Projects

Ongoing Projects

Accessibility4Blind

This project aims to address a study in which it is intended to conceptualize, develop and evaluate an aggregation platform of accessibility solutions target to people with visual impairment, incorporating not only an information layer but also a training layer using, for example, explanatory videos and tutorials. The platform contents will be nourished through a logic of volunteering and be available through an Interactive Television (iTV) application and a web/mobile application accessible to visually impaired users.

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CL4BIO

Creative Learning Method (CLM) is an innovative training methodology to ignite creativity and motivate people to intentional learning.
CL4Bio project  intends to deliver bioeconomy courses through an easier and more appealing way.
Among academic disciplines, bioeconomy is a modern concept of economic and sustainable development, aimed at increasing economic efficiency through a more complete use of renewable environmental resources, meeting the needs of the population and lifestyles.

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EduCITY

The big aim is to enhance sustainable cities through the creation of a disruptive smart learning environment, sustained by a mobile app with active location games based on challenges, with AR educational resources, such as simulations based on data from environmental sensors, 3D animations, informative spots, among others. These games are co-created by the school, academic and wider community, and comprise enjoyable and interdisciplinary challenges to be explored by any citizen while touring the city. This innovative pedagogy uses real-world pervasive and familiar technology (mobile devices) for ‘learning by doing’, where the AR games allow environmental awareness in the city – a living laboratory of experimentation – as citizens are “active scientists” and agents in sustainable changes, in a citizen science logic.

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EntreAction

To discover, sustainably develop and implement mechanisms for interaction and networking via case-to-storytelling movies. The goal in project  EntreAction  – Storytelling from entrepreneurial processes is to discover, sustainably develop and implement mechanisms for interaction and networking between entrepreneurs, students and teachers via case-to-storytelling movies. It focusses on synergy in educational and practical fields by involving parties to create, exchange, find new perspectives in real and digital world. 35 teachers and specialists from 6 countries will unite with entrepreneurs for educating and inspiring. At least 120 users will join us during the dissemination process. The project is divided into 5 WPs, which include: collecting stories from businesses; 2 trainings of teachers; production of 15 movies with educational content; conducting a summer school; implementing video storytelling in 21 curricula at 6 universities for BSc, MSc and PhD studies courses, internal and international dissemination; developing a methodological guide to be used by teachers and creating a Digital Library. There will be 7 direct meetings and at least 20 virtual. Main project results are: (1) Digital Library with video storytelling and examples that inspire young entrepreneurs. (2) Wide implementation of video format in the curricula (at least 30 students participating in the summer school, at least 180 students involved in piloting at Partner’s universities, at least 500 involved at other universities within 3 years after the project). (4) Methodological guide for transforming case studies into video storytelling. (5) Active university-business partnerships.

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ILLIANCE

The ILLIANCE Agenda incorporates a complex ecosystem of integrated projects that aims to address the goal of carbon neutrality in the building sector, which accounts for 40 per cent of global CO2 emissions.

The approach adopted is based on the development of complementary technologies associated with 3 central pillars: health, comfort and sustainability. ILLIANCE’s functional structure, developed in an integrated logic of specialisation, focuses on the design, development and industrialisation of new technologies in the field of electrification of the economy and exploitation of sustainable and/or renewable electrical energy (e.g. heat pumps); exploitation of green hydrogen as an energy source (e.g. hybrid H2 combustion equipment); exploitation of new models and intelligent technological platforms for energy management; intelligent solutions for the efficiency, functionalisation and performance of buildings.

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NEXUS

The Porject’s goal is the promotion of an Agenda around logistics and transport networks, focused on innovating, developing, demonstrating and starting the valorisation and exploitation of products and services, with strong export potential, and that address the main challenges and gaps identified in logistics in Portugal.

NEXUS Agenda will create an ecosystem of 28 products and services for the Green and Digital Transition in the transport and multimodal sectors. At the centre of this ecosystem, the core product, is the NEXUS OPEN DATA COLLABORATION PLATFORM, comprising a set of applications and services (NEXUS FEDERATED APPLICATIONS AND SERVICES). Finally, the NEXUS HARWARE ASSETS component, of innovative hardware products that exploit IoT principles and promote important synergies between the collaborative open data platform and the other applications and services. Each of these will have its digital representation (digital twin), aimed at sharing and receiving data, intended to improve the performance of operations.

