News

Explore the latest research insights.

Between 25th and 29th of October 2021, the Gamers4Nature Erasmus+ Project, coordinated by Pedro Beça (DigiMedia) hosted a Learning, Teaching and Training event that involved 24 students and 8 teachers from the project’s partner schools: Agrupamento de Escolas Emídio Garcia (Portugal), Péter András Gimnázium és Kollegium (Hungary), Sancta Maria College (Ireland) and IES Pedro Jiménez Montoya (Spain).

Following a workshop structure, the activity – led by Gamers4Nature+ project team and BioLiving – provided students and teachers training on how to create digital games addressing a nature and biodiversity-related theme. Before the game creation activity, participants engaged in an in-nature experiential learning in outdoor activity, as they visited BioRia.

Along the week, participants got the chance to know more about environmental projects and to develop skills needed to assume the role of mentors, sharing the experience in their schools and their local communities.

The Gamers4Nature+ team would like to thank SCIRP and Turismo Centro Portugal for the promotion material offered to all participants.

Ana Isabel Veloso (DigiMedia member) with the support of the DigiMedia PhD students Cláudia Ortet, Francisco Regalado and Tânia Ribeiro organize the 1º Encontro de Realidade Virtual Sénior: Uma viagem a Paris | First Meeting of Senior Virtual Reality: a trip to Paris which takes place in October 20th and 27th  and November 3rd, 2021 in the Department of Communication and Art of the University of Aveiro in partnership with the Centro Social de Oiã, an event financed under the Programa de Apoio a Projetos e Eventos da Região de Aveiro  (PAPERA 2020).

Virtual Reality, despite still integrating many challenges at a technical and technological level, also presents itself as a technology with the potential to promote experiences with regard to combating social isolation, promoting physical activity, and mental health. Thus, a playful experience is carried out using Virtual Reality in partnership with private social solidarity institutions (IPSS) in Aveiro for seniors who have never tried this technology. The activity consists of a tourism experience – a virtual visit to the city of Paris.

The team will carry out a set of five sessions for IPSS users that will have the following schedule:

20.10.2021
10:00 am -12:00 pm Centro Social de Oiã
2:30 pm – 4:30 pm Centro Ambiente para Todos-Troviscal

27.10.2021
10:00 am -12:00 pm Solsil e Projeto Proximidades
2:30 pm – 4:30 pm Associação Fermentelense de Assistência

03.11.2021
2:30 pm – 4:30 pm SóBustos

The Gamers4Nature project was present at the Science and Technology Fair – SCIENCE@UA, at the European Researchers Night 2021 (Noite Europeia dos Investigadores). The event, which began in 2005, took place on September 24 and had the participation of 13 different research projects from different Research Centers and Departments of UA, with a focus on the environment and sustainability.

During this event, the Digimedia researchers Pedro Beça, Mónica Aresta and Sofia Ribeiro, along with Sofia Jervis and Sara Ornelas from Associação BioLiving, presented the Gamers4Nature project and the main results obtained. The visitors had the opportunity to learn a little more about the game creation process, see some of the games produced by and for students and learn a little more about how, in game creation, you can contribute to a cleaner planet and more sustainable way of life.

The Media Innovation Circle#4 took place on July 23 with a talk by Diego Zavala Scherer, Professor at the Tecnológico de Monterrey (Mexico),  followed by a participated discussion on the topic “Ways of Seeing and Hearing: Representational Limits in Two Docweb Case Studies”, moderated by Pedro Cardoso, a DigiMedia Researcher.

The video is already available on DigiMedia YouTube channel. Watch HERE. We invite you to subscribe the channel.

Diego Zavala Scherer, Mexico City (1978) holds a PhD in Social Communication at Pompeu Fabra (Barcelona, Spain). Research professor at Tecnologico de Monterrey, Mexico. His research interests are interactive documentary, documentary theory and Mexican film. Member of the National Council of Science and Technology (CONACYT, Mexico). Coordinator of the Research Group in Media, Arts and Digital Culture at Tecnologico de Monterrey. Director of Virtualis, Digital Communication Journal.

