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Raissa Sales’s online PhD defense takes place on the 17th December, at 2:00 p.m., with the topic Infocommunication and digital platforms in the sharing economy: a multicase study about the trust in sustainable contexts | Infocomunicação e plataformas digitais na economia de partilha: um estudo multicasos sobre a confiança em contextos sustentáveis

Raissa Sales is a student of the PhD programme in Information and Communication in Digital Platforms and her supervisor is Vania Baldi (DigiMedia, UA).

DigiMedia members are invited to  participate in this important moment.

Abstract:

This research analyses the recent emergence of trust and participation relationships formed online and conducted digitally, in the sharing of goods and services, and thus propose good communication practices and reliable information sharing, to facilitate a collaborative culture within that network. It considers the trust and shared interests formed online between users of the digital platforms Volunteers Base, The Poosh and WWOOF Portugal, focusing on the exchange of skills and knowledge and the digital sharing of ‘lifestyles’ based on a culture of sustainability. The primary focus of this investigation is to analyse the experiences of ‘sharing’ between those who offer to work, without financial remuneration, as a volunteer, in exchange for acquisition of certain skills, a better social life and to expand their contacts, with those hosts willing to teach, accommodate and pass on their understanding in order to receive help in their social space. A qualitative and exploratory approach forms the foundation of the methodology for collecting and interpreting data, derived from observation across three digital platforms, content analysis of 104 host profiles, a survey of 110 individual volunteers and collaboration with 11 designated experts. The role of these digital platforms in ‘the sharing economy’, aim to mediate the relationships between users through an info-communication system, capable not only of linking a network of users, but, above all, look to inspire trust among the users using tools of information and mechanisms that ensure faith in the system. Intercommunication between users facilitated by these digital platforms, by use of these tools and resources, is also the way in which these sharing experiences are being promoted and reflects the degree of commitment of these organizations to their users. The fact that transactions of exchange, sale, rental, or donation take place between peers (directly between the actors within the sharing economy and without intervention by a traditional company), modifies the procedural logic of consumption, but does not entirely eliminate organizational interests, these organizations that truly strive to allow a better use of resources (technological, social, or environmental) consequently create more sustainable practices. In general, the investigated digital platforms manage their content to guarantee open access to information for users, while minimally seeking to ensure data and privacy. User safety is one of the main issues raised from the perspective of trust in the digital platform. However, these digital platforms do create a culture of participation imbued with social values common to both volunteers and hosts that makes trust essential for a collaborative lifestyle. To build trust in this context, takes as its starting point, the expectation of reciprocity, backed-up by the commitments of strangers who seek to experience a way of life based on non-commodified, non-financial exchange. Although this type of sharing still seems eccentric for some, to others the opportunity is part of a learning process and the formation of ethical-social bonds. The reciprocal agreement between users can be defined by various interpersonal, cognitive, and subjective indicators. From this, one can see the implicit formation of a social pact between the actors involved, based on the teaching, and learning of skills related to sustainability and reinforced by shared experiences mediated within the network. Trust can therefore be built from shared experiences and collaborative lifestyles, as maintained by the community of volunteers and hosts, and supported by digital platforms designed for this purpose. In light of this, the proposal of good info-communicational practices in the context of a collaborative culture in a network, was strategic, in order to explore its best dynamics and socio-technical conditions. This construct was based on a set of 16 guidelines proposed for the success of sharing practices. It is hoped that this investigation, given the evidence of a collaborative ethos, can promote a participatory culture of good digital practices, fostering the intersection between academic discussions, the policies of the analysed platforms and the interested institutions.

To participate follow the link: https://videoconf-colibri.zoom.us/j/88112625338

More information available HERE

The book “Comunicação, saúde e acessibilidade” organized by Margarida Almeida (DigiMedia member), Oksana Tymoshchuk (DigiMedia member) and Suely Maciel, was published within the 4º Congresso Internacional Media Ecology and Image Studies – MEISTUDIES.

