Short Bio
GERALD ESTADIEU is currently an Assistant Professor in the Faculty of Arts and Humanities at the University of Saint Joseph (USJ) - Macao. With a Master's Degree in Signal and Image Processing from the Université d’Orléans (France) and a PhD in Science and Technology of the Arts from the Catholic University of Portugal (School of Arts, Porto), his research and artistic activities focus on the fields of Interactivity, Soundscape, Spatial Audio and Ambisonics, as well as Hacking and Digital Fabrication.
He created the fab lab at the University of Saint Joseph and co-founded the first fablab in Macau. He is also a member of several international collaborative experiments, such as Museomix and Hackmychurch. He has developed artistic projects for local and international exhibitions, integrating soundscapes, interactive technology, and digital fabrication. His work has been exhibited in Macau, Vietnam, Thailand, Portugal and South Korea.
He is currently leading a research project in collaboration with the University of Arts of Linz (Austria) on an innovative Spatial Audio system.
KEYWORDS: #ambisoncis #soundsdcape #fablab #interactivity, #instalationarts
Publications
ORCID: https://orcid.org/0000-0003-2632-8381
SCOPUS: https://www.scopus.com/authid/detail.uri?authorId=56880417400
ResearchGate: https://www.researchgate.net/profile/Gerald-Estadieu
Academia: https://usj-mo.academia.edu/GeraldEstadieu
HCommons: https://hcommons.org/members/gestadieu/
CONFERENCES
Vodenicarski, D., Estadieu, G. (2023, November) Hyperledger Fabric-based Decentralized Digital Management System for Operational Excellence Using IoT. 20231118 - ICBDB 2023 Big Data and Blockchain (Proceedings coming soon)
Estadieu, G., Ng, S. O. K. M., Martins de Abreu, F., & Farinha, D. F. (2023, November 29). Beyond Physical Boundaries—Organising a Virtual Exhibiton with NFTs for an International Conference. 11th International Conference on Digital and Interactive Arts (ARTECH 2023), November 28-30, 2023, Faro, Portugal. ARTECH 2023 - 11th International Conference on Digital and Interactive Arts, Faro, Portugal. https://doi.org/10.1145/3632776.3632815 .
Estadieu, G. (2023, October 6). SOUNDSCAPE.AI - A Sonic Perspectives on Macau. Iberian Soundscapes Conference, October 6-7, 2023, Yale University, USA. https://roadahead.macmillan.yale.edu/
Estadieu, G., & Cheung, Y. Y. (2023, April 25). AI-based Multimodal Qualitative Mapping of Macao Soundscape. United Nations World Data Forum, Macao. https://unwdf-macau.org/en/
Barbosa, Á., Estadieu, G., & Ng, K. M. S. O. (2023, November 2). Radial String Chimes: A Behavioural Driven Tangible Instrument Derived from Networked Music Performance Practices. Ubimus 2023, City of Derry, Northern Ireland, UK.
Estadieu, G., Cheung, Y. Y., Pestana, P. D., & Barbosa, A. (2023). Static recording apparatus for soundscape analysis in Macau. INTER-NOISE and NOISE-CON Congress and Conference Proceedings, 268(1), 7246–7256. https://doi.org/10.3397/IN_2023_1088
Estadieu, G., Ng, K. M., & Farinha, D. (2022). (Un)Directed Reading, an interactive kiosk to encourage writing and reading. Book of Abstracts, 83–85. https://multimodus.ipportalegre.pt/
Estadieu, G., Ng, K. M., & Farinha, D. (2022, June 8). (Un)Directed Reading, an interactive kiosk to encourage writing and reading. Multimodus’22, 1st International Conference on Sound and Image in Art & Design, Portalegre, Portugal. https://multimodus.ipportalegre.pt/
Pestana, P., Barbosa, A., & Estadieu, G. (2022, June 8). Macao Soundscape as an Analysis Tool for Sound Quality Assessment. Multimodus’22, 1st International Conference on Sound and Image in Art & Design, Portalegre, Portugal. https://multimodus.ipportalegre.pt/
Caires, C. S., & Estadieu, G. (2020). The concept of “Object-image” revisited through the interactive-film installation “Sense of Place.” Besides the Screen, Porto, Portugal. https://besidesthescreen.com/2020-porto/
Chau, I. F., Cardoso, J., & Estadieu, G. (2021). Virtual Guia Fortress: A 3D-printed eXtended Reality Playset. International Conference on Entertainment Computing, 370–376. https://doi.org/10.1007/978-3-030-89394-1_28
Estadieu, G. & Caires, C. S. (2018). Hacking: Toward a Creative Methodology for Cultural Institutions. Proceedings of the 8th Lisbon Summer School for the Study of Culture at Microsoft headquarters, Lisbon, Portugal.