Abstract

As part of the contemporary discussion between the representational (Nichols) and operational modes (Farocki, Mittell) of understanding images (and sound) in documentary and interactive documentary theory, this talk questions the limits of the indexical link with reality through two doc web examples. The interest of this presentation is to explore some of the paradoxes that interactive nonfiction production creates by following the canonic perspective of a verisimilar bond with the world and how, in the times of media hyperproduction, this relation between reality and image fells short to explain our ways of engaging as individuals, public, and consumers with some dimensions of our life such as history and politics.

The Media Innovation Circle#3 took place on June 25 with a talk by Eva Brooks, Professor of Digital Media at University of Aalborg (Denmark),  followed by a participated discussion on the topic “Designing for play with physical and digital media: from tools and methods to approach and mindset”, moderated by Mónica Aresta, a DigiMedia Researcher.

The video is already available on DigiMedia YouTube channel. Watch HERE. We invite you to subscribe the channel.

Eva Brooks is Professor in IT-based Design, Learning and Innovation at the Department of Culture and Learning, Aalborg University, Denmark. She is the Director of the research laboratory Xlab – Design, Learning, Innovation. Her research has a design focus on social interaction, and the use and development of digital technology and their implications for play and learning. Her research also includes an innovation dimension, where she applies a design-oriented approach to co-creative processes with children. She has been involved in several research projects concerning children’s participation, play, and learning in state-of-the-art technology settings; for example, related to computational thinking, digital play, and digital game-based interactions. Currently, her research also has a focus on teachers’ professional digital competence grounded in creative workshops where the learning is participative, collaborative and peer oriented.

Abstract: The presentation focuses on the question of how collaborative explorations as a method and mindset can inform the design of media technology to reinforce innovative play and learning. The research laboratory Xlab – design, learning, innovation will be introduced addressing its work on enhancing children’s participation and collaboration through exploration, with aims of achieving pedagogical innovation and change. At the same time, the intent is to support researchers and practitioners to find new problems and understandings of educational practices for exploration and pedagogical innovations as a foundation for design of media technology. This work, which relies upon insights gained during empirical work with children for several decades, has resulted in a workshop methodology that combines principles and approaches from co-design and playful learning. The methodology reinforces children’s creativity, imagination, and social interaction with peers during collaborative tasks and represents a new approach to involve children in the design of media innovations. Thus, the presentation recommends guidelines for designing interactions that include media technology to foster creative expressions in children, highlighting the role of collaborative explorations combining digital tools and a ‘making’ mindset where children can act as protagonists.

The Media Innovation Circle#2 took place on May 28 with a talk by Fotis Liarokapis, Professor of VR, AR and Games at University of Technology (Cyprus),  followed by a participated discussion on the topic “Virtual and Augmented Reality for Underwater Cultural Heritage”, moderated by Mário Vairinhos, a DigiMedia Researcher.

The video is already available on DigiMedia YouTube channel. Watch HERE. We invite you to subscribe the channel.

Dr. Fotis Liarokapis is currently working at the Research Centre on Interactive media, Smart systems, and Emerging technologies (CYENS – Centre of Excellence), Nicosia, Cyprus. He received the D.Phil. degree from the University of Sussex, U.K., and has worked as a Research Fellow with City University, London, U.K., Coventry University, U.K., and most recently at Masaryk University, Czech Republic, where he was an Associate Professor and Director of the HCI Lab. Dr. Fotis Liarokapis has contributed to more than 140 refereed publications with more than 3430 citations (h-index: 33 and i10-index: 72). He has organised multiple conferences and workshops and he is the co-founder of the International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). Currently, he is the program co-chair of IEEE CoG 2021 and a member of IEEE.