Presentation:

The Coronavirus pandemic, which swept the planet in 2020, was transformative. Our daily life is no longer the same, nor will it ever be again. The characteristics of professional, educational and cultural routines will certainly leave some traces, even when humanity is immunized and the circulation of people becomes a reality again. In this changing scenario, the media ecosystem ends up witnessing new combinations, where social actors learn to live in other ways with the media and technologies.
It is also important to realize that the changes undergone by humanity made us witness important processes of resignification. Some of these processes took into account two human needs: health and communication. To this end, different solutions were found to the limitations imposed by the pandemic and its consequences.
Concerned with this turnaround, popularly known as the new normal, we held the 4th International Congress on Media Ecology and Image Studies – MEISTUDIES, whose theme was “Challenges and reflections on the post-pandemic media ecosystem”. In its fourth edition, again carried out entirely online, MEISTUDIES brought together participants from 11 countries. From the event, a series of academic works were organized with texts presented and reevaluated to compose the books, among them this work, entitled Communication, Health and Accessibility and organized by Margarida Almeida, Oksana Tymoshchuk and Suely Maciel. The book consists of 12 texts, divided into two parts: reflections and applicability.

Index

Reflexões

As vacinas e a desinformação no ecossistema da mídia by Mágda Rodrigues da Cunha and Luana Chinazzo Müller

Trabajo de los reporteros gráficos en tiempos del Covid -19 by Vladimir Tornero Cruzatt, Dennis Vargas Marín and Carlos Fernández García

A percepção sensorial de violência nas mídias podem somatizar padrões mentais patológicos by Tiago Negrão de Andrade and Osvando José de Morais

Libras em projetos midiáticos: comunicação e tecnologia voltadas para a representação e registro da língua de sinais by Luis dos Santos Miguel and Fernanda Henriques

O aumento do consumo de podcasts no Brasil no período da pandemia de Covid-19 by Alvaro Bufarah Junior

Aplicabilidades

O papel da fotografia nos processos comunicacionais via Instagram sobre o COVID-19 by Denis Renó, Andréa Versuti, Teresa Piñeiro-Otero and Xabier Martínez Rolán

Análise da comunicação dos chefes de governo das Américas no Twitter sobre covid-19 e vacinas by Rita de Cássia Romeiro and Paulino Marina Lisboa Empinotti

Visita guiada com audiodescrição para pessoas com deficiência visual: experiência na Rádio Unesp FM by Raissa Herena de Toledo, Guilherme Ferreira de Oliveira and Suely Maciel

Aplicativos mobile: uma revisão sobre elementos de adesão e aderência nas tecnologias aliadas à prática de exercícios e promoção de vida saudável by Jaqueline Costa Castilho Moreira, Hugo Modaelli Marques and Felipe Videira Roma Moreira

A crescente acessibilidade nas redes sociais: ser diferente e ter acesso à tecnologia, representação e inclusão by Daniela de Carvalho Guedes Bombini and Osvando J. de Morais

Tecnologia Assistiva: a utilização do QR Code como ferramenta de acessibilidade para pessoas com deficiência visual by Anderson Rogério Campana, Maria Cristina Gobbi and Claudines Taveira Torres

Acessibilidade Comunicacional para pessoas com deficiência visual e acesso à cidade: desenvolvimento do aplicativo “SIGA – Guia Acessível da Cidade” by Guilherme Ferreira de Oliveira and Suely Maciel

More information available HERE

The article “Beats and Units Framework: A Story-Game Integration Framework for the Ideation Stage of Narrative Design of Serious Games” by Nelson Zagalo, Ana Patrícia Oliveira and Pedro Cardoso, all DigiMedia members, was published in Interactive Storytelling, the Proceedings of the 14th International Conference on Interactive Digital Storytelling, ICIDS 2021, Tallinn, Estonia, December 7–10, 2021.