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POLARISCOPE

Polariscope proposes a collaborative storytelling platform to share, visualize and co-create collective memories. It aims to gather citizens and institutions to promote rich digital experiences through interactive and narrative visualizations around meaningful cultural events. The project proposes a solution assisted by Artificial Intelligence (AI) that is able to generate automatic stories based on these archives and present correlated visualizations of content shared by several users.

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Finished Projects

3E@schools

The 3E@schools Porject aims to:

  • provide participants with skills that allow them to adapt to new digital tools, as well as to select those that improve and enhance the students’ learning process;
  • present and discuss several cases of online moderation, highlighting the opinions and contributions of the teacher, the student and the learning communit;
  • train teachers to develop eAssessment strategies, focusing on balance, flexibility and reliability. Use cases will be shared and discussed, especially with regard to the eAssessment design.

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CARE

The objective of Citizen Arenas for Improved Environmental Quality & Resource use in SMART-ER Cities is to raise citizens’ awareness about environmental challenges and alternative resource management options related to water, biodiversity, waste, air, climate and energy.

Citizen Arenas: An open collaborative forum bringing together citizen and researchers; Enabling co-creation of  scientific questions related to air & water quality or energy and waste resources

Citizens will be involved in each step: discussion, definition of research topics, creation of research teams (citizen and researchers),  research projects, analysis to final dissemination.

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CeNTER

This project aims at identifying the policy tools, which best allow for the valorization of territorial resources in order to promote employment and quality of life in Centro Region. The main outcome of the project will be a proposal of a territorial innovation model led by community and powered by digital media, as well as an impact assessment framework that will foster the foundation of an Observatory for Human Capital and regional innovation performance in the University of Aveiro

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CARE

The purpose of CARE is to increase social and environmental awareness and the perception of the cultural value of traditional and more austere habits, for so promoting responsible consumption, through reuse, recycling, preference for nearby products, reduction of waste and draining of water and energy, moderate use, etc. The need for a project like CARE increases precisely at this very moment, in which the end of the CoVid-19 pandemic is glimpsed and the expectation of an unprecedented uptick in the consumption of individuals and families once restrictions are relieved could be anticipated.

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CHIC

The CHIC – Cooperative Holistic View on Internet and content project was submitted, evaluated and approved for financing under the call “Mobilizers programs” supported by Portugal 2020 funds. With a total approved budget of nearly 10 M€, CHIC was submitted by a consortium of 24 entities headed by MOG Technologies, S.A. The consortium incorporates different entities, from SME to medium/large companies passing throw institutions from the Portuguese Scientific and Technological System.
The CHIC – project, aims to develop, test and demonstrate a wide range of new processes, products and services that have a significant impact on the audiovisual and multimedia sectors. These products by their nature will have a clear mobilizing effect on other important sectors of culture such as the cultural heritage, archives, books and publications or the performing arts.
The DigiMedia team will be involved with major responsibilities in the pilot dealing with NLI – Natural Language Interaction for online navigation and cable distribution systems. The DigiMedia team main responsibilities will be on the technological mapping of NLI technologies, training and modelling, development and implementation of the technical solution, trial run and optimization in heterogeneous conditions, pilot deployment, pilot evaluation and dissemination actions.

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DECOHDE

Dementia, a syndrome progressively impacting cognitive abilities and behavior, stands as a significant cause of dependency in aging populations, affecting 10 million individuals in Europe. Portugal, ranking fourth in prevalence among OECD countries, grapples with a lack of information on active engagement for persons with dementia. In response, the DECOHDE project emerges, dedicated to meticulously designing information resources for this demographic. Anchored in person-centered care, rights-based dementia approach, and inclusive design, DECOHDE aims to co-create a dementia-friendly information platform prototype. Through qualitative methodologies and expert involvement, the project seeks to redefine societal perceptions of dementia, empower individuals, and bridge the knowledge gap for both persons with dementia and their caregivers. The anticipated outcomes include a tangible prototype and a publication outlining best practices for designers and information providers in this specialized field. DECOHDE aspires to pioneer a future where dementia-friendly information is not only informative but also emotionally resonant, fostering a more humane understanding of dementia.

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eHealthResp

Antibiotic resistance is one of the major public health problems world-wide. Inappropriate use of antibiotics is currently regarded as the main determinant of such resistance. The aim is to evaluate the effectiveness of e-Health tools to support clinical decision and patient empowerment in upper respiratory infections management. We will carry out a cluster randomized controlled trial covering all general practitioners and community pharmacists in Centre Region of Portugal, to prevent cross-contamination between groups, allocation will be performed on the basis of clusters rather than individuals. The centre region it will be divided into eight spatial clusters, accordingly with our previous studies (PTDC/SAU-ESA/105530/2008). It will be designed a reinforcement intervention that will consist of group outreach visits, an online course, a clinical decision support system for the physicians and pharmacists and also an e-Health tools for patients.

