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.

ITI/LARSYS Presence at CHI 2025: Innovation and Excellence in Research

The Institute of Interactive Technologies (ITI) and LARSYS (Laboratory of Robotics and Engineering Systems) are making a remarkable impact at CHI 2025, one of the most prestigious conferences in the field of Human-Computer Interaction (HCI). Their outstanding contributions include six full papers, two of which received the prestigious Honorable Mention award (top 5%), two Late-Breaking Results (LBRs), one entry in the Student Design Competition, one Special Interest Group (SIG) session, and one workshop.

The strong presence of ITI and LARSYS at CHI 2025 highlights their commitment to advancing HCI research through innovative and socially impactful contributions. Their participation reflects a dedication to shaping the future of technology in ways that are ethical, inclusive, and transformative.

Honorable Mention Papers

  • “A Feminist Care Ethics Toolkit for Community-Based Design: Bridging Theory and Practice” – Ana O. Henriques, Anna R. L. Carter, Beatriz Severes, Reem Talhouk, Angelika Strohmayer, Ana Cristina Pires, Colin M. Gray, Kyle Montague, Hugo Nicolau.
    • This paper introduces a toolkit grounded in feminist care ethics to enhance ethical engagement in community-based projects, fostering ethical reflection and meaningful participation.
  • “Towards Neuroqueer Spatial Justice: A Critical Literature Review of Public Space Technologies for Neurodivergent Populations” – Patricia Piedade, Anna R. L. Carter, Rui Prada, Hugo Nicolau.
    • A critical review exploring the accessibility of public spaces for neurodivergent individuals and proposing a theoretical framework informed by Spatial Justice and Neuroqueer Technoscience to shape inclusive urban environments.

Full Papers

  • “Awareness in Collaborative Mixed-Visual Ability Tangible Programming Activities” – Filipa Rocha, Hugo Simão, João Nogueira, Isabel Neto, Tiago Guerreiro, Hugo Nicolau.
    • Investigates the role of workspace awareness in fostering inclusive collaboration in tangible programming tasks for mixed-visual ability groups.
  • “Digital Technologies for Deaf and Hard of Hearing Children: A Systematic Review, Critical Reflections, and Future Research Directions” – Jing Zhao, Isabel Neto, Ana Cristina Pires, Catarina Tomé-Pires, Hugo Nicolau.
    • A systematic review identifying gaps in digital technology research for Deaf and Hard of Hearing children, highlighting the need for deeper integration of Deaf culture and child development in HCI.
  • “Diving into the Abyss: Exploring Deep Sea Connection and Curiosity through Virtual Reality” – Beatrice Maggipinto, Nuno Jardim Nunes, Jessica Hammer, Yanick Trindade, Valentina Nisi.
    • Examines the potential of VR to foster environmental awareness and curiosity about marine ecosystems through immersive experiences.
  • “Speculative Job Design: Probing Alternative Opportunities for Gig Workers in an Automated Future” – Shuhao Ma, Zhiming Liu, Valentina Nisi, Sarah E. Fox, Nuno Jardim Nunes.
    • Explores speculative job design as a method to address labor challenges in the gig economy, leveraging Feminist HCI principles.

Late-Breaking Results

  • “Exploring the Impact of Transmedia Storytelling on Financial Literacy: A Pilot Evaluation with Young Adults” – Constança Freitas, Ana Santos, Pedro F. Campos, Paulo Bala, Mara Dionisio.
    • Investigates the effectiveness of transmedia storytelling in improving financial literacy through a web-based and board game approach.
  • “Meta-evaluating the Effects of Social Preferences on NPC-evaluators in an Energy Community Game” – Andrés Isaza-Giraldo, Paulo Bala, Anna Jiskrová, Luiz Sachser, Pedro Campos, Lucas Pereira.
    • Studies the influence of social preferences on NPC evaluators in serious games designed for energy communities.

Student Design Competition

  • “Eidolon: Exploring the Complexities of Prolonged Grief Disorder Through a Digital Game” – Filipe Pinheiro Tomé, Ana Cristina Pires, Francisco Vasconcelos, Pedro F. Campos.
    • A thought-provoking thriller game integrating escape room mechanics to address Prolonged Grief Disorder through immersive storytelling.