Abstract:

There are no recipes or rules to develop games, any more than there are to develop stories. Our aim was to develop a serious game with the goal of promoting discussion and awareness among children around nutrition: FlavourGame. For this purpose, we needed not only to design game mechanics, but also to create a narrative that provided meaning to the game experience, in order to ensure substrate to the context of nutrition. In this paper, we present a framework that serves as a narrative design tool used in the development of this game and which can be employed in the creation of serious story-based games.

Citation:

Zagalo N., Oliveira A.P., Cardoso P. (2021) Beats and Units Framework: A Story-Game Integration Framework for the Ideation Stage of Narrative Design of Serious Games. In: Mitchell A., Vosmeer M. (eds) Interactive Storytelling. ICIDS 2021. Lecture Notes in Computer Science, vol 13138. Springer, Cham. https://doi.org/10.1007/978-3-030-92300-6_15

More information available HERE

The 10th Iberoamerican Conference on Applications and Usability of Interactive TV (JAUTI2021) took place from December 2 to 3, 2021, in Sangolquí, Ecuador. This event aims to present research efforts from academia, industry or government agencies in designing, development, and usability of Digital TV applications and related technologies (IPTV, SmartTV, Connected TV, and Web TV).

SESSION A – User interfaces and interaction in the TV ecosystem

Interactive television (iTV) as a means to decrease elderly social isolation
Juliana Camargo, Telmo Silva and Jorge Abreu

SESSION B – Usability and UX evaluations

The potential of notifications in the TV ecosystem to connect people
Juliana Camargo, Ana Velhinho, Rita Santos and Telmo Silva

Integração de conteúdos multimédia numa plataforma digital de agregação de conteúdos noticiosos
Pedro Almeida, Pedro Beça, Telmo Silva, Carolina Nicolau, Iulia Covalenco and Marcelo Afonso

SESSION D – Environments and interaction techniques 

Envelhecimento Ativo e Saudável: o papel de um Assistente de Informação Proativo na TV
Gabriel Faria, Telmo Silva and Jorge Abreu

SESSION E – Technologies, services, and applications for interactive digital TV

MixMyVisit – Geração automática de vídeos para a melhoria da experiência dos visitantes
Pedro Almeida, Pedro Beça, José Soares and Bárbara Soares

Gathering data for training NLU modules in the context of iTV
Tiffany Marques, Rita Santos, Jorge Abreu, Pedro Beça, Telmo Silva and Pedro Almeida

More information available HERE

Liliana Costa (DigiMedia member) was the third highest ranked candidate in the panel Media and Communications, Law and Political Science Evaluation Panel, in the category Junior Researcher, with a project entitled HEALTHY SERIOUSGIGGLE: Assessing the Impact of Game-based Psychotherapies and Media Rehab for Mental Health and General Wellbeing in Older Adults. Only 7 projects were accepted for funding out of 63 in this panel. Four DigiMedia researchers submitted proposals for this call.

Liliana Costa holds an European Ph.D. in Information and Communication in Digital Platforms at the University of Aveiro and University of Porto (with internship at the Disruptive Media Learning Lab, Conventry University); a M.A degree in Multimedia Communication and a BsC in New Technologies of Communication, both at the University of Aveiro. Her research interests are universal design, digital games, virtual communities, three-dimensional environments, ageing studies, learning, human-computer interaction, computer-mediated communication, natural interfaces, eHealth, mobile apps and digital inclusion.

The article “Barriers to health information on social media” by Fellipe Sá Brasileiro and Ana Margarida Almeida (DigiMedia member) was published in DIGITAL JOURNAL OF LIBRARY AND INFORMATION SCIENCE.

