#emergencehackathon
Communication, outreach and work across disciplines are key to contemporary science. Within the many research units of the University of Porto, researchers and science communicators work hard to make research reach a wider public. This important work is often limited by time pressure and lack of access to resources and specific expertise.
The EMERGENCE Digital Media Science Communication Hackathon offers a unique opportunity to delve into science communication without these limitations. During an intensive week, you will get to work in a truly interdisciplinary team with highly skilled professionals in art, programming, communication and research to develop a digital science communication project. You will get to develop and broaden your skills, be provoked to see new perspectives and by the end of the week there will be an innovative communication project to be launched in a public event.
Your contribution is your time, effort and expertise!
Pedro Rodrigues Vice-Dean for Research, Innovation and Internationalization Universidade do Porto

EMERGENCE@UPorto brought together scientists, techies, artists, and science communicators, to collaboratively create digital media based projects that communicate complex concepts in scientific research.
In this intensive 5 day-long event participants were immersed in a collaborative setting where they were assisted through the process of exploring various digital media technologies (e.g. film, interactive technologies, VR) with a focus on creating stories for both linear and experiential formats. Throughout the event, each team was assigned a mentor, who took the producer role of the team, ensuring that each team was kept well on track and provided with the needed resources to complete their projects on time.
All credits of the work belong to the teams.

Keywords: Posthumanism, Biomimicry, Immanence, Transcendence
HUMAN.0 is a card game that aims to illustrate complex philosophical aspects linked to the concept of posthumanism using the metaphor of a store that sells biomimetic enhancements that the player can implant in his body to decide his future. in the year 3000.





Keywords: Science, Interactive game, Biomarker, Protein
This interactive game - scientific thriller - aims to find the indicator of the patient's disease state - the BIOMARKER, using the tools that an investigator uses in his daily life: tumor cells. Using various proteins as a strategy, the player is challenged to identify which biomarker in the shortest possible time and without exceeding the time of the research grant. This game allows you to experience the life of a scientist, with all obstacles or benefits during the duration of the research scholarship.




Keywords: Games, Genre, Identity, Self knowledge
We live in a society in which there are few contexts for people to actively reflect on the construction of their identity, and few places to deeply understand diversity and difference in relation to the Other, which can lead to stereotypes and discrimination. In a competitive / collaborative board game, we challenge participants to confront dimensions of their identity, namely gender stereotypes, in order to promote their critical and reflective deconstruction. The gaming experience presents the scientific concept of genre as a personal and social construct.





Keywords: Climate Change, Carbon Dioxide, Microalgae, Sustainability
Climate change and the mitigation of its negative impacts is one of the greatest challenges facing humanity nowadays. It is imperative to manage carbon emissions and recycle it as a raw material.
Microalgae are a simple and efficient way to capture CO2 from industrial waste streams and / or the atmosphere to obtain products that can be used for human or animal feed, energy, or raw materials from a bioactive perspective. This can contribute to closing the carbon cycle towards a more sustainable development.




Keywords: Utopia, Dystopia, Food, Immersiveness
Inspired by Aldous Huxley's literary work, and based on the notion of “possible dream”, we propose the use of the concept of “utopia” as a narrative strategy for problematizing the present and prospecting for the future. To this end, a multimodal (auditory, visual, taste) and immersive-sensory context was created to challenge the target audience (+15) to choose a scenario (utopian or dystopian) as a starting point for reflection on society and citizenship.



Keywords: Metal nanoparticles, Aquatic ecosystems, Industrial production, Environmental risk
What are metal nanoparticles? We can’t see them .... but they are everywhere! Due to their small size, they are easily transported and accumulate in aquatic ecosystems. We do not yet know the consequences of this accumulation ... but we do know that we ought to continue our study of these particles, which are 1000 times thinner than a hair! Although they have been used in various technological advances, they are also a potential risk to ecosystems due to increased accumulation.


