Conferences

Browse through Digital Media conferences arranged by the month they typically occur. If you know of a Scopus-indexed conference that could interest the Digimedia team, please share it with us: digitalobs@ua.pt

ICDLTA

International Conference on Digital Law and Technological Advancements

This conference provides a venue for researchers and practitioners in related fields from academia, industry and government to meet in a forum where the latest research results are presented and prospects for future developments are discussed. All accepted papers will be ‎published to Springer Nature which are indexed by SCOPUS. Conference Tracks: Legal Frameworks and Digital Transformation Artificial Intelligence and Law Blockchain and Smart Contracts Intellectual Property in the Digital Age Cybercrime and Digital Forensics Privacy and Data Protection E-Commerce and Digital Trade Digital Rights and Freedoms Technology in Legal Practice General Law Topics Emerging Technologies and Future Legal Challenges

ICECCME

International Conference on Electrical, Computer, Communications and Mechatronics Engineering

The 5th International Conference on Electrical, Computer, Communications and Mechatronics Engineering (ICECCME) is the premier event that brings together industry professionals, academics, and engineers from the related institutions to exchange information and ideas on electrical, computer, communications and mechatronic engineering. The topics of the conference include (but are not limited to): Electrical Energy Generation, Transmission and Distribution Renewable Energy Systems Solar Technology Electrical Machines Power Electronics Computer Vision Artificial Intelligence Computer Networks Big Data Signal Modelling for Audio-Visual Communication Machine Learning Telecommunication Systems Data Mining Digital Communication Systems Fiber-optic Communication Mechatronics Engineering Advanced Manufacturing Intelligent Control Micro Mechatronics Mechatronics in Energy Systems Fault Detection and Diagnosis in Mechatronics Systems IoT and sensor networks Robotics and automation Engineering applications supporting the SDGs

ACMMM

ACM Multimedia

ACM Multimedia is the premier conference in multimedia, a research field that discusses emerging computing methods from a perspective in which each medium — e.g. images, text, audio — is a strong component of the complete, integrated exchange of information. The multimedia community has a tradition of being able to handle big data, has been a pioneer in large-scale evaluations and dataset creations, and is uniquely angled towards novel applications and cutting-edge industrial challenges. As such the conference openly embraces new intellectual angles from both industry as well as academia and welcomes submissions from related fields, such as data science, HCI, and signal processing.

SIGDOC

International Conference on Design of Communication

This conference aims to invite scholars and practitioners in technical communication, user experience design, and related fields. The focus is on “how it’s done” — how their work is shaped within professional, institutional, technological, and political contexts, and how this work in turn influences our understanding of these contexts.

SIGCHI

Annual Symposium on Computer-Human Interaction in Play

The Annual Symposium on Computer-Human Interaction in Play (CHI PLAY) is the international and interdisciplinary conference (by ACM SIGCHI) for researchers and professionals across all areas of play, games and human-computer interaction (HCI).

TIE

International Conference on Technology, Innovation, Entrepreneurship and Education

TIE 2024 is a conference, focusing on innovative technologies, and their applications for events, education and start-up business ventures.

ECGBL

European Conference on Game-Based Learning

The Conference offers an opportunity for scholars and practitioners interested in the issues related to GBL to share their thinking and research findings. Papers can cover various issues and aspects of GBL in education and training: technology and implementation issues associated with the development of GBL; use of mobile and MMOGs for learning; pedagogical issues associated with GBL; social and ethical issues in GBL; GBL best cases and practices, and other related aspects.