Abstract:

Introduction: The use of social media for the self-management of health information is a recurrent practice for lay users who experience different health contexts. While facilitating access and sharing of information, social media can contribute to the creation of possible risks to health and well-being, since they expand the experiences of emotional vulnerability and misinformation. Objective: To discover the current evidence that impacts the beneficial use of social media for health information purposes, we sought to examine how barriers to the health information on social media, perceived by lay users, are presented in recent empirical research. Methodology: Qualitative exploratory research was carried out through a literature review in the SCOPUS database. Results: It was observed that, although they are multiple and vary according to the health contexts and situational motivations, the barriers can be articulated in a mesh composed of the following meta-barriers: diasporic, misinformation, literacy, interaction, and emotional. Conclusion: It is concluded that the mesh of barriers presented, associated with other structural barriers, can contribute to the construction of research instruments and digital interventions involving the use of social media for health information purposes.

Citation:

Brasileiro, F. S., & Almeida, A. M. P. (2021). Barriers to health information on social media. RDBCI: Digital Journal of Library and Information Science19(00), e021030. https://doi.org/10.20396/rdbci.v19i00.8667199

More information available HERE

DigiMedia researchers, Pedro Beça and Mónica Aresta, participated in the 10th GALA conference, presenting a poster and conducting a workshop on game narratives design.

The GALA 2021 is an international conference dedicated to the science and application of serious games, and its objective is to provide an international forum for the dissemination and exchange of scientific information on theoretical, generic, and applied areas of serious games. GALA 2021 is an event organized by the Serious Games Society in collaboration with the NATO Science and Technology Organisation – Centre for Maritime Research and Experimentation.

Pedro Beça and Mónica Aresta, researchers of the Gamers4Nature project, organized a workshop along which participants were challenged to develop a narrative for an environmental digital game by using the G4N Toolkit to Game Design. A poster introducing the process of creating and validating the Toolkit was also presented at the conference.

Jesse Filho’s online PhD defense takes place on the 6th December, at 10:00 a.m., with the topic Location based mobile games and active aging: the Pokémon Go study in seniors’ life | Os jogos móveis baseados em localização e o envelhecimento ativo: O estudo do Pokémon Go na vida dos seniores.

Jesse Nery Filho is a student of the PhD programme in Information and Communication in Digital Platforms and his supervisor is Ana Isabel Veloso (DigiMedia, UA).

DigiMedia members are invited to  participate in this important moment.

Abstract:

Information and communication technologies have increasingly been part of people’s daily lives and have made it easier for people of all ages and in the most diverse sectors, including in the sectors of health, safety and participation, (which are) the pillars for the achievement of active aging in society, as suggested by the World Health Organization (2002). Some senior citizens take advantage of the use of technologies and research on the subject has been growing, but there are still few studies around the use of digital games, especially those that use geolocation integrated in the game mechanics. In this context, the present investigation centered on the question “How do Location Based Mobile Games (LBMG), namely Pokémon Go (PoGo), contribute to the Active Aging (AA) of players over 50 years old?”. In order to respond to this challenge, this investigation was structured in three phases. In the first phase, a qualitative investigation was carried out, aiming to study the profile of the players. An interpretive and inductive method was used, through a document analysis and a systematic literature review that showed at an international level there are few investigations with respect to this theme, and those that exist study, in isolation, the potential of the LBMG for the AA. In the second phase, a quantitative investigation was carried out, aiming to characterize the ecosystem of PoGo players. This phase used a survey method, where online surveys were conducted in Portugal, between August and October 2020, to collect more information about the players’ habits and their main perceptions in relation to the potential of the LBMG and AA. The analyzes of the given answers (moderate correlation, 20% < r < 50%, with a significance rate of 5%) point to the fact that the players’ experiences and their level of immersion when interacting with games in this category present actions sustained in the bases of active aging — namely health, participation, security, education, socialization and well-being. In the third phase, a qualitative investigation was carried out, with the objective of observing the subjects regarding the use of LBMG, through a participant field investigation. Data collection techniques through field observation, participant field diaries, semi-structured interviews and netnography study, supported by analysis and observation grids, with PoGo players over 50 years of age, residing in the city of Porto, allowed us to obtain data subjects and also for a triangulation with a systematic review of the literature and surveys. These data collections took place, both during the moments of interaction of the target audience with the games, and on social networks (since there is no communication channel in the game itself), between the months of August and November 2020. The data in this last phase of the investigation clarified doubts still open in the documentary and inquiry phases and, through a mixed methodology of data analysis, qualitative and quantitative, they sought to clarify that these types of games in fact enhance active aging, in the case of PoGo, through raids (missions) and events, mainly stimulating social interaction, learning, participation, physical activities and well-being. Given what was studied, it was possible to conclude that the AA elements are enhanced, mainly by the relations of the aspects of the Flow theory, described by Csikszentmihalyi (2002), as a sensation of distortion of time, expertise, attention and others, by the most diverse mechanics of the LBMG, especially for aspects based on location, which establish strong relationships between individuals and the environment in which they work, promoting the maintenance of motivations for active and dignified aging. It is also noteworthy that this thesis presents a set of recommendations for good practices and healthy habits for the senior population, technical notes for game developers, especially with a look at older players, and scientific-methodological aspects for society researchers wishing to study on the topic in question.

