed duration of 3 months.

The Summer Internships program is available to all undergraduate or master’s students, and the 13 positions are open from the 14th to the 29th of April 2025. For you to apply, please go to BL108/2025, and follow the guidelines for your application submission

It offers the students opportunities to engage in scholarly research with accomplished scholars and peers and ample opportunity for interaction among students and faculty.

Students must read the projects carefully and contact the supervisor for additional information. Below, we list the different research summer internships that are available.

Note: You can apply to more than one project.

1. Gamified VR Medical Drawing Table

Supervisors: João Afonso, MSc | Co-supervisor: Prof. Daniel Simões Lopes

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This project aims to design and develop a gamified Virtual Reality (VR) drawing table for retinal image segmentation using Optical Coherence Tomography (OCT) data. The intern will utilize a Meta Quest 3 and an MX Ink VR pen to create an interactive system that allows clinicians to perform manual segmentation, classification, and annotation of supersized OCT images (2D OCT B-scans). The system will incorporate 3D OCT volume rendering for enhanced visualization, while pen-based input on a touchscreen will streamline drawing tasks, reducing segmentation time and improving diagnostic workflows. Gamification elements inspired by existing image segmentation tools (e.g., LabelMe, Eyewire, Mozak, and Zooniverse) will be explored to enhance user engagement. Medical professionals will be actively involved in the design process, ensuring seamless integration into clinical workflows. This system has the potential to assist ophthalmologists in patient education, surgical planning, and teaching OCT-based radiologic anatomy through interactive systems.

Student profile: Experience with Unity and C# is welcome although not mandatory. Familiarity with VR development and medical image visualization is a plus. 

eGamesLab WP(s): WP2. Development of Advanced in-Game Virtual and Augmented RealityeGamesLab Partner(s): https://egameslab.pt/the-consortium/

2. Marker Augmentation for Avatar Reconstruction via Deep Learning 

Supervisors: Ivo Roupa, PhD | Co-supervisor: Prof. Daniel Simões Lopes

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This internship aims to develop a marker augmentation algorithm to improve the accuracy of human pose estimation by increasing the number of keypoints generated by Human Pose Estimation (HPE) algorithms. To achieve this, a Deep Neural Network will be developed to reconstruct missing information for various human body segments using available datasets.

The work plan includes: i) Perform a state-of-the-art (SOTA) review on marker augmentation for human analysis via deep learning using monocular data; ii) Create, train, test, and validate algorithms for marker augmentation and human analysis; iii) Apply the developed algorithms to a case study in sports for real-world application and testing.

Student profile: Candidate must have a solid background in programming, preferably in Python3, and knowledge of machine learning algorithms and architectures.

eGamesLab WP(s): WP2. Development of Advanced in-Game Virtual and Augmented RealityeGamesLab Partner(s): https://egameslab.pt/the-consortium/

3. Assessing the Mental Health Benefits of the Chill App for University Students

Supervisors: Dr. Paulo Nascimento | Co-supervisor: Dr. Élvio Gouveia

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University students often face mental health challenges such as anxiety, depression, and sleep deprivation due to the high-pressure academic environment. In response, technology, including mental health apps, has shown the potential to promote mental well-being.

In this ongoing mixed-methods study, the student will collaborate on quantitative and qualitative data analysis to explore the role of technology in supporting mental health. The student will be able to assist in analyzing survey data, interviews, and app usage patterns, contributing to the overall understanding of how technology can enhance student mental health.

Student profile: A psychology undergraduate student, to assist in organizing databases, transcribing qualitative data, and contributing to the overall analysis of this study.

eGamesLab WP(s): WP2
eGamesLab Partner(s): Infinity games

4. Enhancing Emotional Well-Being: The Impact of the Chill App on Informal Caregivers

Supervisors: Dr. Beatriz Perez | Co-supervisor: Dr. Élvio Gouveia

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An informal caregiver is someone who provides care to a person in need, often a family member or a friend. Caregiving can be highly demanding, leading to fatigue, stress, and low energy levels, leaving caregivers with little time for themselves or for engaging in relaxing activities.

