Study Objects
At the Cube, students use cutting-edge industry technologies to carry out research and applied projects. Based on the understanding of the changes that technologies generate in interaction forms, communication and social practices, students develop creative alternatives to propose social changes based on these technologies.
At the Cube, we study and experiment on:

Ludology
Digital Games
Investigating games as a contemporary social platform, focusing on practices associated with consumption and the potential for innovation.

MIXED AND AUGMENTED REALITY
Immersive Technologies
Experimenting with new media content formats and producing social experiences with virtual, mixed and augmented reality.

AUTOMATION & COMMUNICATION
Artificial Intelligence
Empirical and critical research on the imbrications between artificial intelligence and the different forms of machine learning and society, based on different approaches to experimentation and creation.

The laboratory has a wide range of mini-courses that offer students space and knowledge to develop their ideas. The Cube also works as a pre-incubator for applied projects, where students have the opportunity to get their technological projects off the ground.
Each student selects courses according to their individual interests and is supported and supervised by laboratory researchers. In our pre-incubator, students' creative projects come to life. In order for students to become known by the academic and external communities, the Cube holds the Open Day Lab every year, when the projects and technologies developed in the laboratory are presented.
Training Courses at the Cube
Short-duration courses that serve as internships for students to develop ideas to work on during the activity period of Cube Level, in addition to consolidating studies associated with the undergraduate curriculum.

Cubo Level
A space for transforming ideas into projects that can be further developed and lead to innovative business plans in applicable areas. Here, participants must structure projects and become more confident as they move forward into the development stages, working on their ability to see possibilities of placing products on the market in order to capture resources. The environment has two major working mechanisms: collective mentorships and specialized mini-courses. To complete their Cube Level training, students must attend the collective mentorships, participate in mini-courses selected from the curriculum, and present their final project at the Cube Pitch Marathon.
In the mini-courses curriculum, students go through the different stages of creation, organized into three areas: Fundamentals, Practices & Development, and Application & Publishing.



Workshops
Seminars

Emerging Digital Technologies
Emerging digital technologies have the potential to open new frontiers of innovation and tackle social, economic and political challenges, but they also have risks. Artificial Intelligence (AI), for instance, could help scientists identify the cure for untreatable diseases, but it could also lead to discrimination due to imprecise facial recognition. That is the background for the Emerging Digital Technologies Seminar, led by Mohammad Zia, a former researcher at Harvard University and Fulbright scholar, who will be a professor at FGV ECMI this academic year.
The Cube's research methodology is experimentation: our basis for developing new ideas.
Based on cutting-edge technologies, on the insertion into digital culture and on a transdisciplinary team, researchers and laboratory students propose critical reflections and applied research. The objective of the Cube is to bring relevant social contribution to the understanding and production of technologies.

Pré-incubadora
In our pre-incubator, students come in with an idea aligned with Cube's research topics and develop it into viability.
During development in the laboratory, students choose specific mini-courses that help them advance their projects, becoming exposed to new ideas in the field of communication and learning methods to create, prototype and develop a business plan.

Experiment
A foundation for developing new ideas, experimenting with games, generative artificial intelligence, and immersive technologies to create applied, experimental, and practical projects. Projects, concepts, and prototypes allow for the identification of errors, opportunities for improvement, and promote innovation and the continuous refinement of studies with digital technologies such as AI, games, or immersive environments

Create
Involves conducting innovative research in the field of game studies and game design, including the use and appropriation of emerging technologies like immersive technologies and artificial intelligence to create critical and immersive experiences, as well as supporting the creation of new games, environments, and playful experiences.

Learn
We focus our efforts on investigating the pedagogical potential of games and other playful media in educational and media literacy contexts
Each of these activities forms the methodology we employ at the Innovation Hub. We are committed to driving excellence in research, production, and education, establishing partnerships both globally and locally with research centers, institutions, researchers, professionals, and members of the creative industry in the areas of games, immersive technologies, and generative artificial intelligence.
In the Projects tab, we present some of the research projects. We are always open to new opportunities for collaboration and partnerships to develop communication solutions. Get in touch with us!

OFICINA
World Creation in Games
The workshop contributes to the professional development of participants by introducing basic information on Game Studies, Game Design, and Programming in the production of analog and digital games. In this edition, the students proposed reinterpretations of Tic-Tac-Toe.

RESEARCH
Consumption and Power in Video Games
The project brings together research on games, including one that monitors trends among gamer users on the social network X, formerly Twitter, through hashtags. The aim of the work is to understand and reflect on digital communication practices in gaming environments based on social interactions and posts on the most commented topics, identifying which points players are raising and discussing about contemporary social issues in different spheres such as the market, politics, consumption, news, misinformation, and extremist actions.

Pesquisa
Experimenting with Machinic Dreams
The project conducts experiments with Stable Diffusion, a generative Artificial Intelligence model that produces images. The experience is based on real-time image capture, which is sent for processing in ComfyUI, creating a new image, similar to rotoscoping (an animation technique). This process is based not only on the captured images but also on the filters and instructions provided through a set of words (called a prompt).

PODCAST
Farmando News
Farmando News is a biweekly podcast about game and technology news, produced by the Innovation Cube and Media Lab laboratories of FGV ECMI. Each episode provides an overview of the main news and events related to the tech universe, such as AI, video games, and other immersive environments.

FGV ECMI + Meta
Entremeios – Pathways to the Metaverse
The Entremeios project, a partnership between FGV ECMI and Meta, aims to strengthen ties and enable mutual development of the two institutions through actions related to the metaverse. The proposed activities include the development of a virtual campus for FGV ECMI, a series of debate panels on the metaverse from different perspectives, and the realization of training courses for the internal school community.

Metaverse
FGV ECMI Virtual School
A virtual environment to get in touch with the faculty of FGV ECMI and discover a space full of Easter eggs and information to interact with.

VIRTUAL REALITY
FGV ECMI Virtual School 2.0
The next step in the Virtual School project in the Metaverse. It is a fully three-dimensional space created in Mozilla Hubs, a VR chatroom designed for headsets and browsers. This project explores communication in virtual reality to provide a visit to the FGV ECMI laboratory environment. Created using Blender as a modeling and texturing tool for 3D models, it offers an immersive experience at the School.

Maratona de desenvolvimento de jogos digitais
Game Jam
A workshop with an introductory lesson on Game Design and dynamics to guide the development of a Game Design Document (GDD), with a supporting booklet, and guidance for producing a playable prototype. Due to the average dedication of 3 hours per day required from participants, it is offered only once a year.
How does it work?In two synchronous meetings (beginning and end of the activity): 2 hours long.
1) Organize the groups
2) Present the Game Jam
3) Conduct a game design workshop
4) Dynamics to develop basic elements for game development by the teams
5) Online mentoring
6) Presentation to the jury

MONITORING
Link between games and politics in public debate on social networks
This project involves monitoring the public debate about digital games in the context of Brazilian institutional politics on online social media platforms – currently, Twitter. It aims to understand the networked population's stance on how the actions of governmental actors and institutions impact the gaming universe in the country.

GAMES
Pixel Narratives
This applied project develops games to explore the playful possibilities of digital communication in game environments. The first mini-games developed are based on the concept of data chaos that requires qualified professionals to make sense of the data and bring communicational solutions applied to different environments with creativity and a sense of opportunity.