Cordeiro, J., De Abreu, F. M., & Estadieu, G. (2017). Audience participation in interactive art systems: Is instructional signage a necessary evil? Proceedings of the 8th International Conference on Digital Art (ARTECH 217), Macao SAR, China, ACM International Conference Proceeding Series, Part F1309. https://doi.org/10.1145/3106548.3106595
Estadieu, G., De Abreu, F. M., & Barbosa, A. (2017). 3D printing objects as installation art: ‘Standing humanity: 3D yan character’. Proceedings of the 8th International Conference on Digital Art (ARTECH 217), Macao SAR, China, ACM International Conference Proceeding Series, Part F1309. https://doi.org/10.1145/3106548.3106588
Thota, N., Estadieu, G., Ferrao, A., & Meng, W. K. (2015). Engaging school students with tangible devices: Pilot project with.NET Gadgeteer. Proceedings - 2015 International Conference on Learning and Teaching in Computing and Engineering, LaTiCE 2015, 1, 112–119. https://doi.org/10.1109/LaTiCE.2015.26
JOURNALS
Iok Fong, C., Cardoso, J. C. S., & Estadieu, G. V. (2022). Design Explorations for 3D-printed Modular Markers for eXtended-Reality Tangible User Interfaces. International Journal of Creative Interfaces and Computer Graphics (IJCICG), 13(1), 1–15. DOI:10.4018/IJCICG.311426
EDITORIAL
2024 / Co-Editor of the Book of Proceedings of Ubimus2024Macao
2022 / Editor of the Book of Proceedings of ARTeFACTo2022MACAO, Third International Conference on Digital Creation in Arts, Media and Technology - Emerging Extended Realities. 24-25 Nov. 2022, Macao. IEEE ISBN 979-8-3503-1004-7; DOI: https://doi.org/10.1109/ARTeFACTo57448.2022
2022 / Guest Editor (collaboration with Carlos Sena Caires) for the Special Issue on “Virtual Environments and Interaction Design Research at the University of Saint Joseph, Macao SAR, China” of the International Journal of Creative Interfaces and Computer Graphics (IJCICG)
BOOK CHAPTERS
de Abreu, F. M., Seck, M., Pinheiro, F. V., & Estadieu, G. (2025). Macau Cultural Tapestry: Unravelling a City’s Visual Identity Through Its Patterns and Textures—Digital Archive and Mapping. In D. Brandão, N. Martins, & E. Duarte (Eds.), Perspectives on Design and Digital Communication V: Research, Innovations and Best Practices (pp. 133–167). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-76156-0_7
Caires, C. S., Estadieu, G., & Olga Ng Ka Man, S. (2024). Design Thinking Methodology and Text-To-Image Artificial Intelligence: A Case Study in the Context of Furniture Design Education. In N. Martins, D. Brandão, & A. Fernandes-Marcos (Eds.), Perspectives on Design and Digital Communication IV: Research, Innovations and Best Practices (pp. 113–134). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-41770-2_
Modules
Year 1 Doctorate
This module aims to introduce participants to key elements of doctoral research in the broad sense of an Academic framework. It focuses on providing an understanding of the research support Mechanisms at USJ and in overviews of the main research specialisation fields within the University of Saint Joseph, namely Business Administration; Education; Global Studies; Government Studies; History; Information Systems; Psychology; Religious Studies; Science. The course also provides an opportunity for the students to present and discuss their own work in a seminar environment.
This Module provides an initial experience of supervised research work where students will work with their intended supervisor in a collaborative tutorial model that resembles the practice of Thesis Supervision. During the Module the intended supervisor will guide the student trough multiple meetings (up to 15) during a full academic year The students will conduct autonomous research that should result in a preliminary literature review, research contextualisation and a thesis proposal completely finished and prepared to be submitted to the Foundation Year Final thesis proposal review and assessment instances.
