FilmEU Plus - European Universities Alliance for Film and Media Arts
No Acronym
101124314
Erasmus +
2023-10-31
2027-10-31
Ongoing
FilmEU+ is the next stage in the European Universities Alliance for Film and Media Arts consolidation towards the deepening, expansion and intensification of the existing cooperation. The current project will advance ongoing cooperation and transformations involving all higher education institutions (HEIs) participating in the Alliance, towards the consolidation of a fully-fledged ‘European University of Film and Media Arts’. FilmEU+ builds on the Alliance' previous efforts and results and will continue to test diverse innovative and structural models for implementing and achieving systemic, structural and sustainable cooperation between participant HEIs. FilmEU + is an association of eight leading HEIs from across the member states and all parts of Europe. FilmEU fully represents Europe’s geographical, cultural and linguistic differences, but also the diversity and richness of its European Higher Education Area. What began as four partners during the design phase will now enlarge into an Alliance of eight partners in order to promote a much stronger, richer and more diverse partnership of eight like-minded institutions. We start from a clear disciplinary focus – namely the film and media arts, and now move to embrace the varied domains that the cultural and creative industries encompass. With FilmEU+ we want to consolidate our manifold but complementary programmes in filmic arts and other diverse but related fields across the cultural and creative industries, in order to further advance the positioning of Europe as a cutting-edge global provider of education, research and innovation in these domains. With FilmEU+ we want to fully attain all features of the new framework for cooperation set out in the European Strategy for Universities. This means we will make our European University concrete via its European degrees, joint structures and resources, and research initiatives that are supported and impelled by a legal statute that mutualises our strengths and empowers our institutions and the next generation of talents within the cultural and creative sectors in Europe. With FilmEU+ we foster sustainability, cohesion, entrepreneurship, employment, and, importantly, innovation and creativity as core constituents when shaping the future of Europe.
FILMEU_RIT brings together four European Higher Education Institutions: UL - Lusófona University from Lisbon, Portugal; SZFE – University of Theatre and Film Arts, from Budapest, Hungary; LUCA School of Arts from Brussels, Belgium; and IADT - Dún Laoghaire Institute of Art Design and Technology, from Dublin, Ireland. Together, these institutions collaborate around the common objective of jointly promoting high-level research, innovation and educational activities in the multidisciplinary field of Film and Media Arts and, through this collaboration, consolidate the central role of Europe as a world leader in the creative fields. FILMEU_RIT will increase the Alliance’s competitiveness and reinforce its ability to develop activities that span all the areas of the knowledge square: education, research, innovation, and service to society, while helping the creative sector to affirm its potential for innovation and resilience in a post COVID-19 context. FILMEU_RIT will develop a common R&I agenda for artistic research supported by common resources and joint structures that will increase talent attraction and the impact of the research developed amidst the alliance. Such impact seeks to promote greater engagement of society and business with art and creativity in order to increase European competitiveness and its artistic R&I profile. FILMEU_RIT’s main objective is the capacitation, in Research and Innovation terms, of the individual HEIs that integrate the Alliance via the joint design of strategies and action plans that ensure the transformation of the future European University into an Institution that puts Research and Innovation in the fields of Film and Media Arts at the centre of its activities and operates as a highly valuable critical cultural intermediary.
FilmEU: European University of Film and Media Arts
No Acronym
101124314, ERASMUS-EDU-2023-EUR-UNIV
Erasmus +
2023-01-01
2027-01-01
Ongoing
FILMEU brings together eight European Higher Education Institutions. Together, these institutions collaborate around the common objective of jointly promoting high-level education, innovation, and research activities in the multidisciplinary field of Film and Media Arts and, through this collaboration, consolidate the central role of Europe as a world leader in the creative fields.
Together, these institutions collaborate around the common objective of jointly promoting high-level education, innovation, and research activities in the multidisciplinary field of Film and Media Arts and, through this collaboration, consolidate the central role of Europe as a world leader in the creative fields.
