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  • Forthcoming

    Gouveia P., & Furtado, T. V. (forthcoming). How do multiple beams of light project in various directions simultaneously? Artistic research based on diffraction [Como múltiplos feixes de luz se projetam em várias direções em simultâneo? Investigação artística que assenta na difração], Multimedia and Transmedia Practices, Introductory Seminar on Artistic Research [Práticas Multimédia e Transmédia, Seminário de Iniciação à Investigação Artística], Biblioteca Jorge Araújo, Colégio dos Leões, Évora University [Universidade de Évora], Portugal. Book chapter sponsored by CHAIA UÉvora research center.

    Marttila, T. (forthcoming) How to write on digital surfaces - expanded practices of writing by digital artists. Multimedia and Transmedia Practices, Introductory Seminar on Artistic Research [Práticas Multimédia e Transmédia, Seminário de Iniciação à Investigação Artística], Biblioteca Jorge Araújo, Colégio dos Leões, Évora University [Universidade de Évora], Portugal. Book chapter sponsored by CHAIA UÉvora research center.

    Unterholzner, A. R. (forthcoming) How to Play with Emotions and Senses: the Affective Turn, Neuroaesthetics, and Artistic Research [Como jogar com as emoções e os sentidos: a viragem afectiva, a neuroestética e a investigação artística.] Multimedia and Transmedia Practices, Introductory Seminar on Artistic Research [Práticas Multimédia e Transmédia, Seminário de Iniciação à Investigação Artística], Biblioteca Jorge Araújo, Colégio dos Leões, Évora University [Universidade de Évora], Portugal. Book chapter sponsored by CHAIA UÉvora research center.

    Mindrico, T. (forthcoming) How to play: A Speculative Way into Civic Media. Multimedia and Transmedia Practices, Introductory Seminar on Artistic Research [Práticas Multimédia e Transmédia, Seminário de Iniciação à Investigação Artística], Biblioteca Jorge Araújo, Colégio dos Leões, Évora University [Universidade de Évora], Portugal. Book chapter sponsored by CHAIA UÉvora research center.

    Carvalho, D. (forthcoming) How to be visible and invisible: transmedia in visual arts practices. Multimedia and Transmedia Practices, Introductory Seminar on Artistic Research [Práticas Multimédia e Transmédia, Seminário de Iniciação à Investigação Artística], Biblioteca Jorge Araújo, Colégio dos Leões, Évora University [Universidade de Évora], Portugal. Book chapter sponsored by CHAIA UÉvora research center.

    Furtado, T. V. (forthcoming). Resistência e interseccionalidade na videoarte de mulheres artistas racializadas [Resistance and intersectionality in the video art of racialised women artists]. Revista e-LCV e-Letras com Vida — Revista de Estudos Globais: Humanidades, Ciências e Artes, Centro de Estudos Globais da Universidade Aberta. Dossier temático "Criação, movimentos e manifestações: O lugar da arte como um espaço de resistência", coord. Yara Reis e Bruno Venâncio.

    Mindrico, T., Gouveia P., Batista, A. & Queirós, M. (forthcoming). How ludic culture can unblock inequalitiesin a planetary scale? Collective Monograph: New Coordinates for Creative Hybrid Space-Experiences Environments, communities, identities, and art. VOL. 1. Publication under the project Communities and Artistic Participation in Hybrid Environment (CAPHE), Communication, Media, Film and Theatre Studies; Fine Arts and Design; Music and Dance; Environmental and Urban Planning, MARIE SKŁODOWSKA-CURIE ACTIONS, HORIZON-MSCA-SE-2021 Horizon Europe (HORIZON-MSCA-2021-SE-01).

    Mindrico, T., & Kanyangi, K. (forthcoming). Character Design for Ludic Hybrid Environments: New Possibilities for Equity, Diversity, and Inclusion. Collective Monograph: Experiences in Hybrid Spaces: Creation, Reception, Understanding. VOL. 2. Publication under the project Communities and Artistic Participation in Hybrid Environment (CAPHE), Communication, Media, Film and Theatre Studies; Fine Arts and Design; Music and Dance; Environmental and Urban Planning, MARIE SKŁODOWSKA-CURIE ACTIONS, HORIZON-MSCA-SE-2021 Horizon Europe (HORIZON-MSCA-2021-SE-01). (accepted for publication).

    Monteiro, M., Frontini, R., Pernencar, C., & Mindrico, T. (forthcoming). A Design for Social Change Framework: Improving the educational climate of students with depressive symptomatology. Advances in Design and Digital Communication V: Proceedings of the 8th International Conference on Design and Digital Communication, Digicom 2024, Springer Series in Design and Innovation. (in press)

    Lima, L., Gouveia, P.; Ramos, L.; Marttila, T.; Correia, S.; Costa, I., & Gouveia, M. (forthcoming). (In) Visible Women: Multidisciplinary Creation and Collaborative Research in Transmedia Art and Gaming in Portugal. Proceedings of the International Symposium on Electronic Art (ISEA). Brisbane, Australia, June 21 - 29.

