Publications

DigiMedia – Digital Media and Interaction is an interdisciplinary research centre of the University of Aveiro focusing on innovation in the design of new interaction approaches for human-centered digital media applications.

Involving visually impaired viewers in the design of accessible solutions for audiovisual translation.

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Oliveira, R., Abreu, J., Almeida, A. M. (2017). Involving visually impaired viewers in the design of accessible solutions for audiovisual translation. In Abreu, J., Guerrero, M. Almeida, P. Silva, T. (Eds.), Communications in Computer and Information Science Vol. 813.Proceedings of the 6th Iberoamerican Conference on Applications and Usability of Interactive TV – jAUTI 2017 (pp. 34-46). DOI: /10.1007/978-3-319-90170-1

IOM4TV: An AT-Based Solution for People with Motor Disabilities Supported in iTV

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Cardoso, R., Rodrigues, A., Coelho, M., Tavares, T., Oliveira, R., & Silva, T. (2019). IOM4TV: An AT-Based Solution for People with Motor Disabilities Supported in iTV. In M. J. Abásolo, T. Silva & N. D. González (Eds.), CCIS, Series: Communications in Computer and Information Science, Vol. 1004. Conference proceedings jAUTI2018 – Applications and Usability of Interactive TV (pp. 99-114). DOI: https://doi.org/10.1007/978-3-030-23862-9_8

IoT for Playful Intergenerational Learning about Cultural Heritage: The LOCUS Approach

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Amaro, A.C., & Oliveira, L. (2019). IoT for Playful Intergenerational Learning about Cultural Heritage: The LOCUS Approach. In M. Ziefle & L. Maciaszek (Eds.), Proceedings of the 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health – ICT4AWE 2019, Vol. 1, (pp. 282-288).

IoT in Education: Using Open Data

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Moreira, F.T., Vairinhos, M., Ramos, F. (2024).IoT in Education: Using Open Data. Communications in Computer and Information Science,2130351-363

IoT-based systems for improving older adults’ wellbeing: a systematic review

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Khan, I., Amaro, A.C. & Oliveira, L. (2019). IoT-based systems for improving older adults’ wellbeing: a systematic review. 2019 14th Iberian Conference on Information Systems and Technologies (CISTI), Coimbra, Portugal, 2019. DOI: 10.23919/CISTI.2019.8760866

IPhone: A juicy piece of meat

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Baldi, V., & Costa, M. F. (2015). IPhone: A juicy piece of meat | IPhone: Pedaço de carne suculento. Observatorio, 9(4), 159-171.

Iterative User Experience Evaluation of a User Interface for the Unification of TV Contents.

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Almeida, P., Abreu, J., et al. (2018). Iterative User Experience Evaluation of a User Interface for the Unification of TV Contents. In: Abásolo M., Abreu, J., Almeida P., Silva, T. (Eds) CCIS, Series: Communications in Computer and Information Science, Vol. 813, Applications and Usability of Interactive TV, Springer. 

Iterative User Experience Evaluation of a User Interface for the Unification of TV Contents.

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Almeida, P., Abreu, J., et al. (2018). Iterative User Experience Evaluation of a User Interface for the Unification of TV Contents. In: Abásolo M., Abreu, J., Almeida P., Silva, T. (Eds) CCIS, Series: Communications in Computer and Information Science, Vol. 813, Applications and Usability of Interactive TV, Springer. 