This mixed-methods study explores the role of a relaxation app and its activities in supporting the emotional well-being of informal caregivers. The student will collaborate on the study by assisting in interview analysis and evaluating the impact of these activities on caregivers’ emotional states. Their contributions will help deepen the understanding of how this technology can enhance caregivers’ well-being.

Student profile: An undergraduate student in Informatics to assist with transcription, qualitative data analysis, and the overall research findings.

eGamesLab WP(s): WP2
eGamesLab Partner(s): Infinity games

5. AI-powered approach for effective pseudo-haptic effects in teleoperation

Supervisor:  Prof. José Luís Silva and Prof. Rodrigo Ventura

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The increasing complexity of space exploration missions requires advanced solutions for effective human-robot collaboration, particularly in teleoperation tasks. As the role of humans in space missions remains critical, ensuring effective control of robotic systems, such as our SpaceCobot (a robot designed to assist astronauts inside orbiting space stations), requires adequate user interfaces (UI). Teleoperation systems for space exploration often face challenges related to cognitive overload, lack of situational awareness, and inefficiencies in human-robot interaction. Traditional user interfaces fail to dynamically adapt to the user’s needs however, with the advent of AI technologies there is a growing potential to develop UIs with adaptive pseudo-haptics that respond to real-time user reaction.

This research aims to explore and understand the viability of AI-models to identify the operator’s reactions to different pseudo-haptic teleoperation UI. This viability will be demonstrated by the development of a report. The proposal seeks to optimize pseudo-haptic effect effectiveness by maintaining high levels of operator situation awareness in real/virtual teleoperation.

Student profile: Student with Engineering background (e.g., Aerospace, Informatics, Electrical), AI knowledge and interest in Human-Robot Interaction

Student profile: Student with Engineering background (e.g., Aerospace, Informatics, Electrical), AI knowledge and interest in Human-Robot Interaction

eGamesLab WP(s): WP2
eGamesLab Partner(s): https://egameslab.pt/the-consortium/

6. Investigating Digital Games for Stress Anxiety Relief

Supervisor: Prof. Hugo Nicolau

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Stress relief is essential in today’s fast-paced world as it helps maintain mental and physical health. Chronic stress can lead to various health issues, including heart disease, depression, and anxiety. Moreover, it can negatively impact productivity and social relationships.

This project aims to investigate whether digital games can be used to relieve stress and anxiety. The student will directly collaborate with the Infinity game company and evaluate one of their products. We will design and conduct a controlled laboratory study to assess the efficiency of digital games and their features in reducing anxiety.

Student profile: interest in mobile games, human-computer interaction, and user studies.

eGamesLab WP(s): WP2
eGamesLab Partner(s): Infinity

7. Exploring Energy Communities in a Transformative Game with LLMs: Game Improvements and Evaluatio 

Supervisor: Dr. Lucas Pereira, Dr. Paulo Bala

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The global shift towards sustainability has sparked new ideas for reorganizing daily life in a more eco-friendly way. One concept is “energy communities,” where local communities are imagined to be more closely connected to renewable energy projects in their area. This conceptualization engages citizens in thinking about energy ownership, participation, and sharing through a prosocial lens. As this vision becomes a reality, we want to engage participants in how future energy communities will be enacted and lived in. For that matter, we seek a highly motivated student interested in exploring the potential of advanced AI technologies by creating a transformative game about energy communities. Our game prototype takes advantage of recent advances in Large Language Models (LLMs) to allow interactive and dynamic play centered around challenges and opportunities of living within a community. Based on an existing game design document and assets, the interns will use Unity to develop a game prototype in collaboration with other artists and researchers. The selected candidate will work in person at the Interactive Technologies Institute in Funchal under the supervision of Dr. Lucas Pereira and Dr. Paulo Bala.

