News
Francisco Regalado, a DigiMedia PhD Student, was the moderator of the session “Technology in the home of the elderly person” at the 2nd Meeting of Public Policies in the area of Aging, promoted by the Municipality of Ílhavo – as some measures, policies and solutions were discussed to bring the New Technologies to senior citizens, including digital games.

The 8 participants of the session “Technology in the home of the elderly person” were dedicated to thinking and delivering solutions that promote active and healthy aging and Francisco Regalado presented in the main auditorium some of the main results that came from this discussion. Among them, it should be noted that, despite the enormous barriers to use – which were amplified by the pandemics – there are some solutions to consider, such as (i) the creation of communication strategies that improve the understanding of the purpose of technological products; (ii) the creation of an intergenerational link in applications between seniors, families, and technicians; and (iii) the use of a graphic design adapted to the needs – eg. use of emojis or symbols to communicate actions.
Finally, one of the major problems across all sectors was highlighted: the lack of funding, which limits the development of projects and the access to technological products.
More information available in: https://www.facebook.com/maioridadeilhavo/posts/6935449013196833
The book chapter “The HOW behind the Story: A Framework for the Design of Brand Narratives” by Catarina Lelis (DigiMedia member) and Elizete Azevedo Kreutz was published in the book Design, Visual, Communication and Branding da Cambridge Scholars .

Abstract of the book:
This book highlights how digital communication has brought about changes in branding, namely in design, the media, communication languages, the relationship with audiences, experience design, behaviour, culture, and brand management mechanisms. On the other hand, as it argues, artificial intelligence has opened the door to other ways of dealing with big data and communicating with mass audiences, through the customization of messages or a one-to-one logic. Overall, the book shows that the intersections between digital communication and artificial intelligence point towards a new reality in brand communication, which includes computer vision, pattern recognition, and changes in the design business and in the way communication design and branding are done.
Citation:
Lelis, C. & Kreutz, E. A. (2022). The HOW behind the story: a framework for the design of brand narratives, In Design, Visual Communication and Branding, D. Raposo (Ed). Newcastle: Cambridge Scholars Publishing, ISBN: 1-5275-8054-7.
https://www.cambridgescholars.com/product/978-1-5275-8054-1
More information available HERE
Cláudia Ortet, DigiMedia PhD student, was invited to share her work within the scope of the curricular unit of Environment, Planning and Territorial Management of Tourism – 3rd year of the Degree in Tourism, supervised by Architect Mónica Silva – at the Catholic University of Portugal (Universidade Católica Portuguesa) in Braga.

Cláudia – researcher of the SEDUCE 2.0 project (http://www.seduce.pt) and student of the doctoral program in Information and Communication in Digital Platforms (UA & FLUP) – presented, on February 22nd, “Gamification as a Strategy for Senior (Cyclo)Tourism” to 22 Tourism students and 2 external participants.
The purpose of this open class was to share Cláudia’s work about the importance of gamified cyclotourism for active and healthy ageing, having in mind the senior citizens’ quality of life, and tourism and smart territories evolution. It also counted with a moment of debate, focused on topics such as overtourism, digital literacy, resilience, sustainability and urbanism, about good territorial management practices for senior cyclotourism and strategies, techniques and technologies to make a territory smart.
Maria José Fonseca’s PhD defense takes place on the 25th February, at 2:00 p.m., in Sala de Atos Académicos, with the topic PROPOSAL OF AN INFOCOMMUNICATIONAL SERVICES MODEL FOR THE SCHOOL LIBRARY | PROPOSTA DE UM MODELO DE SERVIÇOS INFOCOMUNICACIONAIS PARA A BIBLIOTECA ESCOLAR.
Maria José Fonseca is a student of the PhD programme in Information and Communication in Digital Platforms and her supervisor is Óscar Mealha (DigiMedia, UA).
DigiMedia members are invited to participate in this important moment.
Abstract:
In the light of the infocommunication paradigm, it is considered necessary to act; enhancing safer, contextualized, and timely changes, where the school library as a phygital space (physical +digital) assumes a central and updated role in the educational ecosystem.