The consortium integrates four institutions with strong expertise in Film and Media Arts education, a common internationalization ambition, and a long track record of past collaborations that include more than a decade of expertise in the development of European joint projects, including E+ Knowledge Alliances, Strategic Partnerships and “Erasmus Mundus” Joint Master Degrees, besides other joint education and research projects, in order to foster the excellence and attractiveness of the European Higher Education Area.
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Fine-tuning TMBIM ion channel activity to control hallmarks of cancer
TMBIM
FCT
2021-01-01
2022-01-01
Past
The members of the human TMBIM protein family are highly conserved intracellular ion channels that affect cancer progression-related cell processes. The correlation between the expression levels of these proteins and cancer patient survival rates demonstrates the significance of these proteins in cancer progression. Despite representing appealing targets for anti-cancer progression therapy, there are no TMBIM pharmacological modulators identified. This project aims at generating in silico models of the human sequences for these proteins and to construct various systems comprising the human TMBIM (hTMBIM) channel pore embedded in a lipid bilayer to perform molecular dynamics studies. This approach will allow later the discovery of active molecules by performing high throughput screens of commercially available molecules able to modulate the ion conductivity of TMBIM. This project aims at providing fundamental information regarding the gating mechanism controlling the ion flow through TMBIM channels, and to discover the first putative pharmacological modulators of these proteins.
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The COVID-19 pandemic not only confronted Higher Education Institutions across Europe with diverse challenges, but it also revealed underlying problems within these. Students, teachers and staff were not adequately prepared for the rapid transition to online, blended and distance teaching and learning enforced by the pandemic. The lack of readiness was partly entrenched on missing knowledge, skills and training with tools and methods surrounding online education. Furthermore, latent inequalities quickly became clear factors negatively affecting access to quality education during the COVID-19 crisis. Certain groups of students have had special disadvantages in accessing the available solutions:
1. students who were personally (or whose families were) affected by the pandemic, either economically, health wise or due to increased unpaid care or domestic work;
2. international students, who found themselves unable to travel or overcoming additional bureaucratic hurdles to reach the countries they chose for studying;
3. students who could simply not afford the technical equipment or services needed to participate in classes.
Teachers and staff were of course not spared from some of these issues.
Film and art schools have had particular challenges during the pandemic, especially when trying to adapt practice- and work-based courses to online and distance learning. These subject-specific teaching, training and learning require close contact and collaboration between students themselves and with lecturers. The tools for online teaching, towards which most HEIs have turned to, are not readily adaptable to the particular needs of film and media courses. Finding better tools and methods for online teaching and learning for these groups is imperative so that students’ education is not hindered in the present, but mostly to allow them to acquire lifelong skills and competencies for adapting to the global challenges of the future in a responsible and inclusive manner as professionals shaping cultural products.
Simultaneously to the pandemic, the world was and is being confronted with social justice movements around gender, race and migration, which seem more urgent subjects to tackle than ever, given the current nationalistic backlashes and new forms of discrimination and inequality.
As a response to the educational and social challenges described above, and with the conviction of the cultural power of film and media for the support of democratic social change, the ifs, together with its partners, pursue the following objectives:
Overall objective:
Improve the quality and capacity of online teaching in European film schools while promoting diversity in film and media as a response to the educational and social challenges brought on by the COVID-19 pandemic.
Specific objectives:
1. Improve the quality of online teaching and learning in European film schools while reducing the barriers for groups of students who have difficulties in accessing quality online higher education
2. Promote and improve diversity in film and media through the adoption of a diversity curriculum in film schools.
The COVID-19 pandemic is a transnational challenge and asks for cooperation and exchange between Higher Education Institutions across Europe instead of competition and nationalistic backlashes. Furthermore, tackling diversity both within film schools and the film and media industry requires a multi-perspective approach, where different voices from different countries are part of the design and deployment of strategies towards creating a more equitable, diverse and inclusive society. Therefore, the ifs, together with its partners, wants to reinforce existing networks and pool resources and competencies in order to create an open source toolkit for innovative digital teaching and learning tools and methods aimed at european film schools through the development of a pilot online and blended curriculum with a special focus on “Diversity in Film and Media”.