Student profile: Students with Computer Engineering degrees with an interest in Games and LLMs. The candidate should be proficient in programming (C#) and be willing to learn how to develop a game in an engine such as Unity.

eGamesLab WP(s): WP3 – Design and Development of AI-powered Interactive Storytelling
eGamesLab Partner(s): WoWSystems

8. Energy Communities in a Transformative Game with LLMs: Webservices and Unity Integration

Supervisor: Dr. Lucas Pereira | Dr. Paulo Bala

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The rapid advancements in generative AI have opened new possibilities for interaction and automation. In the context of sustainable energy, advanced AI models like Large Language Models (LLMs) can help facilitate participation and decision-making in energy communities. To make these models more accessible and interactive, we are looking for a highly motivated student to develop a web-services API that enables seamless remote access to LLMs running online and integrate it into an existing Unity-based application.

The selected candidate will be responsible for designing and implementing a robust API that connects online AI models to external applications, ensuring scalability, security, and efficiency. Additionally, the candidate will update an existing Unity application to interact with this API, enabling real-time AI-driven interactions within the application. The work will involve integrating existing AI services, optimizing API performance, and collaborating with researchers to create intuitive and engaging user experiences.

This internship will take place in person at the Interactive Technologies Institute in Funchal, under the supervision of Dr. Lucas Pereira and Dr. Paulo Bala.

Student profile: Students with Computer Engineering degrees interested in Games and LLMs. The candidate should be proficient in programming (C#, Python, TypeScript) and be willing to learn how to develop web services to interact with LLM Models.

eGamesLab WP(s): WP3 – Design and Development of AI-powered Interactive Storytelling
eGamesLab Partner(s): WoWSystems

9. Positive Play: Co-Designing Speculative Games to Raise Awareness of Mental Health and Wellbeing

Supervisor: Dr. Viviane Peçaibes  | Co-supervisor: Dr. Luciana Lima

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Games to support the treatment of mental illness and to raise awareness of mental health is a growing field of research. Games have also been explored as tools to support well-being and promote positive behaviours in self-care and prevention.

This research uses co-design and speculative design methodologies to co-create games focused on mental health and well-being with higher education students and mental health professionals in two countries (Portugal and Brazil).

Student profile: Students of Social Sciences, Psychology or related areas with an interest in mental health. Students should have an interest in qualitative research and be proficient in Portuguese.

eGamesLab WP(s): WP2
eGamesLab Partner(s): https://egameslab.pt/the-consortium/

10. LuDICA— Ludic Digital Inclusion and Connected Arts

Supervisor: Dr. Luciana Lima |  Co-supervisor: Dr. Viviane Peçaibes

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How can digital games support the ongoing digital transition without leaving anyone behind? What are the key principles and concepts in the official documents of the European and Portuguese Digital Transition Program? And how can we inform them playfully and interactively?

There is a growing body of research on the role of video games in learning different school concepts and content, and as a means of acquiring digital skills. This project aims to develop an interactive/game-based guide for people interested in learning about a set of key concepts related to the fundamental pillars of action for the digital transition.

Student profile: Multimedia and Design students who have a good grasp of digital illustration techniques. Having some experience in 2D and 3D animation is an advantage for this application.

11. Leveraging Exergame Play for Healthy Nutrition Practices

Supervisor: Dr. Mara Dionísio | Dr. Paulo Bala

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Most exergames (video games aligned with physical activity) highlight the potential of this type of intervention to promote regular exercise routines. Exergames for children and adolescents have also highlighted benefits for improving executive functions, social interaction and academic performance. 

Addressing several sustainable development goals (SDG 2-4), this research will leverage exergaming as an educational intervention for Nutrition and Health. This innovative approach takes advantage of the motivational power of play to instill lifelong healthy behaviors in a fun and accessible manner. As such, the student will work with other scholarship holders (students working in VR/AR/MR exergames) to design and implement a prototype exergame for children and adolescents.

* This proposal is for two internships, where the two students will work together.

