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DTSTART;TZID=UTC:20260716T140000
DTEND;TZID=UTC:20260716T180000
DTSTAMP:20260701T213115
CREATED:20251106T143535Z
LAST-MODIFIED:20260701T104149Z
UID:18385-1784210400-1784224800@digimedia.pt
SUMMARY:students@DigiMedia #05
DESCRIPTION:SAVE THE DATE – Projects’ presentation 16/07/2026  \nThe final results are presented at a special event\, part of the UA Research Summit.  \n  \nGet to know this year’s projects: \n  \nProject n.1 Breaking (micro)Bio: quando a ciência se torna viciante – a BD como ferramenta de comunicação científica \nResponsible researcher: Ana Cristina Esteves \nResearch unit: CESAM and Department of Biology \nDescription: This project aims to continue a previous initiative (Students@DigiMedia’24) that used comics as a tool to communicate scientific concepts in an accessible and engaging way. In the previous phase\, a story was created about an extraterrestrial microorganism that travels to Earth in search of its perfect mate\, allowing the exploration of basic microbiology concepts in a playful way. Now\, the intention is to expand this work\, exploring other scientific concepts and evaluating the effectiveness of the image and narrative in transmitting knowledge. \n  \n  \nProject n.2 MOVEDEM \nResponsible researcher: Flávia Machado \nResearch Unit: RISE-Health@DEP-UA \nDescription: A community-based physical exercise (PE) program will be implemented for people living with dementia and informal caregivers (e.g.\, family members or friends who care for the person without remuneration). The pilot phase of the project will begin in the Aveiro region in early 2026 (February-March)\, with the aim of evaluating the program’s viability so that it can subsequently be replicated in other cities in Portugal. This program follows on from previous work developed within the framework of a project funded by the FCT at the Faculty of Sport of the University of Porto (Body&Brain). \n  \n  \nProject n.3 Conceptualização de uma Aplicação Musical Assistiva para Crianças com Paralisia Cerebral \nResponsible researcher: Lucius Filho \nResearch Unit: DigiMedia \nDescription: Due to the scarcity of resources and adapted strategies for teaching music to students with Cerebral Palsy\, this work seeks to promote the active participation of these individuals in musical activities\, with the aim of contributing to their inclusion\, well-being\, and quality of life. Music\, as a therapeutic and educational tool\, offers significant opportunities for cognitive\, emotional\, and social development\, being an important means of integration for individuals with motor limitations. \n  \n  \nProject n.4 Design de protótipo de plataforma web para um Laboratório de Apoio à Inclusão \nResponsible researcher: Rita Oliveira \nResearch Unit: DigiMedia \nDescription: To promote digital inclusion and improve the quality of life for people with disabilities\, this project aims to develop a prototype website for LabUA Inclusive (DigiMedia’s laboratory that promotes digital inclusion by providing a range of technological services and solutions for people with various types of disabilities). \n  \n  \nProject n.5 Utilização de IA generativa na Universidade de Aveiro \nResponsible researcher: Anabela Brandão \nResearch Unit: DigiMedia \nDescription: Three years after the launch of ChatGPT and other generative AI-based systems\, it is likely that a significant portion of the UA academic community will use these technologies regularly or occasionally. To support informed decisions about the evolution of education\, it is essential to understand how these systems are being used in daily academic life. This understanding is only possible through direct consultation with the community. Therefore\, the aim is to develop a questionnaire directed at all members of the UA community—technical and administrative staff\, students\, professors\, and researchers—with the objective of identifying patterns in the use of generative AI systems. The questionnaire will seek to collect information on the frequency of use\, the types of systems most used (text\, image\, sound\, or video)\, and the purposes that guide these choices\, whether related to study\, content creation\, professional tasks\, or other needs. \n  \n  \nProject n.6 Comunicar Ciência: E-books Interativos para o DigitalOBS \nResponsible researcher: Oksana Tymoshchuk \nResearch Unit: DigiMedia \nDescription: Development of e-books for DigitalOBS\, with the goal of communicating complex scientific content in a clear\, accessible\, and visually appealing way. Students will transform scientific topics into engaging digital narratives\, using design strategies\, multimodality\, and scientific communication to promote a deeper understanding of science. \n  \n  \nProject n.7 Revalidação da escala: Fictional Character Empathy Communication Assessment (FCECA) \nResponsible researcher: Tânia Ribeiro \nResearch Unit: DigiMedia \nDescription: This activity aims to revalidate the FCECA (Fictional Character Empathy Communication Assessment) scale\, a 26-item self-report instrument developed