Abstract: The project iMARECULTURE (Advanced VR, iMmersive Serious Games and Augmented REality as Tools to Raise Awareness and Access to European Underwater CULTURal heritage) is focusing in raising European identity awareness using maritime and underwater cultural interaction and exchange in Mediterranean Sea. The aim of the project is to bring inherently unreachable underwater cultural heritage within digital reach of the wide public using virtual visits and immersive technologies. This talk will present results in respect to virtual and augmented reality interfaces for underwater environments. In terms of virtual reality, two different types of applications will be illustrated. The first one is a dry-visit solution for exploring ancient sites and it is focused on the general public. The second one is a serious game that aims in teaching maritime and archaeologist students the main principles of ‘site formation’, ‘surveying’ and ‘excavation’. Moreover, a novel augmented reality underwater interface will be presented which can detect square markers in poor visibility conditions as well as serve as virtual guide for divers that visit underwater archaeological sites. Evaluation results will be presented for all applications illustrating the effectiveness of the interfaces.

Mónica Aresta, a researcher at DigiMedia, was the invited speaker for this month “SafeWeb project” workshops. The SafeWeb project is being developed in Branca (Portugal) by the IPSS PROBRANCA- Associação para o Desenvolvimento Sociocultural da Branca, with the support of BPI and “la Caixa” Foundation.

The session, designed for and aimed at parents and educators, focused on the theme of online identity and how the Internet – with all its challenges and potential – should be consciously used as a space for building a presence that can reflect the skills and capabilities of the ones who use it.

“The exceptionality of the Internet has been, in the first place, that of having integrated and revitalized all the other means and means of communication that we already knew in a large interconnected ecosystem. At the same time, the Internet has been the stage and lever for most of our social interactions. It is, therefore, as if, when celebrating Internet Day, we were celebrating the history of all the protagonists of our socio-technical culture.”

Full text available in: Diário de Aveiro, edição de 18 de maio de 2021

The Media Innovation Circle#1 took place on April 30 with a talk by Nuno Otero, Professor of Media Technology at Linnaeus University (Sweden),  followed by a participated discussion on the topic “Learning Analytics and Ethical Issues”, moderated by Carlos Santos, a DigiMedia Researcher.

The video is already available on DigiMedia YouTube channel. Watch HERE. We invite you to subscribe the channel.

Nuno Otero is an Associate Professor at the Department of Computer Science and Media Technology at Linnaeus University (LNU) in Sweden. He is interested in theories and conceptual frameworks in HCI, and Technology-Enhanced Learning. The main question driving his research concerns the understanding of how the properties of distinct devices, computational artefacts and embedded external representations impact on people’s activities.

Abstract: Research in Learning Analytics (LA) has contributed to various guidelines, ethical frameworks, and checklists to ethically collect and use student data. However, little is still known about how users and, in particular, students reason about student data for analytics purposes in practice. Our research tries to fill this gap and is investigating students’ situated views of data and analytics. While there have been studies asking students about student data ethics collected in institutional LMS, those often lead to abstract reasoning on student data. Our research efforts aim at determining how students reason in-situ on the data collected during their studies. We conducted a deployment study using a value-sensitive design methodological approach. The study investigated the students’ views of data collected in institutional LMS before and after interacting with an analytical dashboard we designed explicitly for raising students’ awareness of data collection practices at the university. Results indicate that increased awareness impacts students’ privacy perception and their acceptance of LA systems and data-driven practices. This study contributes to gaining a grounded understanding of how students reason in practical terms about their data and discuss the role that awareness and context play in students’ willingness to share their data for learning analytics purposes.

Dinosaur Tozé-Rex in Doing is an activity developed by DigiMedia in partnership with Fábrica Centro Ciência Viva aimed at introducing the magical world of electronics to a very young audience. The first session is on 16th May at 10 a.m. The activity was designed in the workshops of the Advanced Technologies Research Group of Digimedia by Mário Vairinhos and Rui Raposo, and the illustration of Laura Ferreira.

For more information please check the agenda HERE

Skip to content