Shapes SHAPES is an Innovation Action funded by the European Union’s Horizon 2020 programme involving a total of 36 partners from 14 European countries. The project aims at creating an integrated and interoperable platform that will bring together a wide range of digital solutions focused on improving the health, wellbeing, and independence of people as they get older. This platform will offer a network of large-scale interconnected digital services and products, that will empower older persons, families, and caregivers to solve real and meaningful problems. These solutions are intended for older persons facing a temporary or permanent reduction of functionality and capabilities, whether physical or psychological, but also to help those who are healthy to maintain their health and well-being for as long as possible. Read More
VideoBite Videobite is a project of Cofina that aims to create and implement a new centralized platform to manage the workflow of online video by using a federated model to capture, ingest, archive, edit and distribute video in Cofina’s online channels, supporting the entire value chain of Cofina’s digital assets. All digital content produced by Cofina’s journalists will be stored in a central archive (for internal use during the period of novelty of the information), but gradually parts of the archive will be made accessible to external entities through a subscription model, creating a new national media archive of contemporary history. Read More
TRUE The project TRUE – Trustworthy news and Related content for a Unified writing Environment, aims to develop an integrated solution to revive school newspapers, in Portuguese, while stimulating and enhancing the younger generations critical thinking, resorting to tools that allow them to assess the veracity of the published news and contextualize novel content. The project consortium includes MOG Technologies, Público and Universidade de Aveiro, which jointly propose the TRUE project solution to address the issues presented. Read More
UltraTV The UltraTV project proposes a unification of contents and sources for the TV ecosystem, founded on a partnership that connects the research field and the industry to bring innovation to the iTV domain. This project aims to develop an iTV applications ecosystem, based on open technologies, that allows the creation of an advanced set-top box based TV service that may become the future generation of MEO. Read More
PressClub The PressClub project aims to create a new digital platform for the Media Industry to take advantage of new models of digital content access, creation, sharing and commercialization. The innovation associated with the project focuses mainly on the technological component using new approaches based on the incorporation of Artificial Intelligence, Blockchain and Unified Interfaces technologies to create differentiating experiences for the new digital audiences, thus allowing the creation of added value to the Creative Industries. Read More
UNLOVE/UNPOP Unlove is a digital game to raise awareness and prevent dating violence. It is the result of a project of MDM (Unlove/Unpop), funded by the Secretary of State for Citizenship and Equality, and has the collaboration of the University of Aveiro, namely the Department of Communication and Art and Digimedia (Research Centre in Digital Media). The game explores the physical and emotional universe common to young people in secondary school: the dating relationship begins in the space of the school, moving on to other scenarios present in the lives of young people and in the universe of their relationships. The main physical scenarios that can be explored are, besides the school, the house, the shopping centre, the bar/disco, and there are interactions that occur in digital scenarios (social networks, mobile phone). Read More
CallBob CallBob is a technological R&D project that aims to develop, and technologically validate, a product concept targeted at small to medium businesses. This product intends to aid customer service in small businesses, ranging from hairdressers’ salons to small medical clinics, through a conversational bot interface which can schedule appointments or enlighten any customer doubts, by automatically answering incoming phone calls. Business owners will be able to easily customize their bot, through a friendly an intuitive user interface. DigiMedia contributes with UX/Usability Design and Evaluation activities, supported by co-design techniques applied with a representative intentional sample of CallBob’s final users. DigiMedia researchers will develop the initial business support communication narratives, aiming for a friendly and intuitive conversation experience for the final user (the business’ clients). An intuitive interaction model will also be designed and evaluated for the bot customization platform, taking into account a final user with medium to low digital literacy. As an output, CallBob will deliver the dialogue narratives characterized by Intents and Entities (communication intentions and its characteristics) along with 2 papers in scientific journals and/or international conferences. Read More
YO-MEDIA In the light of current global health crisis and military conflicts, the media play a key role in documenting events and ensuring the information flow between information sources, including government or policymakers and citizens. Given the urgency for having the latest and updated piece of information and pressure in newsrooms, fighting against message decontextualization and misinformation through literacy has been more and more in demand. The YO-MEDIA project aims to fill the gap in the information about media literacy in times of crisis, e.g., outbreak crisis and military/war conflicts. The research question is ‘In what way can game-playing foster youngsters’ media literacy in times of crisis?,’ and a mixed-method approach is, therefore, followed. Both qualitative and quantitative methods are combined to assess the feasibility of game-playing to create awareness of misinformation through learning by doing and doing by playing. The project comprises the following research activities: Reviewing the literature on Media Literacy in times of crisis; Interviewing professors, journalists and other stakeholders, Design Thinking and validating a course with stakeholders; Co-designing hybrid games with youngsters aged 16-18, Implementing a massive open online course for media awareness, and Assessing the feasibility of the adopted strategies. The YO-MEDIA’s expected result is to create youngsters’ awareness and knowledge in assessing the reliability of information accessed or shared in the media. Also, it targets teachers, non-formal educators, journalists, and media professionals by contributing to their professional skills in promoting media literacy in crises through innovative digital environments such as games, training frameworks, and pilot actions. Read More