- a Master’s degree (Laurea Magistrale), single-cycle Master’s degree, or equivalent Specialist degree;
- a degree awarded under the previous Italian university system (vecchio ordinamento);
- equivalent academic qualifications (second-level diploma or old system diploma) issued by AFAM institutions (Higher Education in Arts, Music and Dance);
- equivalent qualifications awarded by foreign institutions and recognized as suitable for admission to doctoral studies.
Applicants who do not yet hold the required qualification by the application deadline may still apply conditionally, provided that they obtain the qualification by October 31 of the same year.
For details:
University of Bologna – PhD Programmes
Citizens of the People’s Republic of China may apply for supernumerary positions under the agreement with the China Scholarship Council. The procedure begins in the autumn of the previous year. For details:
PhD Programmes in agreement with the China Scholarship Council
Restricted-topic scholarships available for the 42nd cycle
RESTRICTED TOPIC
The call for applications for the 42nd cycle of the PhD Programme in Arts, History, Society includes 1 restricted-topic scholarship, alongside 8 scholarships for projects on topics freely proposed by candidates.
For the restricted-topic scholarship, a general outline is provided below, within which candidates may develop their specific research project.
RESTRICTED TOPIC: Virtual Worlds and AI for Training and Upskilling: Design, Implementation, and Evaluation
The restricted-topic doctoral scholarship is part of the project “UPRAISE DIGITAL Virtual Worlds Innovation Masters: Shaping Future Digital Skills Europe”. UPRAISE - Virtual Worlds Innovation Masters: Shaping Future Digital Skills Europe — delle Arti - DAR
The research will focus on the design, implementation, and evaluation of virtual worlds, XR environments, and Artificial Intelligence-based systems applied to advanced training and professional upskilling within the framework of the European UPRAISE project. Innovative technologies — including AI, Digital Twins, intelligent conversational agents, and immersive tools — will be integrated with quantitative and qualitative methodologies aimed at analyzing educational effectiveness, usability, engagement, and learning impact. The research activity will also contribute to the development of models, guidelines, and best practices for the use of Virtual Worlds in educational, professional, and lifelong learning contexts, with particular attention to interdisciplinary, ethical, and digital innovation aspects.