Year 1 Master
This course is an introduction to aspects of the virtual world in the creation of objects, and it will emphasize the interactivity needed when working in multidisciplinary projects.
Students will learn how to use software programs for making models. They will compare it with hand-power tools and materials such as clay, plaster, wood, fiberglass, plastics, and metals for model making. They will learn how to finish scale models from original designs and surface development. Presentation of digital images complemented by hand made models.
Students will be introduced to the relationships between product (and component part) design, the materials they are made from and the manufacturing processes used to create components and assemble them into products. They will examine economic and social constructs for design. They will also study the resources and evolution of style in mass-produced products. They will learn methodology, with emphasis on research, problem identification and analysis, and creative problem solving. Students will work on projects, both in large scale and full scale, and will explore the nature of materials, the discovery of new materials. They will also investigate the art of detailing.
Year 1 Bachelor
Students will explore the history of building and cities, social, political, technical, formal, aesthetic dimensions in western and non-western traditions, from antiquity through the Middle Ages.
Architectural Studio I&II: This module is an introduction to principles and processes; sequence of exercises emphasizing development of basic skills, ideas, and techniques used in the design of simplified architectural projects.
This module ensures that all students have the conceptual and technical knowledge and have had adequate practice to competently sketch in both two and three dimensions. This module explains the theory and practice of sketching and interpreting views of three dimensional objects, including perspective, isometric, orthographic and other projections and sectioning. It also introduces students to technical standards in engineering drawings, including the specification of symmetry, dimensions, surfaces and tolerances, chamfers and blends, sections and standard parts. Students work through a structured series of problems to sketch increasingly complex objects and interpret complex drawings, including the calculation of feature dimensions based on geometric analysis.
Sketching & engineering drawing - LDS301 / LMD301
This module reviews selected historically important and influential theories, strategies and approaches to art and design. These are put into historical context to consider trends and evolution in the design field. Examples are drawn from a broad spectrum of design fields, including architecture and the decorative arts, painting, sculpture and glassmaking, consumer and automotive product design, industrial machinery and clothing. Consideration is given to design from different perspectives, including style, materials, production technology, ergonomics and social context. As part of this module, students will work to create designs for selected objects that are consistent with different design movements.
Design history & theory - LDS302 / LCM202 / LMD302
This module introduces students to the concepts and computer based software tools often used to create images and virtual models of three dimensional objects and spaces. Line (wire frame), surface and solid modeling will be compared and contrasted. The roles of surface texturing and visual effects such as lighting sources are explored. Different styles of presentation, including engineering drawings, artistic renderings and photo-realistic and other perspective imaging, are considered.
This module will encourage students to see, think and speak in the visual language of three-dimensional models and art. Students will concentrate on the application of three-dimensional concepts, through the direct manipulation of materials using a broad approach to tools and processes. Although this is a studio course module focusing primarily on specific projects and group critiques, in an effort to develop critical thinking, a portion of time will be spent on slide lectures, films, readings and discussions. Some time will also be given over to the safe and proper use of hand tools, power tools and equipment. The module considers both hand worked (clay, polystyrene, balsa wood, MDF, etc) and machine made (stereo-lithography, etc) models. As part of the module, students hand make models for at least two different products and one machine made model.
Having Programming, an Introduction as its prerequisite, this module further teaches the fundamentals of programming. It covers the important components in programming: basic syntax and semantics of a well-selected high-level language; variables, types, and assignments; basic data structure and their use; conditional and iterative control structures; functions and parameters; simple input and output; and exception handling.
This module introduces basic concepts of algorithmic problem solving and logical thinking. It covers problem solving strategies, basic data structures, as well as data and procedural abstraction. Through step-by-step practice, students learn basic skills to write their own code in an easy-to-master programming language for simple problem solving, and to perform simple debugging and testing. It serves as the first programming module and requires no prerequisite.
This is the second of two modules that review and introduce important topics and theories in mathematics that are relevant to everyday science and engineering. In this module selected issues in Complex Number Theory, Vectors, Matrices and Field Theory, Graphing, Curve Fitting and Approximation, Surfaces, Centroids, Moments and Multiple Integration and Laplace Transforms are considered. In all cases, “real world” application of mathematics is emphasized.