    Furtado, T. V. (forthcoming). Digital Basket: Multimedia Labs for Gender Equality web art archive. Proceedings of the International Symposium on Electronic Art (ISEA). Brisbane, Australia, June 21 - 29.

    Marttila, T. (forthcoming). Speaking in loops that change - writing for the wandering listener in Time, diffracted. Proceedings of the International Symposium on Electronic Art (ISEA). Brisbane, Australia, June 21 - 29.

    2024

    Gouveia, P. (2024). Game design, playful experience and speculative feminisms [Design de jogos, experiência lúdica e feminismos especulativos], Lisbon International Press, Grupo Atlantic Books, Lisbon and São Paulo. ISBN: 978-989-37-8265-1 book website

    Gouveia, P. & Baptista, N. (2024). Towards a Digital Horizon. Augment Hum Res 9, 6. 14th Augmented Human International Conference Proceedings. https://doi.org/10.1007/s41133-024-00071-x

    Gouveia, P. & Lima, L. (2024). Blind Game: An Interactive Installation About How We Can Exorcise Memories of a Visual Disability. Augment Hum Res 9, 5. 14th Augmented Human International Conference Proceedings. https://doi.org/10.1007/s41133-024-00070-y

    Mindrico, Tiago & Lúcia, Ana & Costa, João. (2024). Augmented Classroom: A Case Study on Integrating XR and Ludification in Speculative Sculpture Design Workshop. Augment Hum Res 9, 3. 14th Augmented Human International Conference Proceedings. https://doi.org/10.1007/s41133-024-00066-8

    Nunes, R. (2024). AI, a Tool or an Author? A Posthuman Feminist Perspective on the Agency of Gen-AI in Creative Practices. Augment Hum Res 9, 8. 14th Augmented Human International Conference Proceedings. https://doi.org/10.1007/s41133-024-00074-8

    Marttila, T. (2024) Performative writing through permutations and the switching of subjectivities in Time, diffracted. Talk at ELO2024 conference. (abstract online) https://stars.library.ucf.edu/elo2024/hypertextsandfictions/schedule/23/

    Gouveia, P. (2024). My journey through the 1980s and 1990s as an art student and young artist, Researchin Arts and Education Journal, Department of Art and Media, School of Art, Design and Architecture. Aalto University, Espoo, Finland. RAE_Journal_VOL.2024_NO.1 (19), pp. 244-256. https://doi.org/10.54916/rae.142299

    Gouveia P. (2024). The Digital Playful River, a River Out of Eden, How the Internet Shaped my Planetary Perception. Challenges of the Technological Mind, Between Philosophy and Technology, Series: New Directions in Philosophy and Cognitive Science (Palgrave Macmillan, Cham), pp. 139-158. https://doi.org/10.1007/978-3-031-55333-2_9

    Gouveia, P. (2024). Commentary on “The never-ending question: why (should I) act morally?: analysis of chapter 12of Practical Ethics by Peter Singer”: towards a feminist ethics [Comentário a “A interminável questão: por que (devo) agir moralmente?: análise do capítulo 12 de Ética Prática de Peter Singer”: para uma ética feminista]. Trans/Form/Ação: Revista de Filosofia da Unesp, Marília, v. 47, n. 3, e02400223: https://revistas.marilia.unesp.br/index.php/transformacao/article/view/16173/16799

    Lima, L., & Marttila, T. (2024). From the Arcade Room to Portuguese Homes: An Analysis of the Early Computer Games Made in Portugal (1983 - 1992). Leisure Electronics and The Emergence of Video Games Conference. Université de Lausanne, 2 and 3 May 2024. Abstract available at https://wp.unil.ch/culture-videoludique/conference-program/panel-4/

    Baptista, N., & Gouveia, P. (2024). Encapsulated Horizon: Exploring the Evolution and Corruption of the Landscape at the Intersection of Experimental Animation, Hybridization and New Media. Ink and Motion #2 International Conference on Animation and Comics, Escola das Artes da Universidade Católica do Porto, março 21-23 (book of abstracts). https://artes.porto.ucp.pt/en/art-center/conferences/ink-motion-2024/program

    Ramos, L.; Lima, L.; Costa, I.; Bonzinho, C. (2024) Animation as a Way of Increasing the Visibility of Women in the Digital Games Sector in Portugal. Communication presented at the Ink and Motion #2 International Conference on Animation and Comics. Universidade Católica Portuguesa, Arts School, Porto, Portugal. March 22 - 23 (book of abstracts) https://artes.porto.ucp.pt/en/art-center/conferencias/ink-and-motion-2-international-conference-animation-and-comics/program

