Projects
Ongoing Projects
Finished Projects
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.