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DiCE.Lang

The project’s overall aim is to strengthen the profile of Digital Citizenship Education (DCE) vis-à-vis Foreign Language Education. Digital Citizenship Education has emerged as a supranational priority and has proved to play a crucial role in education: in fact, the Council of Europe has produced a set of documents and tools that analyze “good practice in digital citizenship education as well as the gaps and challenges in formal and informal learning contexts” (Richardson and Milovidov 2019, p. 9). In order to facilitate the implementation of DCE in schools and in curricula across Europe, subject-specific adaptations are required which, at moment, are still lacking despite being explicitly called for in available DCE publications published by the Council of Europe. This implementation would include a thorough adaptation of DCE principles and objectives into foreign language education (FLE). The DiCE.Lang project has envisaged four intellectual outputs: a survey, a set of open educational resources, a teacher training package, and a policy framework.

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DE-TEL

De-TEL aims to identify good practices in doctoral education in TEL by conducting a survey of content, topics, teaching methods, and administrative settings.
DE-TEL will develop a new program for doctoral education in TEL and OERs available and sustainable via technical infrastructure and will also evaluate the new program for doctoral education in TEL in a series of training events for PhD students and teaching staff across Europe. DE-TEL aims to exchange and spread good practices in doctoral education in TEL across Europe.

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NAVSAFETY

Emerging remote sensing technologies for real-time support of navigation safety in harbour areas has as main purpose develop innovative monitoring technologies, in almost real time, for harbour inlets. The developed system collects sea bottom data as bathymetric indicators and local hydrodynamics, namely, physical parameters like wave height, wave period, predominant direction and tide height. The NAVSAFETY project, by using remote sensing technologies and innovative image processing methodologies, enables make available information for a wide range of ocean wave conditions, including extreme (storm) events, conditions for which maritime safety issues become particularly pertinent.

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DigiMedia Labs

Lab Campus

Campus Lab works on R&D activities in the Technology-Enhanced Learning and Communities (TELC) research area. Besides providing a space for interaction within the formal learning environment, Campus products and research aim to develop and deliver technology focused on enhancing all community members’ sense of belonging, motivation, and well-being in formal educational contexts.
Campus Lab R&D activities have been running since 2009, supported by the private sector (Fundação Altice) and National and European public funds. The main R&D outputs are related to four PhD theses and almost 30 MSc dissertations, among more than 40 research papers.

Lab Inclusive Space

O “Espaço Inclui” é uma iniciativa da Universidade de Aveiro e da Fundação Altice que visa promover boas práticas da inclusão digital nos contextos académico, profissional e social, disponibilizando um conjunto de serviços e soluções tecnológicas para pessoas com vários tipos de deficiência ou incapacidade. Situado na Fábrica de Ciência, junto ao Campus da Universidade de Aveiro, vai albergar também o Centro de Recurso de Tecnologias de Apoio, qcom o objetivo disponibilizar produtos e soluções de apoio que melhorem as condições de vida e autonomia das pessoas com deficiência.

Lab Management & PhD

PhDStudentsLab, in Room 40.2.6 of the Department of Communication and Art, is the main space of DigiMedia, where different management tasks and research activities take place. In the PhDStudents labs, students from the different PhD programs, visiting researchers and research fellows from various projects work together, individually or in small groups, providing an ideal environment to carry out their research, share experiences and meet people from different backgrounds.

The NEDD – Núcleo de Estudantes de Doutoramento do Digimedia (PhD Student Group of DigiMedia) is also installed in this room, with the aim of intensify the bond between students, fostering helpful and collaborative dynamics.
In addition, the PhDStudentsLab is also the place for the DigiMedia Management team, working closely with the rest of the DigiMedia members.