Pedro Ângelo is an independent research consultant for creative projects, an invited assistant lecturer at the Fine Arts Faculty of the University of Lisbon and a PhD student in Digital Media in the context of the UTAustin|Portugal program. His practice combines research, agile development, open technology, creative coding, interaction design, hardware prototyping and digital fabrication, to help bring creative visions into reality.
Drawn to visual communication from a very young age, Nerea is insatiably curious, and all about making cool s**t in the creative industries: entertainment, advertising, art and whatever sits in between. With a background in engineering, product design and a Masters in multimedia, she navigates analogue and digital media to design and produce immersive experiences at the intersection of science, culture and technology. Her career spans fields, years, continents, with clients including Samsung, JBL, Philip Morris, Candy Crush, Hugo Boss… and even her idols La Fura dels Baus.
Rodrigo Carvalho designer & new media artist. His work on live visuals, coding and interactive art involves a range of different outputs, from screen digital work, interactive installations, audiovisual live acts, or interactive visuals for stage performance. He has presented work in many events worldwide as: Sonar, Mutek, ISEA, Iminente. He currently teaches at Escola Superior Media Artes Design. He is also the visual side of BorisChimp504 and co-founder of Openfield creative lab.
Marta Verde Baqueiro is a visual artist and Creative coder with a background in Fine Arts, specialised in new media arts and digital technologies applied to the performance arts. FabAcademy program: expert in digital fabrication. She develops visuals, interactive and generative graphics, dynamic/interactive content for lighting design, custom electronic devices and wearables, interactive installations. She is Fab Academy instructor at Fab Lab IED Madrid.
João Antunes is a Product Designer, with work that spans design and software engineering, focused on human-computer interaction. He's currently building information processing products, having received funding from Google DNI. Team member of J++ and Teacher in a Master's Degree in Digital Design. In the past worked as a Researcher at Fraunhofer Portugal and as a Designer at Postcrossing. Regularly helps to organize events/projects related to Open Data in Portugal.
Pedro Cardoso is a Designer, Assistant Guest Professor at the Faculty of Fine Arts of the University of Porto, and Postdoc Researcher at the Faculty of Engineering of the same university, where he pursues studies in the context of Game, Interaction and Experience Design. His work is focused on the study of games as instruments of thought in Design for creative work, health, education and research, in the scope of pervasive, serious, critical, and art games.
Gustavo Magalhães is a researcher in digital media with work at institutions such as the University of Texas at Austin, World Bank Group, Code for America, GovLab, and the Center for Open Data Enterprise. His specialization in open data and digital technologies has taken him around the world to provide expert advice to governments in countries as diverse as Mozambique, Portugal, Ghana, and the State of Palestine.
Tiago Gama Rocha is a specialist in interactive content, and automated personalized digital experiences. He strives to inspire future generations in his work as a teacher at both Academia de Software and Faculdade de Engenharia da Universidade do Porto. His PhD in Digital Media by the UTAustin|Portugal Program strengthened his role as a creative technologist, having founded several collaborative projects, such as Hideki, Openfield Creative Lab, and [nome inglês com style].
A hackathon is a sprint like event where people get together to create a product in a short amount of time. In a truly collaborative setting, hackathons explore new tools and methods of story creation and community building.
Science can appear inaccessible and complex to non-scientists, whereas art can seem unachievable and daunting to scientists. This course aims to bring together scientists, techies, artists, and others, to collaboratively create digital media based projects that communicate complex concepts in scientific research.
The hackathon is organized in two main parts:
The first part (days 1-2) consists of talks and exercises (emphasizing project development toolkits, templates, and hands-on skill training) covering the building blocks of digital media science communication production.
The second part (days 3-5) consists exclusively of practical collaborative work with the goal of producing a digital media based project that effectively communicates the scientific/technologic concept chosen by the team.
The event will take place at i3S - Instituto de Investigação e Inovação em Saúde, located at Rua Alfredo Allen, 4200-135 Porto.
On the last evening of the event (September 27) there will be a free public showing of the projects as part of a final event at Reitoria da Universidade do Porto in Praça Gomes Teixeira.
We are open to all applicants who are 18+ years old.
No you don't, but if you're one, that's great!
No. In order to provide an environment of cross-pollination between all, we accept only individuals applications.
We try to create collaborative teams by bringing together complementary assets, taking into consideration the scope of the hackathon.
No, participation is free.
In order to explore the most out of the array of digital media technologies currently available, participants are expected to bring their own equipment (e.g. film camera, VR hardware, laptops, arduinos, raspberry pi, sensor technologies, BCIs) for the production of the digital media piece to be submitted. We'll provide as much as we can.
Usually we try to introduce team members to each other a few weeks prior to the event so that you can discuss and prepare.
5 days. Once confirmed as a participant you are required to attend the whole event.
Yes. We provide meals, coffee and snacks during the event.
Upon completion of the project, participants will be given a Certificate of Participation that includes the dates of the event, as well as the total amount of hours (60).
EMERGENCE Hackathon manages this website with the aim of promoting and holding science communication events.
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