ITV services for socializing in public places

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ALMEIDA, P., ABREU, J., JOSÉ, R. (2011). ITV services for socializing in public places. In: Proceedings of the 2nd International Workshop on Future of Television held at the 9th European Conference on Interactive TV and Video, (EuroITV’11), 29/06/2011, Lisbon, Portugal, Url: http://ftp.informatik.rwth-aachen.de/Publications/CEUR-WS/Vol-720/ Scopus – http://www.scopus.com/inward/record.url?eid=2-s2.0-84891926897&partnerID=MN8TOARS

iTV to Connect Generations: A Field Trial of a Solution to Send Personalized Notifications

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Camargo, J., Silva, T., & de Abreu, J. F. (2023). iTV to Connect Generations: A Field Trial of a Solution to Send Personalized Notifications (pp. 83–97). https://doi.org/10.1007/978-3-031-45611-4_6

JavaScript Multimedia Game Space Letters – A Journey Through the Voice

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Beça, P., Brandão, J., Nolasco, M., Martins, M., Azevedo, M., Caldas Teixeira, L., Oliveira, C., &Lousada, M. (2019). JavaScript Multimedia Game Space Letters – A Journey Through the Voice. 2019 14th Iberian Conference on Information Systems and Technologies (CISTI), Coimbra, Portugal, 2019, 1-6. DOI: 10.23919/CISTI.2019.8760983

Jogos e profissões

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Zagalo, N. (2022a, janeiro). Jogos e profissões [Master class]. Global Game Jam 2022, Aveiro, Portugal.

Jogos híbridos: investigação da relação entre o analógico e o digital

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Oliveira, A.P. (2022). Jogos híbridos: investigação da relação entre o analógico e o digital. LeiriaCon 2022 (Convenção de Jogos de Tabuleiro) – Iniciativa Leiria Talks “O Estado do Hobby e da Indústria dos Jogos de Tabuleiro”. 2 abril de 2022. Disponível em: https://www.youtube.com/watch?v=GWDCSFxJm9A

Jogos Sérios de Realidade Aumentada como Método de Preservação do Património Cultural

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Silva, C., Zagalo, N., & Vairinhos, M. (2022). Jogos Sérios de Realidade Aumentada como Método de Preservação do Património Cultural. [Oral presentation]. Gamers4Nature - Primeira Conferência Sobre Jogos Digitais e Consciencialização Ambiental, Aveiro, Portugal. UA Editora. https://ria.ua.pt/handle/10773/33870

Key Factors for the Implementation of Technologies Supporting Talent Management

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Ferreira, H.R., Santos, A., Mamede, H.S. (2024).Key Factors for the Implementation of Technologies Supporting Talent Management. Springer Proceedings in Business and Economics,137-147

Know Me: Promoting Gender Equality in Education Through an Interactive Digital Narrative.

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Colaço, A., Oliveira, A. P., & Zagalo, N. (2022). Know Me: Promoting Gender Equality in Education Through an Interactive Digital Narrative. Em A. Reis, J. Barroso, P. Martins, A. Jimoyiannis, R. Y.-M. Huang, & R. Henriques (Eds.), Technology and Innovation in Learning, Teaching and Education (pp. 213–226). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-22918-3_16

Know Me: Promoting Gender Equality in Education Through an Interactive Digital Narrative.

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Colaço, A., Oliveira, A.P. & Zagalo, N. (2022). Know Me: Promoting Gender Equality in Education Through an Interactive Digital Narrative. In: Reis, A., Barroso, J., Martins, P., Jimoyiannis, A., Huang, R.YM., Henriques, R. (eds) Technology and Innovation in Learning, Teaching and Education. TECH-EDU 2022. Communications in Computer and Information Science, vol 1720. Springer, Cham. https://doi.org/10.1007/978-3-031-22918-3_16

Languages and National Game Industry

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Zagalo, N. (2022b, julho). Languages and National Game Industry [Master class]. Mestrado em Estudos Editoriais - Universidade de Aveiro, Aveiro, Portugal.

Las humanidades digitales y la conexión con las raíces culturares: la iniciativa Aldeias do Xisto, en Portugal

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Renó, D., Tymoshchuk, O., Almeida, A. M., Silva, P. A., Almeida, A. M., Pedro, L., & Ramos, F. (2019, no prelo). Las humanidades digitales y la conexión con las raíces culturares: la iniciativa Aldeias do Xisto, en Portugal. Prisma Social – Revista de Ciencias Sociales, 26(3).