This module introduces students to the concepts and computer based software tools often used to create images and virtual models of three dimensional objects and spaces. Line (wire frame), surface and solid modeling will be compared and contrasted. The roles of surface texturing and visual effects such as lighting sources are explored. Different styles of presentation, including engineering drawings, artistic renderings and photo-realistic and other perspective imaging, are considered.
This module is an introduction to digital fabrication technologies applied in architecture and design fields. It will awaken and enhance students’ ability to three‐dimensionally present spatial and formal solutions, with a focus on rapid prototyping and material experimentation. Using physical models to test and explore design solutions should be any architect or designer’s primary tool, along with drawing and research. In the past, model making was mostly outsource to specialized companies with all its limitations in time, cost and interpretation. Digital fabrication technologies provide an opportunity for architects and designers to take over their digital plans and empower them to control the full process from the digital design to the physical model.
This is the first of two modules that review and introduce important topics and theories in mathematics that are relevant to everyday science and engineering. In this module selected issues in Arithmatic and Number Theory; Algebra and Systems of equations; Trigonometry and Coordinate Systems; Functions and Series; Calculus and Partial Differential Equations are considered. In all cases, “real world” applications of mathematics are emphasized.
This module will encourage students to see, think and speak in the visual language of three-dimensional models and art. Students will concentrate on the application of three-dimensional concepts, through the direct manipulation of materials using a broad approach to tools and processes. Although this is a studio course module focusing primarily on specific projects and group critiques, in an effort to develop critical thinking, a portion of time will be spent on slide lectures, films, readings and discussion. Some time will also be given over to the safe and proper use of hand tools, power tools and equipment. The module considers both hand worked (clay, polystyrene, balsa wood, MDF, etc)and machine made (stereo-lithography, etc) models. As part of the module, students hand made models for at least two different products and one machine made model.
Drawing is the fundamental language that designers in different fields use to communicate their design ideas to clients, manufacturers, builders, and others. This module uses a lecture/lab format, in which topics are presented by lecturers, then drawing assignments are completed by students. The assignments range from freehand sketching to technical drawing and orthographic projection. Students will also be introduced to the use of drafting tools and basic design drawing procedures.
This course will cover a varied range of mathematical principles and discuss how techniques of effective thinking and creativity can be taught and learned through mathematics. Such mathematical techniques allow students to create new insights, new ideas, and new solutions, as well as develop critical thinking over a wide range of problems and real-life situations that they may face both on their professional and personal lives.
Year 2 Bachelor
This module introduces students to the broad range of metallic, ceramic, organic and other materials and composites now in wide industrial use. Understanding the commonly used measures of performance of materials and the relative strength and weaknesses of different popular materials is emphasized. Processing treatments to adjust material properties, and methods and approaches to developing composite materials are also considered. Factors that influence the choice of materials, such as mechanical and chemical and other properties, costs, processing methods, are explored.
Engineering materials - LDS401 / LMD401
This module requires a background of calculus as prerequisite. It provides an introduction to basic probability and statistics, and motivates students to build skills in data collection and analysis. Topics covered include statistics and data analysis, probability, random variables and probability distributions, mathematical expectation, some discrete probability distributions, some continuous probability distributions, functions of random variables, fundamental sampling distributions and data descriptions, sample estimation problems, tests of hypotheses, simple linear regression and correlation, experiments and fractions, as well as statistical quality control.
Probability and Statistics - LIS222 / LAR224
This module lets students explore approaches and techniques in product design. Examples of different kinds of consumer and industrial products from different genres and parts of the world are analyzed to identify their strengths and weaknesses from different perspectives, including aesthetic, functional, structural, ergonomic, cultural and usage patterns.
Students also work through a progressively more complex series of product design assignments, helping them to develop with confidence their technical skills, methodology and thinking approach. The final major project assignment covers the entire design process, from Research & Analysis to Concepts Generation and developing the Final Product Solution.
This module introduces students to the broad range of metallic, ceramic, organic and other materials, and composites now in wide industrial use. Understanding the commonly used measures of performance of materials and the relative strength and weaknesses of different popular materials is emphasized. Processing treatments to adjust material properties, and methods and approaches to developing composite materials are also considered. Factors that influence the choice of materials, such as mechanical and chemical and other properties, costs, processing methods, are explored.
This module will act as an introduction to the graphic and interactive (digital) design fields. It will assist students with an understanding of graphic and digital products having in consideration technologies and relevant applications that are necessary for creating visually dynamic and graphic user-interfaces.
