News
TRANSPER PROJECT ORGANIZES INTERNATIONAL WORKSHOP

Perfolab Pilot Lisbon explores digital sculptures through practice and performance
Lisbon, 2 February, 2026
The Transdisciplinary Learning Methodology in the fields of Performing Arts and Technology team, under the acronym TRANSPER, an Erasmus KA200 project, organized an international workshop between February 2 and 5, 2026, which took place at the Lusófona University Campus, Lisbon University Center (CUL).
The workshop, entitled “Pilot 1”, brought together teachers and students from European universities participating in the TRANSPER project, namely the University of Navarra (Spain), the University of Genoa (Italy), the Luca Caragiale University of Theater and Cinematographic Arts in Bucharest (Romania), and the Lusófona University of Portugal, during the week of February 2–5.
This was the first of several events that will be organized in the different countries of the partner universities and aimed to explore transdisciplinary methodologies through interactive experiences that combine performance, technology, and ecological thinking, in a space for creation, reflection, and international collaboration.
Subsequently, some members of this workshop will be selected to participate in similar events organized in the countries of the Higher Education Institutions partnering in this project, such as the University of Genoa, Italy, and the University of Navarra, Spain.
According to Rui Antunes, Professor at Lusófona University, Portugal Principal Investigator of the European TRANSPER Project, “We are very excited to host the TRANSPER community in Lisbon. This is an extraordinary opportunity to genuinely engage with an ecological, transdisciplinary ethos that brings together art, games, and technology.”
Oscar Ardaiz, Full Professor at the University of Navarra, Spain, comments that “Our software engineering students are eager to participate in transdisciplinary projects with students from other fields in Italy and Portugal to discuss and innovate on the impact of digitization on the environment”.
Gualtiero Volpe, Associate Professor at the University of Genoa, Head of the TRANSPER project in Italy, states that “We are partners of the Erasmus Plus TRANSPER Project at the University of Genoa, Italy, Department of Computer Science and Technology, Bioengineering, Robotics, and Systems Engineering. Our digital humanities students are thrilled to share this experience with their colleagues from Spain and Portugal, and I look forward to strengthening the collaboration between our universities”.
Grigore Burloiu, Professor at The National University of Theater and Cinematography “IL Caragiale” in Romania, adds, “UNATC Bucharest, Romania is a partner in the Erasmus Plus TRANSPER project. Best wishes to the three partners directly involved in the Lisbon pilot for a fruitful and engaging workshop! I'm looking forward to the outcomes and insights generated by the workshop's participants”.
The PERFOlab Lisbon pilot gathered a total of 48 participants and concluded with highly positive outcomes. The workshop enabled participants to collaboratively explore the concept of digital sculptures through hands-on experimentation, fostering dialogue between artistic and technological perspectives. It reinforced the relevance of transdisciplinary approaches in higher education, particularly in addressing contemporary challenges related to digitalization and sustainability. The pilot also strengthened international cooperation among partner institutions and laid the groundwork for future workshops within the TRANSPER project.
About the TRANSPER project
TRANSPER is a 24-month project funded by the Erasmus+ program, developed by a multidisciplinary consortium that brings together four European institutions: Universidad Pública de Navarra (Spain), Universidade Lusófona/COFAC (Portugal), Università degli Studi di Genova (Italy), and Universitatea Națională de Artă Teatrală și Cinematografică Ion Luca Caragiale din București (Romania). Together, the partners aim to explore innovative intersections between the performing arts, technology, and higher education in order to promote critical thinking and creative approaches to digitization.