A research process, user-supported, was developed (identification of the User eXperience, UX, mediated by the smartphone) within a qualitative approach and based on a dominant epistemological theoretical assumption, i.e., constructivism, but on a postmodern basis, highlighting the role of the individual, particularly given their singularities for a common good in contemporary society.
Supported by the Case Study, the methodological approach is of a flexible nature, iterative and qualitative, guided by the Design-Based Research, allowing the constant refinement of knowledge, between discovery and accomplishment. The study leading to the final proposal of a smartphone-mediated infocommunication model is supported by the literature review through bibliographic research and, a case study, in which the researcher has a close relationship with the context. It includes as technical procedures the participant observation, present across the whole process, online questionnaires applied with human mediation, allowing to know the procedures of use in smartphone inside and outside the educational ecosystem, and semi-structured interviews considering the interests and needs of the different stakeholders within the educational ecosystem. The investigation takes place in the natural environment, the school library, with an intended sample of 236 participants, students from the 5th, 7th, and 9th grades, teachers, and families, of the Head School of the Agrupamento de Escolas D. Maria II in Vila Nova de Famalicão, intending to understand this case, this situation, in this context and in different infocommunication situations.
The results show that the identified features indicate an infocommunication model that promotes more intuitive, fast, attractive, and rewarding learning environments, that can allow interaction with different “actors” inside and outside the school, in a concept of just in time, anytime and anywhere, in this case, through smartphones. It is expected that this authentic study will contribute both to the area of information and communication and education, preparing the context for new learning and leading to the adoption of these practices mediated by personal mobile devices.
More information available HERE
The International Conference on The Impact of Video Games on Culture and Education took place online from Lisbon, Portugal in February 17th-18th 2022.
Nelson Zagalo, DigiMedia Researcher, was a keynote speaker at the event, along with Espen Aarseth and Jesper Juul.

In recent years, video games have become one of the most pervasive media in society, generating billions of dollars and euros every year in both the US and Europe, towering over the world’s greatest cities every time a billboard advertises the latest game, prompting universities to create programmes and courses related to or specifically about game studies, featuring in news broadcasts in ways which are often over-simplistic and related to the manner in which video games supposedly promote violence, invading classrooms all over the world to motivate students and draw their attention to specific themes and barging into the homes and smartphones of people of virtually every age group and gender. Produced by major game studios, by independent developers, or by ordinary people who have embraced the affordances of participatory culture, video games approach a wide array of topics, are part of various transmedia projects, and spark heated debates about all sorts of subjects. Whether condemned or applauded, video games have become a crucial element of today’s culture and their potential in educational contexts is gaining increasing visibility.
The awareness of the cultural, social, political, and educational significance of video games has led to the publication of numerous studies concerning these cultural artefacts and the creation of journals such as Game Studies and Games and Culture, where video games are analysed from different perspectives and framed within distinct fields of knowledge, while attention is drawn to the multiple contexts and issues concerning their usability, interpretation, and impact on education and culture. Taking into consideration the growing relevance of video games in culture, education, and the humanities in general, this International Conference hoped to bring scholars, students, and video games aficionados together and invited them to present their papers about topics which may include, but are not limited to:
- Audio-visual Translation in Videogames
- Digital Games and Artificial Intelligence
- Ethical Issues
- Gamification and Crowdsourcing in Digital Humanities Projects
- Gamification and Education
- Gamification and Monetisation
- Gaming and Identity
- Gaming and Politics Horror and Game Studies
- Serious Games
- Simulation
- Social and Collaborative Aspects of Game-Based Learning
- Speculative Fiction and Game Studies
- Transmedia / Transmediality
- Virtual Worlds
More information available HERE
As part of the activities of the Distance Education Association of Portuguese-Speaking Countries (EADPLP), the first edition of the Seminar “Young Investigators” will take place on February 22, at 3:00 pm in Portugal. Sérgio Cossa, DigiMedia PhD student, is an invited speaker at the event.

The meeting, in online format, aims to disseminate and share research projects in the field of digital, distance and network education, reflection and debate on pedagogical innovation in online education.
The session will have the following panel of speakers:
• Zongo Armando, Agostinho Neto University, Angola;
• Lisiane Cézar de Oliveira, Federal Institute of Technological Education (IFRS), Brazil;
• Elizabeth Andrade, University of Cape Verde, Cape Verde;
• Sérgio Paulo Cossa, National Institute of Distance Education, Eduardo Mondlane University, Mozambique;
• Marta Torres, Universidade Nova, Portugal.