The knowledge and skills taught in this module are basic within the contexts of graphic and digital media. The module requires that students identify specific problems in cutting-edge products and encourages active participation in a variety of exercises using specific guidelines and principles.
Lectures will examine a variety of products, which will help students on future product development through best working practices. Students will also be powered with skills for the optimization of images, development of branded products and creation of graphical content for print and digital platforms.
"This module lets students explore approaches and techniques in automobile and transportation system design, identifying strengths and weaknesses from different perspectives, including aesthetic, stylistic, cultural, technologic, ergonomic and usage patterns. This will have to be done in relation to the main phases of the ""creative automotive design process"".
Starting from the research & analysis phase in line with a given project brief in the field of automotive/vehicle (assignment), the students will have to generate new ideas and identify new automotive related concept opportunities mainly based on market research, project brief objectives and specifications (supplied by project sponsor).
Initially presented via ""concept boards"" including various medium such as diagram, text, hand sketch/renderings, mock-up, or any other necessary materials, the most promising design concept will be selected.
This last one will have to be further developed from a technological, functional and aesthetical angle using 3D CAD software (renderings, technical drawings, etc) and other explanatory materials such as text description, pictures and prototyping. "
This module introduces the basic topics of probability, descriptive and inference statistics. It covers techniques for counting and probability theory but not forgetting inferential statistics (parametric and non-parametric models).
Year 3 Bachelor
This module introduces students to multimedia as an art form and an agent of social expression and change. Works in different styles are reviewed, and students work individually to create a multimedia artwork of their own using computer software and digital still and video cameras. The best student works are broadcast on the university’s Internet TV station.
This module lets students explore approaches and techniques in graphic design, signage and interactive multi-media. Examples of graphic design and visual communications from different genres and parts of the world are analyzed to identify their strengths and weaknesses from different perspectives, including aesthetic, stylistic, cultural and communications efficacy. Practical economic and financial issues are also explored and considered. Students are also encouraged to discover and analyze what makes a cost-effective and attractive Web site, the traps to avoid in Web site design, and the keys to a successful Web site. Students also work through a progressively more complex series of graphic design, signage and interactive multi-media projects, according to realistic client briefs.
Graphic/Interactive Design - LAR210 / LCM205 / LDS305
This module introduces students to technologic textiles materials and sources of inspiration for artistic design practice. Students will develop knowledge of technologic textile, explore and evaluate current textile technologies, gain a basic understanding of textile composition and incorporate this knowledge of textile composition and manipulation into their own fashion creations. Knowledge and skills gained from completing this paper will be applied throughout the following design, production and costume projects.
Year 4 Bachelor
This module lets students explore approaches and techniques in product design. Examples of different kinds of consumer and industrial products from different genres and parts of the world are analyzed to identify their strengths and weaknesses from different perspectives, including aesthetic, stylistic, cultural, ergonomic and usage patterns. Students also work through a progressively more complex series of product design projects, according to realistic client briefs.
"Students will be asked to develop their Graduation Projects under the theme of “In(com)possible Design”. The theme encompasses design projects that relate with the idea of developing compatible and consistent design products, where the two main concepts such as “impossible” and “compossible” are brought together. To be “incompossible” means to be unable to exist if something else exists, to be incompatible, inconsistent or not capable of joint existence.
The “composability” is a philosophical concept defined by the German Philosopher Gottfried Wilhelm Leibniz (1646 – 1716). It has a logical sphere more restricted than that of logical possibility. The “compossibility”, to exist, it is not enough that something is possible, it must be compatible with others that constitute the real world.
Out of Leibniz's theory, the notion of compossibility can be simply defined in the following way: two possible are composibles if they are possible at the same time.
Compossibility differs from possibility stricto sensu in that it is a possibility with something else. This notion draws attention to the fact that several individually possible facts are not necessarily possible with each other. Imagine a door, that can open and close. The condition “The door open” is possible; The condition “The door close” is also possible. So, we can confirm that both conditions of that door are compossible. But, in our real world, the door cannot be opened and simultaneously closed, in a sense that these two conditions, if put together, are “incompossible”.
The concept of incompossibility is very interesting when we thing about projects that relate to interactivity and interaction design. This concept should be understood as a continuity in terms of positive design, and as a strategy to develop innovative design products. Impossible design is possible, should it be in(com)possible?"