To participate follow the link: https://videoconf-colibri.zoom.us/j/87928836194

You are invited to the “Meet the Authors” online event of Interaction Design and Architecture(s) Journal IxD&A issue Nr. 49 on Nov 29 at 16:00 CET on Zoom.
Registration required –
https://docs.google.com/forms/d/e/1FAIpQLSfAuKmX5xPVZKpIt30HeeE_rcQ89PjG_SqSxtSwFN8uOQEKnQ/viewform

The one-hour event will be coordinated by Óscar Mealha from University of Aveiro, Portugal and Janika Leoste, from Tallinn University, Estonia. The general introduction to issue N.49 will be given by Cesar Collazos, from Univerity of Cauca, Colombia.

The issue is devoted to “Collaborative multimedia applications in technology”.

The following authors will be presenting their work in 10-minute format followed by discussion:
1. Tycho: Facilitation Support for Groupware User Tests.
Julián Grigera, Juan Cruz Gardey, Alejandro Fernandez, Alejandra Garrido.
access full paper: http://www.mifav.uniroma2.it/inevent/events/idea2010/doc/49_3.pdf

2. Collating a city’s collective memory in co-production of an online urban design learning space.
Sushardjanti Felasari, Chengzhi Peng.
access full paper: http://www.mifav.uniroma2.it/inevent/events/idea2010/doc/49_5.pdf

3. Designing for Children’s Reflections in Collaborative Interaction Mediated by Technology: A Systematic Literature Review.
Gökçe Elif Baykal, Olof Torgersson, Eva Eriksson.
access full paper: http://www.mifav.uniroma2.it/inevent/events/idea2010/doc/49_7.pdf

IxD&A is an open access journal, peer-reviewed, that implements the Gold Open Access (OA) road to its contents with no charge to the authors. It aims to offer an interdisciplinary arena where everybody can present top level researches and discuss ideas on the future of technology mediated experiences in the field of communication, learning, working, entertainment, healthcare, etc
access Nr. 49 issue: http://ixdea.uniroma2.it/inevent/events/idea2010/index.php?s=10&a=11&link=ToC_49_P

Coordinated by Pedro Almeida (DigiMedia Member) and directed by Nuno Barbosa, both professors from the Department of Communication and Art (DeCA), the UAU! team brings together professors, students, fellows, technicians from DeCA and professionals from UA’s Communication, Image and Public Relations Services.

“UAU! – Ciência sem Limites” is a television series entirely made at the University of Aveiro (UA). Science, thought and produced at the University of Aveiro and beyond, and how it can help to make possible the implementation of the Sustainable Development Goals, a challenge launched to the world by the UN, is the great motto of the program. The series is organized into 15 episodes of approximately 15 minutes each dealing with research in areas such as smart cities, oceans, circular economy, health, renewable energy, education of the future, industry and innovation among many other topics. Running weekly on RTP3, the first UAU! episode was broadcasted on Wednesday, November 24th at 5:40 p.m.

The trailer can be seen HERE.

More information available HERE.

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