Learning about the customer for improving customer retention proposal of an analytical framework

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Simões, D., & Nogueira, J. (2022). Learning about the customer for improving customer retention proposal of an analytical framework. Journal of Marketing Analytics, 10(1), 50–63. https://doi.org/10.1057/s41270-021-00126-7Sousa, M.,

Learning about the customer for improving customer retention: proposal of an analytical framework

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Simões, D. & Nogueira, J. (2021). Learning about the customer for improving customer retention: proposal of an analytical framework. Journal of Marketing Analytics.

Learning Analytics Framework Applied to Training Context

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Dias, J., & Santos, A. (2022). Learning Analytics Framework Applied to Training Context [Oral presentation]. International Conference on Technology and Innovation in Learning, Teaching and Education TECH-EDU 2022. https://doi.org/10.1007/978-3-031-22918-3_9

LEARNING BY DOING: PROMOTING ENVIRONMENTAL AND SUSTAINABLE EDUCATION THROUGH GAME-CREATION ACTIVITIES

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Beça, P., & Aresta, M. (2022a). LEARNING BY DOING: PROMOTING ENVIRONMENTAL AND SUSTAINABLE EDUCATION THROUGH GAME-CREATION ACTIVITIES [Oral presentation]. 14th International Conference on Education and New Learning Technologies, Palma, Spain. IATED. https://library.iated.org/view/BECA2022LEA

LEARNING BY DOING: PROMOTING ENVIRONMENTAL AND SUSTAINABLE EDUCATION THROUGH GAME-CREATION ACTIVITIES.

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Beça, P., & Aresta, M. (2022a). LEARNING BY DOING: PROMOTING ENVIRONMENTAL AND SUSTAINABLE EDUCATION THROUGH GAME-CREATION ACTIVITIES. EDULEARN22 Proceedings, 8825–8831. https://doi.org/10.21125/edulearn.2022.2112

Learning the organization brand with computer-mediated communication.

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Lélis, C., & Mealha, Ó. (2012). Learning the organization brand with computer-mediated communication. (M. B. Nunes & M. McPhearson, Eds.)International Association for Development of the Information Society Conference E-Learning 2012. Lisbon: IADIS Press. doi:ISBN: 978-972-8939-71-7

Learning to be creative and being creative to learn with SAPO campus: The development of a theoretical framework

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Almeida, S., Pedro, L., & Santos, C. (2014). Learning to be creative and being creative to learn with SAPO campus: The development of a theoretical framework. International Journal of Technology Enhanced Learning, 6(1). DOI: /10.1504/IJTEL.2014.060023

Lessons Learned from Testing iTV Applications with Seniors

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Silva, T., Caravau, H., & Reis, L. (2019). Lessons Learned from Testing iTV Applications with Seniors. In M. J. Abásolo, T. Silva & N. D. González (Eds.), CCIS, Series: Communications in Computer and Information Science, Vol. 1004. Conference proceedings jAUTI2018 – Applications and Usability of Interactive TV (pp. 148-161). DOI: https://doi.org/10.1007/978-3-030-23862-9_11

Liber Domus: Development of a Prototype RPG for 6th Grade Mathematics and Science Learning

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Nunes, E., Gavaia, B., Rodrigues, R., Sampaio, L., & Silva, R. (2022). Liber Domus: Development of a Prototype RPG for 6th Grade Mathematics and Science Learning. Interaction Design and Architecture(s), 53, 51–69. https://doi.org/10.55612/s-5002- 053-003

Liber Domus: Development of a Prototype RPG for 6th Grade Mathematics and Science Learning

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Nunes, E., Gavaia, B., Rodrigues, R., Sampaio, L., & Silva, R. (2022). Liber Domus: Development of a Prototype RPG for 6th Grade Mathematics and Science Learning. Interaction Design and Architecture(s), 53, 51–69. https://doi.org/10.55612/s-5002-053-003

Life in Second Life through the eyes of the residents.