to quantify the empathy players feel for a specific playable character in a digital game. The initial validation (N=301) adapted the Interpersonal Reactivity Index (IRI)\, confirming a 4-factor structure (CPP\, RF\, CEC\, PCD). However\, the small sample size and the non-normality of the data (justified by the participants’ free choice of characters/games) require revalidation with a larger and more diverse sample to ensure the robustness and statistical reliability of the instrument. \n  \n  \nProject n.8 Toward strengthening student agency while interacting with AI-powered writing tools: mapping the effects of GenAI \ncollaboration on learners’ critical thinking and creative skills \nResponsible researcher: Ana Raquel Carvalho \nResearch Unit: DigiMedia \nDescription: The proposal presented stems from the observation of problems related to the growing and increasingly frequent use of generative Artificial Intelligence (AI) tools by students\, particularly in higher education\, in tasks that require higher-order reasoning skills\, namely those related to writing/generating text\, editing text\, and creating content in a problem-solving context. Recent studies warn of the duality of the effects resulting from human collaboration with generative AI tools\, namely the immediate improvement in the quality of tasks performed\, but also the potential long-term compromise of the degree of human involvement in the same type of tasks when not assisted by technological support (both from a cognitive point of view – in terms of neuronal\, linguistic\, and behavioral activity; and from an emotional point of view – at the level of reduced levels of intrinsic motivation). Enhancing the agency of educational stakeholders is considered vital for the integration of AI into human learning processes\, with a view to a more ethically efficient and critical exploration. Given the above\, this proposal will seek to address three main objectives: i. i. to characterize\, based on recent scientific evidence\, the state of the art regarding the effects of the recurrent use of generative AI tools in tasks that require higher-order reasoning skills and the potential impacts on the critical and creative thinking of their users; ii. to identify examples of practices that promote student agency in contexts of integrating AI tools into the learning process; and iii. to disseminate the results obtained\, with a view to raising awareness of the issues in focus within the academic community. \n  \n  \nProject n.9 Desenvolvimento de protótipo de jogo digital para promover a saúde mental \nResponsible researcher: Ana Veloso \nResearch Unit: DigiMedia \nDescription: This proposal involves the development of a digital prototype for the game “MH4A” (Mental Health for All)\, which aims to promote mental health in young adults. “MH4A” is a serious game of a hero’s journey that portrays the protagonist’s adventures in an academic context. Players are challenged to identify\, recognize\, and solve challenges aimed at promoting mental health\, communicating theoretical and practical content through this interactive entertainment resource. The digital game is based on clue-finding dynamics and task development within the game world\, which integrates various scenarios and interactive characters\, supported by “point and click” and “drag and drop” mechanics. \nStarting from a predefined design of a digital game aimed at promoting mental health in young adults\, we are looking for students with the following skills: i) digital game design\, for the creation of scenarios\, characters\, and game objects; and ii) digital game programming\, for the development and implementation of the digital game. \n  \n  \nProject n.10 Identidade visual da Escola de Viticultura e Enologia da Bairrada \nResponsible researcher: Maria Luísa Flores \nResearch Unit: DigiMedia \nDescription: This proposal aims to resolve the existing confusion in the school’s visual identity\, resulting from the simultaneous use of different acronyms and logos (EVEB\, EPA\, “Viti”). The intention is to develop a participatory process involving students\, staff\, the association’s board\, and the community at large in choosing the acronym and creating a new logo that represents the institution’s history and mission. The project will be conducted in two phases: first\, through research and interviews to gather perceptions and preferences; then\, with the development of graphic and communication proposals that clearly\, modernly\, and distinctly translate the school’s identity. The goal is to ensure that the school has a unique\, recognizable visual brand aligned with the values ​​of professional training. \n  \n  \nProject n.11 Desenvolvimento do Website Oficial do Projeto Europeu CREATE \nResponsible researcher: Sofia Almeida \nResearch Unit: DigiMedia \nDescription: CREATE is a European Erasmus+ project that aims to improve how universities tackle real-world challenges with students\, using creative methodologies such as Creathons (creative hackathons). The project involves several European universities and will produce: an innovative