Moderating is Eliane Schlemmer, UNISINOS, Brazil.
Participation is free, but registration is required for the issuance of the participation certificate.
Link to registration: https://forms.gle/CYVHjC5SbJVxMi4QA
Carla V. Leite and Ana Margarida Almeida participate in the 15th International Joint Conference on Biomedical Engineering Systems and Technologies (HEALTHINF), in the panel “Decision Support Systems”.
Leite, C.V. and Almeida, A.M. (2022) “e-Health Services to Support the Perinatal Decision-making Process: An Analysis of Digital Solutions to Create Birth Plans” In Proceedings of the 15th International Joint Conference on Biomedical Engineering Systems and Technologies, Vol. 5: HEALTHINF, ISBN 978-989-758-552-4, ISSN 2184-4305, pages 405-412.
https://www.insticc.org/node/TechnicalProgram/BIOSTEC/2022/presentationDetails/108146
Abstract
This research aims to provide an overview of the existent digital solutions for birth plans’ creation, intending to contribute for the advance of e-health services focused on the perinatal decision-making process. Primary data was found through a web search procedure. Better ranked options complying with the following criteria were included: (a) available online and for free; (b) pregnant people as the target audience; (c) labor and/or birth plan creation features; (d) in English. Four online services were found, and a two part study was conducted: a) a non-exhaustive benchmarking-like analysis of webpages where the digital solutions to create birth plans were provided, according to six dimensions; b) followed by a content analysis of the digital solutions, resulting in 13 categories emerging, that were scored according to their occurrence and completeness. “Consent and Information” category had the lowest score, what is considered critical for the full purpose of a birth plan creation; while, “Freedom”, “Ambience and Equipment”, “People”, “Type of birth” and “Pain management” categories achieved the highest scores. Two solutions were considered particularly incomplete. Results show three solutions based on checklists, and one on visual icons. All solutions were based on a delivery approach, not including interactive or audiovisual components.

The Media Innovation Circle#8 took place on January 28 with a talk by Guido Lemos, Federal University of Paraíba – UFPB (Brazil) followed by a participated discussion on the topic “There is a future for TV”, moderated by Jorge Ferraz de Abreu (DigiMedia/UA).
The video is already available on DigiMedia YouTube channel. Watch HERE. We invite you to subscribe the channel.

Guido Lemos is full Professor in the Department of Computer Systems at the Informatic Center at the Federal University of Paraíba (DI-CI-UFPB) holds a Ph.D. in Informatics from the Pontifical Catholic University of Rio de Janeiro (PUC-RIO). Coordinates LAVID (Center for Research and Extension in Digital Video Applications), where he researches the following topics: digital television, digital cinema, distributed multimedia applications, video distribution networks, distributed artistic performances, accessibility, telehealth, and blockchain applications. Worked on developing the Ginga middleware, published as ITU-T and ITU-R Recommendations, and adopted as a standard in the Brazilian Digital Television System and in several countries in Latin America, whose implementation runs on about 100 million TV devices. He drove the expansion of UFPB, foreseeing the increase from 20 to 45 thousand in undergraduate and graduate students. He also serves as a member of the Deliberative Council of the Brazilian Digital Television System Forum and a guest of Ancine’s Technical Accessibility Chamber.
Abstract
With recent changes in the way media is distributed, delivered today anywhere, anytime, on any device; is there still room for television systems with live content distribution from one to millions? What was the value of a mass communication system like TV in the past? Will this value be preserved in the future with communication systems promising to offer 10 Gbps transmission rate, density of 1 million devices per Km2, 1 mS delays with support for differentiated service and broadcast? How is the television business reacting to survive? These and other questions will be the subject of this talk.
Invitation for a virtual presentation at the Special Track on “Research, Education, and Trans-Disciplinary Communication: RETDC 2022“, to be held in the context of the 13th International Multi-Conference on Complexity, Informatics and Cybernetics: IMCIC 2022 (March 8 – 11, 2022).