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Martins, D., Oliveira, L., & Amaro, A. C. (2022d). Life in Second Life through the eyes of the residents. 2022 17th Iberian Conference on Information Systems and Technologies (CISTI), 1–6. https://doi.org/10.23919/CISTI54924.2022.9819997

Lifelong learning through digital storytelling in corporate training

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Hack, J. R., Ramos, F., Santos, A., & Moreira, L. (2015). Lifelong learning through digital storytelling in corporate training | Aprendizaje permanente basado en el uso de las historias digitales en la formación empresarial. Revista Complutense de Educacion, 26(2). DOI: /10.5209/rev_RCED.2015.v26.n2.43109

Linha do Vouga—A photographic narrative about the landscapes of a decaying railway line

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Caixinha, H. J. M. (2022, julho). Linha do Vouga—A photographic narrative about the landscapes of a decaying railway line [Oral presentation]. International Conference Visual Storytelling: from the mural to the digital, Aveiro, Portugal. https://www.iscap.pt/cei/VS/Abstracts.pdf

Los medios de comunicación alternativos: análisis comparativo entre Portugal y España.

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Fernandez-Prados, J., Baldi, V., Calabresi, G. (2022). Los medios de comunicación alternativos: análisis comparativo entre Portugal y España. Em Visibilización de las líneas de comunicación más actuales” (Org. López et al). Madrid, Ed. Gedisa (pp. 113-122). ISBN: 978-84-18914-57-7

Machine Learning the TV Consumption: A Basis for a Recommendation System.

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Cardoso B., Abreu J. (2018) Machine Learning the TV Consumption: A Basis for a Recommendation System. In: Abásolo M., Abreu J., Almeida P., Silva T. (eds) Applications and Usability of Interactive Television. jAUTI 2017. Communications in Computer and Information Science, vol 813. Springer, Cham. 

Machine Learning the TV Consumption: A Basis for a Recommendation System.

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Cardoso B., Abreu J. (2018) Machine Learning the TV Consumption: A Basis for a Recommendation System. In: Abásolo M., Abreu J., Almeida P., Silva T. (eds) Applications and Usability of Interactive Television. jAUTI 2017. Communications in Computer and Information Science, vol 813. Springer, Cham. 

Mapping out the narrative dimensions of visual identities: a typological classification

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Lelis, C. & Kreutz, E. A. (2023). Mapping out the narrative dimensions of visual identities: a typological classification. In N. Martins & D. Raposo (eds), Communication Design and Branding-A Multidisciplinary Approach, Springer. https://doi.org/10.1007/978-3-031-35385-7_1

Marketing relacional na mira da disrupção digital: pérolas e perigos da implementação em B2B

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Simões, D., & Karachun, H. (2019). Marketing relacional na mira da disrupção digital: pérolas e perigos da implementação em B2B. Atas da 19ª Conferência da Associação Portuguesa de Sistemas de Informação (CAPSI’19) – Digital Disruption: Living between data science, IoT and…People, Lisboa.

Más Allá de la Sociedad Algorítmica y Automatizada. Para una reapropiación crítica de la Cultura Digital.

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Baldi, V. (2017) Más Allá de la Sociedad Algorítmica y Automatizada. Para una reapropiación crítica de la Cultura Digital. (OBS*) Observatorio Journal, 11(3). DOI: 10.15847/obsOBS11320171093

Más Allá de la Sociedad Algorítmica y Automatizada. Para una reapropriaión crítica de la Cultura Digital.

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Baldi, V. (2016). Más Allá de la Sociedad Algorítmica y Automatizada. Para una reapropriaión crítica de la Cultura Digital. Estudos Avançados.

