POTI – Personal Objects as Tangible Interfaces

Personal Objects as Tangible Interfaces (POTI) is a technology that aims to convert everyday objects and actions into interfaces in the digital world. At the heart of POTI technology are small electronic tags consisting of motion, sound and light...

More Info

UNLOVE/UNPOP

The main objective of this project is to develop a digital game aiming the prevention and awareness of dating violence, exploring digital media potential in diverse fields, which calls for a collaborative effort, the project crosses different...

More Info

MOOC

Project aimed to develop online and offline tools for intercultural education in multicultural professional environments. Trainings, seminar and job shadowings. The problem we see is related not only to migrants and intercultural-ethnic reality...

More Info

Smart EnterCom

The project aims to develop new product concepts (and their proofs of concept) that can induce a paradigm shift regarding the current practices of corporate ICT usage and their associated fragilities in terms of information management...

More Info

+TV4E

This project, targeted to Portuguese senior population, aims to develop an interactive television (iTV) platform which allows automatically the enrichment of television experience with the integration of contents about public and social...

More Info

UltraTV

This project aims to develop an iTV applications ecosystem, based on open technologies, that allows the creation of an advanced set-top box based TV service that may become the future generation of MEO.

More Info

MIND SAFETY

The Mind Safety – Safety Matters (MS-SM) project aims to improve and innovate methods of teaching safety and health issues in the classroom, motivating and preparing young people to work in safe conditions and to live and learn to be responsible...

More Info

GAMILearning

The Games for Media and Information Literacy (MIL) Learning project (GAMILearning) aims to develop the critical and participative dimensions of media literacy of tweens, through the gamification of the learning experience. Working with cohorts of...

More Info