Deadline for submission of abstract: 18 February 2022
Virtual presentations related to abstracts accepted for this special track, and just for this special track, will generate no costs to their respective presenters, if the accepted abstract and its presentation are in the context of the following trans-disciplinary topics or areas:
- Purpose of Research in your Field and/or Research in General.
- Purpose of Education in your Field and/or Research in General.
- Learning, Training and e-Learning.
- Any Research of Yours Written and Presented FOR Trans-Disciplinary Communication.
- Purpose of Trans-Disciplinary Communication.
You can submit your abstract (300-600 words) at: http://www.2022iiisconferences.org/Spring-SpecialEvents, where you can also find a link to more details regarding this invitation.
Authors of all accepted abstracts will be programmed in IMCIC 2022 for their respective virtual presentation.
The abstracts will be published in the “Abstracts Proceedings” of Special tracks and will be published on the web: 1) in the conference web site and 2) in Academia.Edu, which has an audience of more than 160,000,000 academics and researchers.
Authors of the best abstracts and virtual presentations (at least 50% of all of them) will be invited to write the respective full articles for their Participative Peer-to-Peer Reviewing (PPPR) and, hence, if accepted, they will be published in a special issue the IIIS’s journal, indexed by DOAJ (Directory of Open Access Journal, a white list) since 2003. The Article Processing Cost will be waived for the authors whose full papers have been accepted.
Submission
Submission Information
Accepted papers must be presented orally in English at IMET 2022. This event uses a triple-blind reviewing approach, so please be sure to remove all personal data (such as authors, affiliations, etc.) from your submission. References to your own work should be made in the third person to maintain anonymity. Reviewers are asked to keep confidential all materials sent to them for evaluation. Non-anonymous submissions will be rejected without review. One registered participant may present up to two papers but each accepted paper, or poster, with multiple co-authors should have a different conference registrant.
Electronic submission of all papers is mandatory and will be conducted using the Easy Chair system. Papers must be written in English, must be anonymized, and must be formatted according to IEEE standards (A4 template) (regardless of category). IMET accepts 4 types of papers: full papers (8 pages), short papers (4 pages), poster papers (2 pages) and demo papers (2 pages), including references. Authors should ensure that their paper fits within the specified length for their submission track, including references. All authors will be notified of paper acceptance after the reviewing period is finished. There is no rebuttal process. Successful submissions will be asked to carefully review their paper and make any minor modifications requested by reviewers, before uploading the camera-ready version. All accepted papers will be submitted for inclusion to IEEE Xplore.
Important Dates
- Paper submission deadline: 08th March 2022
- Short Paper, Poster submission deadline: 16th April 2022
- Demo submission deadline: 16th May 2022
- Workshop proposal deadline: 15th April 2022
- Notification of acceptance for full papers: 15th April 2022
- Notification of acceptance for short papers, posters: 15th May 2022
- Final full paper submission date: 1st May 2022
- Final short papers, posters submission date: 1st June 2022
- Camera ready: 1st August 2022
- Conference: 4-7 Oct 2022
Topics
IMET includes two separate tracks for scientific papers: ‘novel technologies’ and ‘applications’.
Novel Technologies in Interactive Media
- Artificial intelligence
- Deep learning
- Pervasive computing
- Human-computer interaction
- Visualisation techniques
- Computer graphics
- Multimedia
- Virtual reality
- Augmented reality
- Eye tracking
- Wearables and IoT
- Brain computer interfaces
- Affective computing
- Computer Animation
- Robotics and Vision
- Physically Based Modeling
- Image processing
- Haptic interfaces
- Computer vision
Applications in Interactive Media
- Arts and Cultural Heritage
- Health and Assistive Technologies
- Computer Education
- Learning and eLearning
- Blended Learning
- Serious games and gamification
- Game design
- User-modelling
- Smart cities and Urban spaces
- Tourism and Environment
- Pedagogy
- Design Management
- Evaluation approaches and studies
- User experience
- Methodologies
- Theories and frameworks
- Privacy and Security
- Cartography and GIS
- Ethics and ethical considerations
Title: AgeWell – Service Design for Wellness and Healthy Ageing
Funding: Erasmus +
Action Type: KA220-HED – Cooperation partnerships in higher education
DigiMedia team: Rita Oliveira
Coordinator: University of Tartu (Estonia)
Other institutions involved: Haaga-Helia University of Applied Sciences (Finland); Ghent University (Belgium); Hanze University of Applied Sciences (Netherlands)
Global funding: 374.689 Euros
UA funding: 68.220 Euros
Abstract:
The main aim of the project is to promote and support trans-disciplinary approach and innovative pedagogies in higher education level by developing a study module, which integrates classical service design methodology with wellness and healthy ageing theories. The main challenge is to influence the mindset of students towards age-friendly design thinking and explain its necessity in the context of ageing, wellness and service economy trends. It is not less important to mention that Covid-19 has left its considerable impact on wellbeing of people, especially for elderly and there is a need for more wellness services in order to keep one`s own health. The idea is to give for traditional service design teaching a more inclusive aspect. Inclusive design is a design process in which a service is optimized for a specific user with specific needs. Usually, this user is an extreme user, meaning that this user has specific needs that are sometimes overseen with other design processes. Students and teachers are considered the main beneficiaries in the project who can experience an innovative learning and teaching approach.