Maximising Attendance in Higher Education: How AI and Gamification Strategies Can Boost Student Engagement and Participation

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Limonova, V., dos Santos, A.M.P., Mamede, J.H.P.S. and 1 more (...) (2024).Maximising Attendance in Higher Education: How AI and Gamification Strategies Can Boost Student Engagement and Participation. Lecture Notes in Networks and Systems,98864-70

Meaning-making in Game Narrative

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Zagalo, N. (2021, setembro 8). Meaning-making in Game Narrative [Keynote talk]. International Conference on The Impact of Video Games on Culture and Education, Lisbon, Portugal. https://videogamesimpact.wordpress.com/keynote-speakers/

Measuring the Use of Mobile Applications in Higher Education: Theoretical Context.

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Oliveira, D. M. D., Pedro, L., Santos, C., Oliveira, D. M. D., Pedro, L., & Santos, C. (2022). Measuring the Use of Mobile Applications in Higher Education: Theoretical Context. Em Handbook of Research on Global Education and the Impact of Institutional Policies on Educational Technologies (measuring-the-use-of-mobile-applications-in-higher-education). IGI Global. https://www.igi-global.com/gateway/chapter/www.igi-global.com/gateway/chapter/291747

Mechanics or Mechanisms: defining differences in analog games to support game design

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Sousa M., Zagalo N. & Oliveira A. P. (2021), Mechanics or Mechanisms: defining differences in analog games to support game design. IEEE Conference on Games (CoG), 2021, pp. 1-8.

Media Multitasking and geographical affiliation: An exploratory study

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Barbosa, C., & Pedro, L. (2020). Media Multitasking and geographical affiliation: An exploratory study. Revista Mediterranea de Comunicacion, 11(1), 145–154. https://doi.org/10.14198/MEDCOM2020.11.1.23

Mediação digital para a inovação territorial: um estudo de caso múltiplo em redes sociais digitais

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Tymoshchuk, O., Renó, D., Silva, P. A., Almeida, A. M., Pedro, L., & Ramos, F. (2019, no prelo). Mediação digital para a inovação territorial: um estudo de caso múltiplo em redes sociais digitais. OBS*Observatorio, 13(4).

Mediating towards digital inclusion: the monitors of internet access places.

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Aires, L., Santos, R., Guardia, J. J. R. D. de la, Lima, C., & Correia, J. (2018). Mediating towards digital inclusion: the monitors of internet access places. Observatorio (OBS*), 12(2), 196–213.

Meet SmartWalk, Smart Cities for Active Seniors.

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Rodrigues, M., Santos, R., Queirós, A., Silva, A. G., Amaral, J., Gonçalves, L. J., Rocha, N. P. da. (n.d.) (2018). Meet SmartWalk, Smart Cities for Active Seniors. International Conference on Technology and Innovation in Sports, Health and Wellbeing, Aristotle University of Thessaloniki, Greece. 

Mental health and digital games: A comprehensive qualitative review

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Mendes, R., Ribeiro, T., Veloso, A. I. (2023). Mental health and digital games: A comprehensive qualitative review. Game-ON 2023 (accepted as full paper).

miPlay as a Transmedia Strategy: Co-designing a Movie-Based Digital Game for Older Adults

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Regalado, F., Ortet, C.P., Veloso, A.I. (2023). “miPlay” as a Transmedia Strategy: Co-designing a Movie-Based Digital Game for Older Adults. In: Gao, Q., Zhou, J. (eds) Human Aspects of IT for the Aged Population. HCII 2023. Lecture Notes in Computer Science, vol 14042. Springer, Cham. https://doi.org/10.1007/978-3-031-34866-2_34

MixMyVisit – Geração automática de vídeos para a melhoria da experiência dos visitantes.

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Almeida, P., Beça, P., Soares, J., & Soares, B. (2022). MixMyVisit – Geração automática de vídeos para a melhoria da experiência dos visitantes. Em M. J. Abásolo Guerrero & G. Olmedo Cifuentes (Eds.), Proceedings of the X Iberoamerican Conference on Applications and Usability of Interactive TV. Facultad de Informática (UNLP). https://doi.org/10.35537/10915/143302

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