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PTDC/COM-CSS/32022/2017 e LISBOA-01-0145-FEDER-032022
FCT
2018-05-01
2022-04-30
Past
The GBL4deaf research main goal is to assess the potential of digital games in teaching mathematics to deaf children, students of the 2nd and 3rd cycle of Basic Education.
The following specific objectives are:
assess the efficacy of video games for learning mathematics in deaf children, through a comparative research design, using intrasubject comparisons (baseline and endline) and inter-subject comparisons (control group and experimental group) Longitudinally analyse the process of learning mathematics in deaf children to measure the engagement of videogames usage for learning; d) to develop a serious game in a user-centred approach To disseminate the results for all stakeholders involved in deaf children education: Policy makers, Eduactors, Families, Associations, media and general Public
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A methodology to analyse dance movement in interaction with virtual reality.
We live in a society with increasingly pervasive digital interactions. The confinement resulting from the current pandemic has drawn attention to the increasing mediation of digital technologies in the way we relate to each other and to the importance of physical presence. In this context, human relationships lose a sense of embodiment that derives from touch, a shared experience of space, and a vivid perception of movement. As Susan Kozel argues [1], sharing the body through digital devices promotes a collaborative construction of new physical states, levels of consciousness, and even ethics. Many artists and scholars have approached this issue from different perspectives, however, as this mode of relationship becomes more present, we believe that, far from being an exhausted subject, further analytical and critical studies are urgently needed. One of these technologies is Virtual Reality, where, in an immersive environment, our physical body can interact with virtual bodies. The term Virtual Reality (VR) refers to a three-dimensional environment in which, using headsets, it is possible to remove the visual stimuli of the outside world by replacing them with computer-generated images, thus creating a sensation of being present in another reality. Although it has been present on the market for about four decades now, it is only more recently that VR has achieved greater maturity as a performance technology. VR explores new modes of bodily interaction, generating countless possibilities yet to be explored, however, interaction with a virtual body loses the material and vibrant quality intrinsic to a physical body, which is associated with fundamental embodied perceptions such as weight, temperature, touch, and breath. This suggests a new relational paradigm, in which our material body interacts with the movement of immaterial entities, and concomitantly requires a new way of looking at and analyzing movement. Thus, a central question to explore is: what happens to our perception of embodiment when we become immersed in a VR environment? What implications will this other mode of embodiment of self and others have on the way we relate to our surroundings? Contemporary dance explores an unlimited variety of movement, not only traditional dance movement but also movement derived from everyday gestures, sports, moods, animals, etc. The analysis of such unlimited potentialities of dance movement has always been a challenging work. Laban Movement Analysis (LMA), created by Rudolf Laban and later developed by Irmgard Bartenieff, is considered the most recognized and most widely used system for movement analysis in dance. However, this system does not consider a virtual relationship where one of the dancers is an immaterial body. How is the perception of weight, effort, time, and space when a physical dancer interacts with a virtual body? How does the dancer perceive his own kinesphere, his sense of touch, and his perception of bodily materiality when his own body can be invaded by an immaterial entity in motion? The interactive relationship of a physical body with a VR body challenges the analysis of movement as Laban conceived it. GhostDance aims to explore the embodied perception of the dancer when in interaction with a virtual peer and to contribute to the production of critical thinking within this new paradigm of non-physical relationship. More specifically, we will develop a phenomenological and computational study of movement analysis based on the LMA system that contrasts the movement relationship involving duets with flesh and blood dancers, with the movement relationship in which one of the elements of the duet is a virtual body. The results of the project are conceived in four main lines: a) A performance-conference that brings together physical reality with VR, to be presented on artistic and academic platforms; b) A repository in website format, including i) videos of the process, ii) explicitness interviews, ii) texts produced, iii) documentation of the movement virtualisation process, iv) biomechanical data, and v) a library of digital animations (dance movements). c) A minimum of four papers in recognised journals and conferences under three different approaches: i) a critical perspective based on the themes of the project's exploratory process; ii) the perspective on how to adapt the LMA to a VR context, and iii) technical perspectives on movement mapping and analysis involving the virtualisation of a real body. d) Development of a software prototype of movement analysis in VR able to integrate LMA. Such a prototype will result further into the definition of a protocol establishing guidelines for future implementation. By investigating a critical insight into the experience of (des)embodied relations, we believe that this project will have a significant contribution not only within the fields of performing arts and VR but also within the debate on artificial intelligence.