Workshops

  • “Access InContext: Futuring Accessible Prototyping Tools and Methods” – Patricia Piedade, Peter A. Hayton, Cynthia L. Bennett, Anna R. L. Carter, Clara Crivellaro, Alan Dix, Jess McGowan, Katta Spiel, Miriam Sturdee, Garreth W. Tigwell, Hugo Nicolau.
    • A workshop addressing the accessibility barriers in prototyping tools and methods for people with disabilities, fostering discussions and hands-on ideation.

Special Interest Groups (SIG)

  • “Conducting Ethical Research on Emerging Technologies for Children” – Juan Pablo Hourcade, Ewelina Bakala, Elizabeth Bonsignore, Flannery Hope Currin, Jerry Alan Fails, Amy Gilhoi, Nuria Medina Medina, Delaney Norris, Meredith Onions, Ana Cristina Pires, Greg Walsh, Svetlana Yarosh, Jason Yip.
    • A discussion platform for ethical research on emerging technologies affecting children, exploring best practices beyond legal requirements.

Nuno Jardim Nunes and Valentina Nisi Deliver Talks at the National University of Singapore

Researchers from the Interactive Technologies Institute (ITI), Nuno Jardim Nunes and Valentina Nisi, were recently invited to speak at the National University of Singapore (NUS), where they presented insights on digital storytelling, cultural heritage, and sustainability through technology. Their talks, deeply connected to ongoing European projects, highlighted the intersection of interactive technologies, design, and participatory culture.

Nuno Jardim Nunes, President and Founder of ITI, presented “Bauhaus of the Seas – a Vision for the New European Bauhaus”, a talk centered on the Bauhaus of the Seas (BoS), one of the flagship initiatives of the New European Bauhaus (NEB). BoS is the only NEB lighthouse project led by a Southern European country, rolling out in seven cities across Europe. In his presentation, Nunes emphasized the project’s interdisciplinary framework, which integrates interspecies, intergenerational, and intercultural design approaches. He also discussed how digital technologies, including AI, distributed ledger technologies (DLTs), decentralized autonomous organizations (DAOs), and interactive storytelling, are used to foster new urban interventions. His talk also provided key insights into the BIG ERA Chair, exploring how blockchain can be leveraged for social good, particularly in supporting participatory processes and interspecies assemblies.

Valentina Nisi, Full Professor of Design Thinking at Técnico – University of Lisbon, delivered a talk titled “Storytelling as a Bridge to Heritage and Cultural Identity”. She presented case studies from several EU-funded projects, including the MEMEX and LoGaCulture initiatives, demonstrating how interactive digital storytelling can address societal challenges. MEMEX, for instance, aims to enhance social cohesion through heritage-related tools, offering inclusive access to cultural heritage and fostering interactions among marginalized communities in Lisbon, Paris, and Barcelona. LoGaCulture takes this concept further by integrating locative games into cultural heritage experiences, blending nature and culture through VR, AR, and mixed reality. Nisi also explored the role of DLTs and NFTs in preserving and enhancing natural heritage, reinforcing the importance of digital technologies in cultural sustainability.

Both talks underscored ITI’s ongoing contributions to European research and innovation, particularly within the frameworks of Bauhaus of the Seas Sails, the BIG ERA Chair, and LoGaCulture. The engagement at NUS further strengthens international collaborations and paves the way for future interdisciplinary research at the crossroads of design, technology, and societal impact.

ITI CHI Talks Return in March with Insightful Discussions on Research, Ethics, and Innovation

The ITI CHI Talks are back. The first session of 2025 will take place on March 14, from 12:00 PM to 1:15 PM, and will be available both in person—on Funchal Island and in Lisbon—and remotely.

This edition brings together three ITI researchers presenting their latest work, alongside a special guest speaker who will provide valuable insights into Pre-Award Guidance for research funding.

Meet the Speakers

🔹 Luísa SeixasNavigating Research Funding: ITI’s Pre-Award Guidance & Resources
A researcher, curator, and transdisciplinary project author, Luísa is a senior manager at ITI, specifically at Bauhaus das Velas do Mar and LoGaCulture. She will share strategies on identifying funding opportunities, crafting competitive proposals, and navigating institutional requirements.