Creathon method for higher education accompanied by a digital toolkit. The website to be created will be the public face of the project\, its repository of materials\, and the space where we share results\, events\, and impact. \n  \n\n  \nAbout students@DigiMedia \nIt is a DigiMedia initiative that aims to include students from 1st and 2nd cycle in research activities\, following the challenge launched by the University of Aveiro (UA) Rectory to the Research Units\, in 2021. \n  \nHow is the 5th edition going to be? \nThe students@DigiMedia initiative began involving only researchers and students in the area of ​​Communication Sciences and Technologies. \nSince the 3rd edition (2023/24) we have sought to promote interdisciplinary collaboration to generate more ideas and extend participation to students from all scientific fields. \nFor the 5th edition (2025/26)\, and aiming to continue to strengthen collaboration between UA Research Units\, we once again welcome researchers from all scientific areas at the UA\, who can also submit proposals for (small) research projects. \n  \nHow students@DigiMedia works? \nThis initiative works as a facilitator for researchers to present proposals for research projects that will be developed with the collaboration of a group of students. The work carried out is voluntary and there are no prizes\, except certificates of participation. The work required from each student cannot exceed 50 hours throughout the entire project. This aims to establish a balance between what is voluntary work and the benefits students can obtain by participating in a research activity and developing transversal skills. \n  \nstudents@DigiMedia timeline \n\nResearchers present project proposals;\nThe coordination classifies the most relevant proposals\, informing the respective coordinators;\nThe projects are disclosed to students in a face-to-face session\, and each project coordinator must have a pitch about his/her project proposal;\nStudents express their interest in participating in the projects\, indicated by order of preference;\nThe coordination creates project teams\, informing the respective coordinators;\nProject teams work autonomously\, according to the project coordinator’s plan;\nThe coordination carries out one or two moments of monitoring the status of projects during the 2nd semester;\nThe final results are presented at a special event\, part of the UA Research Summit.\n\n  \nSave the date! \n17/11/2025 Deadline for submission of proposals \n26/11/2025 Pitch presentation \n12/12/2025 Deadline for students registration \n12/12/2025 Announcement of work teams \n16/07/2026 – Final presentation of projects \n  \nFollowing the presentation session of the fifth edition of PITCH\, here are the links to the proposals and the application form \n– Link to the proposals: https://tinyurl.com/propostas05 \n– Link to the application form: https://tinyurl.com/studentsDM05 \n  \nStudents from all UA scientific disciplines are invited to apply by 12th December. \nThe results will be announced on 15th December. \n  \nRules for the submission of proposals  \n\nThe total number of projects for this students@DigiMedia 5th edition cannot exceed 16. Each project must be designed for a team of students with a maximum of four members\, whose individual dedication to the project cannot exceed a total of 50h.\nAll UA researchers\, including doctoral students\, can submit proposals\, according to the rules presented below.\nEach proponent can only submit one proposal as a project coordinator\, although they can be part of the research team for other proposals.\nProposals from researchers from other scientific areas must respect the following conditions:\n\n\n\n\nThe project team must have at least one DigiMedia integrated member;\nThe project team must ensure that at least one student is from the scientific field of the project. This condition should be met during the students’ registration phase.\n\n\n\n\nProject proposals will be evaluated according to the following criteria:\n\n50% for the Scientific relevance on the context of DigiMedia’s mission ;\n30% for the Project viability\, respecting the limits imposed for the team work and the deadlines;\n20% for the Scientific outputs expected from the project.\n\n\n\n\nRegardless of the classification obtained following the previous criteria\, it is guaranteed that 50% of the selected projects have a DigiMedia member as coordinator.\n\n\nThe jury responsible for evaluating the proposals is as follows:\n\nNelson Zagalo\, Scientific Coordinator of DigiMedia\nMónica Aresta\, Coordinator of the students@DigiMedia initiative.\n\n\n\n  \nThe jury responsible for evaluating the proposals is as follows: \nNelson Zagalo\, Scientific Coordinator of DigiMedia \nMónica Aresta\, Coordinator of the students@DigiMedia initiative. \n  \n  \n  \nMay 2026 Get to know the projects \n  \nTBD Projects’ presentation
URL:https://digimedia.pt/event/studentsdigimedia-05/
LOCATION:Auditório CCCI\, DeCA\, Universidade de Aveiro\, Aveiro\, Aveiro\, 3810-193\, Portugal
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