    2023

    Gouveia, P. (2023). Rupture, the passion market: why love is not fashionable (1998), Mix media interactive installation: 2 digital paintings and 1 neon, 12 postcards, and an interactive CD-ROM. VIII Art of Research Conference, Aalto University, Finland, Nov 30 & Dec 01 (book of abstracts, pp. 162-163). https://artofresearch2023.aalto.fi/accepted-contributions/

    Gouveia P., & Lima, L. (2023). Convergent feminism, gaming, digital transition, and equity. Ed: Frade, R. & Vairinhos, M., Techno feminism: Multi and transdisciplinary contemporary views on womenand technology, DigiMedia, Digital Media and Interaction Collection, Aveiro University Press [Universidadede Aveiro], pp. 125-143. ISBN: 978-972-789-836-7. DOI: 10.48528/0wyd-p294. https://ria.ua.pt/handle/10773/37656

    Gouveia, P., Lima, L., Sá, C. (2023). Arts and Gaming, Convergent Feminism and Speculative Futures. Journal of Science and Technology of the Arts, vol. 15, n. 2 (2023), pp. 9-17. https://doi.org/10.34632/jsta.2023.16022

    Carvalho, D. (2023). The Human-World Relation Mediated by Images. Journal of Science and Technology of the Arts, vol. 15, n. 2 (2023), pp. 121-134. https://doi.org/10.34632/jsta.2023.15879

    Furtado, T. V. (2023). Digitálias: a Women Art Collective in the Fight Against Gender Violence Through Co-Creative Net Art. Journal of Science and Technology of the Arts. Thematic Issue: Arts and Gaming, Convergent Feminism and Speculative Futures, 15(2), 44-63. https://doi.org/10.34632/jsta.2023.15723

    Marttila, T. (2023). These gray hairs really scream out at me - the confessional I and autofiction as feminist writing in Gray hairs. Journal of Science and Technology of the Arts, vol. 15, n. 2 (2023), pp. 18-44: https://doi.org/10.34632/jsta.2023.15685

    Furtado, T. V. (2023). Net art e igualdade de Género: cocriação com mulheres de casas de abrigo [Net art and gender equality: co-creation with women from shelters]. PhD thesis in Fine Arts, specialising in multimedia, Faculdade de Belas-Artes da Universidade de Lisboa. Disponível em: http://hdl.handle.net/10451/59890

    Unterholzner, A. R. (2023). Gaming, Art, and Emotions: The Challenges of Neuroaesthetics [Jogos, Arte e Emoções: Os Desafios da Neuroestética]. PhD thesis in Fine Arts, specialising in multimedia, Faculdade de Belas-Artes da Universidade de Lisboa. Disponível em: http://hdl.handle.net/10451/59653

    Pedro, C. and Marttila, T. (2023). Hacking the good life - João de Barros and the game of moral virtues. The Digital Review 3. https://doi.org/10.7273/zyyq-xs17

    Lima, L.; & Mota, A.T. (2023). Memory Void: Digital Games Preservation in Portugal. In: Anais do XXI Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames 2023). Rio Grande do Sul, Brasil, November 6 - 9, 2023. https://doi.org/10.5753/sbgames_estendido.2023.235624

    Lima, L. (2023). Pensar o Género a Partir dos Jogos Digitais: Uma Análise Sobre as Assimetrias de Género na Indústria Portuguesa de Jogos Digitais. Porto: BAND Editora. ISBN 978-989-33-4234-3. https://booksarenotdead.com/"

    Lima, L., Pinto, C., Martilla, T. Gouveia, P. (2023). Home Computing and Digital Game Piracy in the 1980s in Portugal. Limits and Margins of Games, DIGRA 2023 International Conference, Seville, June 19-23. https://dl.digra.org/index.php/dl/article/view/1939/1938

    Gouveia, P. (2023). From cyberfeminism to techno feminism, net.art and the spread of digital culture. POR-POL NET, Contemporary Net Art Colloquium, Lisbon University Arts and Humanities Faculty [Faculdade de Letras da Universidadede Lisboa], Lisbon, June 23 (book of abstracts). https://porpol.net/

    Nunes, R. (2023). Artifact-beings: hybridizing painting through artificial intelligence. POR-POL NET, Contemporary Net Art Colloquium, Lisbon University Arts and Humanities Faculty [Faculdade de Letras da Universidade de Lisboa] (book of abstracts). https://porpol.net/

    Ramos, Lorena. (2023). The Use of GIFs as an Artistic Support. POR-POL NET, Contemporary Net Art Colloquium, Lisbon University Arts and Humanities Faculty [Faculdade de Letras da Universidade de Lisboa] (book of abstracts). https://porpol.net/