🔹 Filipe ToméEidolon: Exploring the Complexities of Prolonged Grief Disorder Through a Digital Game
A researcher at ITI/LARSyS as part of the eGameslab project, Filipe holds a PhD in Media Arts and specializes in game design. His presentation will explore how emotionally challenging video games can raise awareness of Prolonged Grief Disorder and create meaningful experiences for players.

🔹 Patrícia PiedadeTowards Neuroqueer Spatial Justice: A Critical Literature Review of Public Space Technologies for Neurodivergent Populations
With a background in HCI and neurodiversity research, Patrícia will discuss how technology can support neurodivergent needs in public spaces. She will advocate for participatory co-creation to promote neurodivergent joy and enhance accessibility in urban environments.

🔹 Ana HenriquesA Feminist Care Ethics Toolkit for Community-Based Design
A PhD student at ITI/LARSyS, Ana’s research examines the intersections of ethics, feminist HCI, and community-based work. She will introduce a practical toolkit designed to embed feminist ethics into participatory design, helping researchers and communities navigate ethical challenges collaboratively.

Why Attend?

This session is a unique opportunity to gain fresh perspectives on human-computer interaction, ethics, and innovative research methodologies. Engage with leading researchers, explore thought-provoking discussions, and join a dynamic intellectual community.

ITI Researchers Make Innovative Contributions to TEI’25

The International Conference on Tangible, Embedded, and Embodied Interaction (TEI) is a globally recognized event at the intersection of design, technology, and human-computer interaction. Now in its 19th edition, TEI’25 will take place from March 4-7, 2025, in Bordeaux, France, bringing together researchers, designers, artists, and industry professionals to explore the latest advancements in tangible and embodied computing.

This year, researchers from the Institute of Interactive Technologies (ITI), a research unit of Instituto Superior Técnico (IST), will play a significant role at TEI’25, contributing groundbreaking work that merges sustainability and tangible interaction. Their research addresses a range of topics, including immersive virtual reality experiences for exploring marine ecosystems, speculative methodologies for rethinking the human-nature relationship, and novel pedagogical approaches for the future of digital interaction.

ITI Contributions to TEI’25:

  • Artefacts as Pedagogy for Futuring (Doctoral Consortium)Anna My BertmarkEcho of the Abyss: Understanding More-than-Human Interconnectedness in the Deep Sea Through Virtual Reality ExperiencesBeatrice Maggipinto (Carnegie Mellon University, University of Lisbon); Yanick Trindade (Tecnico, U. Lisboa); Jessica Hammer (Carnegie Mellon University); Nuno Jardim Nunes (Instituto Superior Técnico – U. Lisbon); Valentina Nisi (IST University of Lisbon).

  • From Visual Sketching to Knotted Figurations: Fabulating in the Contact ZoneValentina Nisi (IST University of Lisbon); Mathilde Gouin (IST University of Lisbon); Marta Galvão Ferreira (IST U. Lisbon); Nuno Jardim Nunes (Instituto Superior Técnico – U. Lisbon).

  • Natureculture Probes: Opening Up Dialogues in Natural Heritage LandscapesAnna My Bertmark (IST University of Lisbon); Mathilde Gouin (IST University of Lisbon); Nuno Jardim Nunes (Instituto Superior Técnico – U. Lisbon); David E. Millard (University of Southampton); Pedro Ferreira (Instituto Superior Técnico); Vera Karina Gebhardt Fearns (Instituto Superior Técnico); Marta Galvão Ferreira (IST U. Lisbon); Valentina Nisi (IST University of Lisbon).

  • Still Life Ecologies: Co-creating the Representation of PlantsCatarina Reis (Faculty of Fine Arts, University of Lisbon, LARSYS – University of Lisbon); Mónica Mendes (Faculdade de Belas-Artes, Universidade de Lisboa).

  • The Entangled Tales That Landscapes Tell: An Embodied HCI Pedagogy for Re-enchanted Nature WalksPedro Ferreira (Instituto Superior Técnico); Marta Galvão Ferreira (IST U. Lisbon); Teresa Maritza Gouveia da Silva (Instituto Superior Técnico – U. Lisbon); Nuno Jardim Nunes (IST University of Lisbon); Valentina Nisi (IST University of Lisbon).