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Healing Nature: Animation for Health and Well-being in Children Hospital Environments
HN
101173267
Creative Europe
2024-11-01
2026-11-01
Ongoing
The Healing Nature project proposal incorporates the power of images of nature as reassuring environmental elements, through various media into hospital spaces, to support the mental, physical, and spiritual health of the individual and the hospital community. Most artworks in hospitals are traditional murals, paintings, and sculptures, and there is a lack of contemporary interactive work and animations in children's hospital waiting rooms. Thus, the main goal of the project is to create an interactive experience, using augmented reality (AR) with animated content, that will assure a welcoming and calming hospital environment that also provides a soothing and distracting experience for children.
The project’s aims and objectives address innovation and social inclusion issues utilizing a SCREENless format, which is efficient, sustainable, and low cost, whilst incorporating a layered interactive experience, combining murals with animated digital elements, in an augmented reality format. The goal is to design innovative, engaging moving image interventions that encourage children to respond to the space and to each other rather than being passive consumers. Our project promotes the traditional “sensorial” visual quality of handmade techniques while enriching it with contemporary immersive technologies that mix digital animation with real-world elements.
The project aims to enhance social inclusion through the public hospital system, open to everyone, and through workshops about nature, art, animation, and technology for the hospital communities, particularly for some marginalized children, whose contributions and creative outputs will become part of the artworks. The project also includes a research component in the form of patient/viewer questionnaires to evaluate the impact of the artworks. The realization of the project will be summed up in a digital booklet, disseminating the project results at completion, in all partner countries.
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Hailing from Greek mythology, Hygieia embodied the virtues of cleanliness, sanitation and health, adored by her power to prevent – rather than cure – sickness. This mythological figure seems to have a particular relevance in the current world, where integrated preventive strategies throughout the lifespan are in need to achieve Health and wellbeing of the populations.
HYGIEIA - Health and Wellbeing Across the Lifespan Master aims to bring a ground-breaking educational project providing scientific knowledge and competencies that are applicable in risk prevention (rather than treatment) health strategies. This is achieved through non-pharmacological approaches: Nutrition, Lifestyle education and thoughtful use of Cosmetics, Food Supplements and Digital Tools, accomplishing the potential synergies that can be established when a holistic approach is used. HYGIEIA targets a new generation of professionals hoping to undertake a career relevant to the areas of health and wellness. It will be operating in an area of high economic impact and strategic importance, addressing market needs since there is a deficiency of formative offer in this field.
Complementarily, it will contribute to bring much needed evidence-based scientific knowledge to the industry and businesses.
HYGIEIA is a 2-year English-taught program that involves the Lusófona University (Lisbon), University Belgrade (Serbia) , and the University of Balearic Islands (Spain), as well as stakeholders from academia, industry, medical societies, and healthcare providers.
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HYGIEIA Promoting Health and Wellbeing Across the Lifespan
HYGIEIA
101049786
2022-02-01
2023-05-31
Past
Hygieia was the Greek goddess of cleanliness, sanitation and health, associated with the power to prevent disease. The HYGIEIA Project aims to design an innovative transnational master’s degree, providing scientific knowledge and skills applicable to strategies that ensure health and well-being through non-pharmacological approaches — the use of cosmetics, food supplements, and nutritional and lifestyle education.
This master’s degree aims to attract students from around the world who aspire to a career in the health and well-being industry and related companies, enabling them to make a meaningful contribution to the transformation of societies, not only from an economic perspective, but also by improving public health, thereby increasing the resilience and sustainability of populations.
HYGIEIA will be led by Universidade Lusófona, with the aim of establishing a joint master’s degree involving student mobility across higher education institutions located in at least three Programme Countries — Portugal, Spain and Serbia.
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