Student profile:

  • Background in Digital Media, with experience in asset creation (2D/3D) and Unity3D.
  • Background in Informatics, with experience in programming Unity3D.

eGamesLab WP(s): WP2 https://egameslab.pt/work-packages/
eGamesLab Partner(s): https://egameslab.pt/the-consortium/

12. Visualizing Tidaletic Portraits of Aquatic Ecosystems

Supervisor: Prof. Nuno Jardim Nunes

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The CS intern will develop an interactive web implementation of “Tidalectic Portraits” over 12 weeks. Initial work includes collaborating with researchers to understand intertidal datasets and prototyping basic D3.js visualizations capturing land-water rhythms. The middle phase focuses on building a responsive visualization system representing multispecies interactions across tidal cycles, seasonal changes, and species movements—incorporating both quantitative ecological data and qualitative observations. Final weeks will be spent refining the user interface, adding interactive features enabling exploration of different temporal perspectives and nonhuman viewpoints, and optimizing for complex datasets. Throughout the internship, the student will participate in field sessions to understand the ecological context, attend regular code reviews, conduct user testing with researchers, and deliver a functional web application that translates posthumanist ecological concepts into an accessible digital experience.

Student profile: Computer Science and Engineering with experience in D3, JScript and information visualization.

eGamesLab WP(s): https://egameslab.pt/work-packages/
eGamesLab Partner(s): https://egameslab.pt/the-consortium/

13. Zoöp model, an organisational framework fostering regenerative relationships between humans and nonhumans

Supervisor: Prof. Nuno Jardim Nunes

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The intern will develop a DAO implementation of the Zoöp model’s multispecies governance framework over 12 weeks. Initial work involves designing smart contracts that codify the tripartite structure: Speaker for the Living representation, Zoönomic Institute knowledge-sharing protocols, and Zoönomic Foundation oversight functions. The middle phase focuses on creating blockchain voting systems that weight ecological impacts alongside traditional governance, and tokenization mechanisms representing nonhuman stakeholders’ interests. Final weeks will concentrate on developing ecological data integration interfaces, verification systems for regenerative actions, and visualization tools demonstrating multispecies impact of organizational decisions. Throughout the internship, the student will collaborate with environmental scientists and blockchain experts, conduct stakeholder testing of the governance model, and deliver a functional DAO prototype that translates the Zoöp’s philosophical framework into a decentralized system prioritizing ecological well-being while enabling transparent multispecies collaboration.

Student profile:Computer Science and Engineering with experience in blockchain technologies.


eGamesLab WP(s): WP1
eGamesLab Partner(s): https://egameslab.pt/the-consortium/

“Interespécies” Exhibition at MAC/CCB

The Centro Cultural de Belém (CCB) is pleased to invite you to the opening of Interespécies, an exhibition curated by Mariana Pestana, and the reopening of the Architecture Center at MAC/CCB. The event will take place on April 2 at 19:00 at Garagem Sul, followed by a live performance by Kaitlyn Aurelia Smith at 19:15, featuring analog synthesizer and voice in a unique interpretation of interspecies sounds.

Interespécies explores the human desire to understand, connect, and live alongside other species through three key concepts: approach, cohabit, and conspire. Architecture is presented not only as a functional practice but as a relational and critical discipline, shaping interactions between humans, birds, plants, minerals, and more.

A team of researchers from the ITI – Interspecies Design Studio, including Anna Bertmark, Fernanda Costa, Valentina Demarchi, Bernardo Gaeiras, Mathilde Gouin, Katerina Iglezaki, Carlos Pastor, and Mariana Simões, played a key role in shaping this exhibition. Through a series of curatorial workshops with MAC/CCB, they contributed their expertise in more-than-human architecture and design, rethinking how spaces can foster coexistence between species.

Opening Program

📅 April 2 at 17:30 – Conversation on the “Interespécies” Exhibition
Speakers:

  • Mariana Simões & Katerina Iglezaki (Interspecies Design Studio)
  • Bjørnstjerne Christiansen (Superflex)
  • Luise Marter (KWY.studio)
  • Carine Pimenta & Daniel Zamarbide (Atelier BUREAU)
  • Moderator: Mariana Pestana, Chief Curator of Architecture at MAC/CCB

📅 April 2 at 19:15 – Live Performance by Kaitlyn Aurelia Smith
An immersive soundscape inspired by interspecies communication, performed with analog synthesizer and voice.

Join us in exploring a new vision of architecture and coexistence beyond the human perspective.