Lab Media Eye-Tracking

The Media Eye-tracking Lab was established for the purpose of research in human-computer interaction using behavior analysis beyond users’ self-reported data. This includes monitoring eye movement, eye position, and pupil dilation.
Currently, we dispose the wearable eye-tracker Tobii Pro Glasses 3 with binocular tracking (50Hz sampling rate, 0.6° accuracy), one license for the Tobii Pro Lab, the Tobii Pro X3- with a sample of 120 Hz and one license for data analysis Tobii Studio – 3.4.8 installed in a z230 workstation, hp 2311x display, with a screen resolution of 1920×1080, and speakers. There is both a stable desktop system and a mobile system (mobile stand with a webcam) beyond the wearable one that can be used for different eye-tracking setups (e.g., testing a mobile app, website, TV, packaging). Eye-tracker can be synchronized with biosignals that are being considered for purchase.
This laboratory is mainly used by members of the DigiMedia research group to investigate the following areas: Game user experience and implications in game design; Gaze-control assisted technology and adaptive interfaces for being used by people with special needs  ; User interface migration within a Smart Home Ecosystem; Visual attention in news consumption and Computer-mediated communication contexts.
The Media Eye-tracking Laboratory can be found in the DigiMedia Research Centre (room …) and access via appointment with …. Trainings for conducting eye-tracking research in the degree, master’s and doctoral curricula may be also established using the same contact.

Lab Social IVX

Since its establishment in 2007, the research group, now known as “Social and Interactive Viewing eXperiences,” has been committed to exploring and enhancing the viewer experience within the expansive TV ecosystem. This encompasses user interactions with video content across diverse sources and a constellation of media devices.
Our research methodology is centered on studying and understanding current consumer behaviors, guiding the design, development, and evaluation of consistent viewer experiences for emerging services, content, and applications across media devices.
This process is steered by a comprehensive and iterative approach, involving tests conducted at our UX lab and real-world field trials. Through this approach, we are able to fine-tune these experiences to specific contexts and user preferences, staying at the forefront of advancements in the dynamic landscape of video consumption.

Lab UX

The User Experience Lab (UX.Lab) is a dedicated infrastructure specifically designed to evaluate applications, devices and systems in a home environment. The UX.Lab has a particular focus on the TV ecosystem to improve the UX of interacting with video content (from TV and online sources) across different playback devices (e.g. TVs, mobile devices).

The UX.Lab works in articulation with the evaluation methodology developed by SIVX (Social and Interactive Viewing eXperiences), allowing us to improve the results of our research projects and stay at the forefront of advances in the dynamic landscape of video consumption. The UX.Lab is also used to evaluate systems developed by other universities or companies.

The test room of this UX evaluation infrastructure simulates a living room, providing the same comfort that people have at home, complete with a sofa, a curtain to regulate light and even a blanket for colder days! The room is monitored by strategically placed PTZ cameras, allowing the content of the evaluation sessions to be recorded for later processing by the dedicated software and equipment in the control room.

A drop curtain separates the two rooms to ensure privacy during testing. The principal investigator can communicate with participants via an intercom system. In addition, companies and universities from other countries can conduct tests remotely under the supervision of experienced SiVX Group researchers. For further information please visit https://socialivx.web.ua.pt/index.php/ux-lab/.

Lab XR

The Lab XR is made up of a team of DigiMedia members and is dedicated to researching and developing experiences in Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and Extended Reality (XR). The Lab’s activities span multiple areas that include:

Immersive Experiences for training purposes:
In the training domain, the lab creates immersive experiences for training and education. This includes simulations of real-world situations, such as surgical skills training, emergency response to fires, simulation of challenges posed to people with disabilities, and support fot health-related issues such as Dementia and Phobias among others. The goal with the work done in this context is to design develop and provide a safe and realistic environment for learners to acquire and practice skills and procedures.

Entertainment:
In entertainment, the team researches and develops VR, AR, MR, and XR experiences for gaming and interactive films. This could range from immersive games to narrative experiences where users are transported to exciting and engaging virtual worlds.

Solution Evaluation:
In the evaluation area, the Lab XR investigates aspects connected with UX. This may involve user usability testing, performance analyses, cybersickness, the levels of immersion and presence, or even the impact on the users’ empathy in experiences connected with particular health or social issues.

Exploration of New Solutions:
The Lab XR team is also constantly exploring new solutions and emerging technologies within the XR field. This has involved experimenting with new hardware devices, such as sensors, EEG scanners and other biometric data readers, trying out new software like generative artificial intelligence apps or information visualization tools that use EEG data, or even the development of interaction and immersion experiences through the use of tangible user interfaces and physical computing solutions.

It is worth mentioning that, at the moment, the work conducted at the Lab XR involves undergraduate, master and doctoral students working closely together with their supervisors and with other teaching staff that consider the Lab XR a transdisciplinary space open to new ideas and to people willing to share their knowledge as well as their doubts.

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