Results:
A study module entitled “Service Design for Wellness and Healthy Ageing” consisting of four courses. The language of the course is English. Each course gives 5 ECTS. Courses of the module: Course 1 “Design Management and Wellness”; Course 2 “Service design (in ageing society)”; Course 3 “Design Anthropology”; Course 4 “Business models in service sector”.

Information (ISSN 2078-2489)
Special issue belongs to the section “Artificial Intelligence”
Special issue on Artificial Intelligence and Games Science in Education
Deadline for manuscript submissions: 1 July 2022
On the Special Issue
Artificial Intelligence (AI) is at the top of research and policy agendas around the world. While there is consensus on how AI impacts other sectors, from finance to autonomous vehicles, healthcare, and manufacturing, the impact of AI in education (AIED) has not been researched extensively. Despite minimal attention, AI-based applications are already employed at different educational levels, such as in schools, universities, and vocational education. Examples of such applications span from adaptive and intelligent learning platforms that ‘customise’ learning content and activities, to applications that respond to student’s questions and discover learning difficulties. However, education leaders, designers, teachers, and students may feel overwhelmed by the complexity of using AIED and the ethical, cultural, and pedagogical implications that may be unfolded from certain kinds of AI implementation. By making explicit the experiences, understandings, and beliefs of AIED, researchers and practitioners alike may gain deeper understandings of how AI-based teaching and learning is designed, orchestrated, and assessed to enhance the student’s learning experience. This Special Issue is aimed at providing selected contributions on advances in AIED, encompassing technical, pedagogical, ethical, and cultural aspects for making meaningful inferences on the impact of AI in teaching and learning.
Potential topics related to the Special Issue include, but not limited to:
- Experiences of and approaches to using AIED in teaching and learning;
- Design and orchestration of digital pedagogies for AIED;
- Ethical and multicultural aspects of AIED;
- Personalised and adaptive learning experiences through AIED;
- Autonomous assessment and feedback (e.g., formative, and summative feedback, adaptive assessment; assessing affection, engagement, performance, and motivation);
- AIED tools, applications, and models (e.g., intelligent tutoring systems, learning analytics, exploratory learning environments, chatbots, virtual and augmented reality, tangible interfaces, domain, pedagogy, learner, and open learner models);
- AI embedded in serious games, game-based learning, and gamification;
- AIED context and modes of learning (e.g., schools, universities, vocational education, hybrid, distance, online, formal, informal, and non-formal learning);
- Teachers’ digital competencies for empowering AI-based teaching and learning;
- Subject-specific AIED applications (e.g., for teaching science, technology and mathematics, social sciences, humanities, and arts).
Guest editors
Dr. Petros Lameras
Prof. Dr. Sylvester Arnab
Dr. Panagiotis Petridis
Manuscript Submission Information
Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All papers will be peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.
Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Information is an international peer-reviewed open access monthly journal published by MDPI.
Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1400 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI’s English editing service prior to publication or during author revisions.
Keywords
- Artificial Intelligence in Education
- AIED applications and tools
- adaptive learning
- AIED digital pedagogies
- AIED assessment and feedback
- AIED ethics and culture
- AIED competencies and skills