TEI’25 fosters in-depth discussions while promoting sustainable practices. This year’s program will highlight key themes such as sustainability in interaction design, research reproducibility, and the impact of tangible technologies on the future. The contributions from ITI researchers align with this vision, reinforcing their role at the forefront of innovation in tangible interaction.

MODINA Workshop: ‘This is Unreal’ at CNDB in Bucharest, Romania

Our most recent workshop took place at CNDB in Bucharest, Romania, from January 29th to 31st. Our researchers, Diogo Cabral and David dos Santos from the Institute of Interactive Technologies, are mentoring the artistic project “This is Unreal,” led by Liz Santoro and Pierre Godard.

“This Is Unreal” explores the intersection of dance, theater, and contemporary technologies like artificial intelligence, clones, and deepfakes. Through text and movement,the performance creates a world where the lines between human and machine, real and virtual, blur. The performance delves into the unsettling implications of AI on truth, creativity, and freedom, using both human-generated and AI-generated materials to create an emotional experience that questions our current relationship with reality. The project also introduces a novel “fourth wall”, creating a hybrid space that integrates audience interaction through real-time feedback and digital extensions, offering a glimpse into the evolving future of human and machine collaboration in artistic creation.

Hosted at CNDB, this artistic residence provided a dynamic platform for exploring these transformative ideas and furthering MODINA’s mission to pioneer contemporary performance through digital innovation and collaborative creativity.

Supported by the Creative Europe programme, MODINA unites academic institutions, dance centres, and creative professionals across Europe, driving innovation in the performing arts and interactive technologies.

#MODINA #ThisIsUnreal #DigitalArt #ContemporaryPerformance #ArtificialIntelligence #CreativeEurope #CNDB #Bucharest

MODINA Workshop: ‘Baby’ at Kino Siska in Ljubljana, Slovenia

One of our recent workshops was held at Kino Siska in Ljubljana, Slovenia, from January 25th to 27th. Our researchers, Diogo Cabral and David dos Santos from the Institute of Interactive Technologies, are mentoring the artistic project “Baby,” led by Viktor Szeri and Tamás Páll.

“Baby” is a research-based multimedia performance project that integrates choreography with multi-modal AI technologies. It explores how art collectives can serve as a form of care-work and offer an alternative to the traditional nuclear family model. Building on the foundation of Hollow—a multidisciplinary group founded in 2018—the project reimagines art-making. By drawing parallels between nurturing a child and fostering a creative collective, “Baby” examines how a group is birthed, nurtured, and loved within its cultural context. The project asks how do we relate the functions of collective parenting to participatory performance, how we can queer care work, and what role could technology play in this within a theatrical setting? For the artists, amid the current political atmosphere in Hungary, this act of creation becomes a form of resistance and the ultimate means of survival for the community.

Hosted at Kino Siska, this artistic residence provides a dynamic platform for exploring the intersections of technology, dance, and audience interaction. It is yet another milestone in MODINA’s project to foster contemporary performance through digital innovation and collaborative creativity.

Supported by the Creative Europe programme, MODINA unites academic institutions, dance centres, and creative professionals across Europe, driving forward innovation in the performing arts and interactive technologies.

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URBAN Workshop Series Returns with a Focus on Community-Based Technology Design

The URBAN Workshop Series is back, bringing together researchers to explore innovative approaches to urban challenges. The next session, titled “Community-Based Approaches for Technology Design and Development,” will take place on February 21, from 10:00 AM to 12:00 PM, at the ITI facilities in the Hub Criativo do Beato.

Led by Paulo Bala, a Postdoctoral Researcher at ITI, this workshop will highlight human-centered methods in technology development, particularly in Human-Computer Interaction (HCI), games, and eXtended Reality. Bala, who holds a Ph.D. in Digital Media and has contributed to several EU and FCT-funded projects, will share insights on engaging communities in research and design processes.

As public engagement becomes increasingly crucial for securing research funding, this session will provide participants with key methodologies and best practices for involving stakeholders in their projects. The workshop will feature two main components: a presentation on fundamental concepts and methods for community engagement in research, followed by a hands-on exercise where attendees will ideate ways to integrate stakeholder involvement into future LARSyS projects, fostering collaboration across research units.