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.

Smartness Comparison Among Different Age Group Students in an Integrated School: The Potential for Design and Management

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Mealha Ó., Nunes J., Santos F.D. (2020) Smartness Comparison Among Different AgeGroup Students in an Integrated School: The Potential for Design and Management. InM. Rehm, J. Saldien & S. Manca (Eds.), Project and Design Literacy as Cornerstones ofSmart Education. Smart Innovation, Systems and Technologies, vol 158. Singapore:Springer. https://doi.org/10.1007/978-981-13-9652-6_9

Smartphone video production. Gamers4Nature help guides.

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Alexandre, A., Beça, P., & Aresta, M. (2021). Smartphone video production. Gamers4Nature help guides. PROCEEDINGS OF THE SHORT PAPERS. 5TH INTERNATIONAL CONFERENCE ON DESIGN AND DIGITAL COMMUNICATION, DIGICOM 2021, Barcelos. https://digicom.ipca.pt/docs/DIGICOM2021-Proceedings.pdf

SmartWalk Mobile – A Context-Aware m-Health App for Promoting Physical Activity Among the Elderly

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Bastos D., Ribeiro, J., Silva, F., Rodrigues, M., Santos, R., Martins, C., Rocha, N., & Pereira A. (2019). SmartWalk Mobile – A Context-Aware m-Health App for Promoting Physical Activity Among the Elderly. In Á. Rocha, H. Adeli, L. Reis, & S. Costanzo (Eds.), New Knowledge in Information Systems and Technologies. WorldCIST’19 2019. Advances in Intelligent Systems and Computing, 931 (pp. 829–838). Springer Cham.

Social Entrepreneurs’ Communities as a way to sustainably develop smart territories.

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Melro, A., Oliveira, L. (2017). Social Entrepreneurs’ Communities as a way to sustainably develop smart territories. Paper session presented at the 12th European Conference on Innovation and Entrepreneurship ECIE 2017, Paris, France.

Social Media And Digital Influencers On Instagram: A Case Study

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Morais, S., Esteves, D., & Raposo, R. (2023, May). Social Media And Digital Influencers On Instagram: A Case Study. In European Conference on Social Media (Vol. 10, No. 1, pp. 60-67).

Social network analysis and digital learning environments: a framework for research and practice using the SAPO campus platform

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PEDRO, L., SANTOS, C., BATISTA, J., CABRAL, G., PAIS, F., COSTA, C. (2016). Social network analysis and digital learning environments: a framework for research and practice using the SAPO campus platform. Proceedings of INTED2016 Conference. Valencia, Spain: 1061-1070.

Social network games in an ageing society: Co-designing online games with adults aged 50 and over

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Veloso, A. & Costa, L., (2015). “Social network games in an ageing society: Co-designing online games with adults aged 50 and over”. In Rocha, A. et al. (ed.) Sistemas e Tecnologias de Informação – Atas da 10ª Conferencia Ibérica de Sistemas e Tecnologias de Informação, Águeda, Portugal, pp. 1281-1286. ISBN: 978-898-98434-5-5

Social networks and the construction of identity in digital environments

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Aresta, M., Pedro, L., Santos, C., & Moreira, A. (2014). Social networks and the construction of identity in digital environments. Journal of Mobile Multimedia, 10(3–4).

Social online networks as spaces of knowledge creation, management & dissemination: the Brazilian and Portuguese case of researchers in information science.

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Ribeiro, R., Oliveira, L. & Furtado, C. (2018). Social online networks as spaces of knowledge creation, management & dissemination: the Brazilian and Portuguese case of researchers in information science. In: Oliveira, L. & Melro, A. , Open and Social Learning in Impact Communities and Smart Territories, Cap. 8, pp. 59-186 

SOCIOECONOMIC AND CULTURAL CONDITION TO ACCESS HIGHER EDUCATION IN MOZAMBIQUE: THE POTENTIAL OF DISTANCE EDUCATION IN RURAL AREAS.

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Cuamba, P., Moreira, A., & Amaro, A. C. (2022). SOCIOECONOMIC AND CULTURAL CONDITION TO ACCESS HIGHER EDUCATION IN MOZAMBIQUE: THE POTENTIAL OF DISTANCE EDUCATION IN RURAL AREAS. EDULEARN22 Proceedings, 7463–7468. https://doi.org/10.21125/edulearn.2022.1750

Stakeholders’ perceptions of the use of ICT in the Education of students with SEN

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Ribeiro, J., Almeida, A. M., Moreira, A. (2011). Stakeholders’ perceptions of the use of ICT in the Education of students with SEN. International Journal of Technology Enhanced Learning, 3 (3), 242-254. Retrived from: http://dl.acm.org/citation.cfm?id=1987979

State of the art of on demand mobility services [Estado da arte de servicos de mobilidade a pedido]

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Ventura, C., Silva, T., Duarte, A. (2020). State of the art of on demand mobility services [Estado da arte de servicos de mobilidade a pedido]. Iberian Conference on Information Systems and Technologies, CISTI, DOI: 10.23919/CISTI49556.2020.9141133.

Steam city kits: A project for primary schools that combines storytelling, hands-on activities, and physical computing

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Raposo, R., & Vairinhos, M. (2022). Steam city kits: A project for primary schools that combines storytelling, hands-on activities, and physical computing. HUMAN REVIEW. International Humanities Review / Revista Internacional de Humanidades, 11(4), Art. 4. https://doi.org/10.37467/revhuman.v11.3979

Strategic Alignment of Knowledge Management Systems

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do Céu Morais Cláudio, M., & Santos, A. (2022). Strategic Alignment of Knowledge Management Systems [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_33

Strategies for fostering senior citizens’ active participation in online communities

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Carrilho, R., Costa, L. V., & Veloso, A. I. (2023). Strategies for fostering senior citizens’ active participation in online communities. Lecture Notes in Computer Science, 183–193. https://doi.org/10.1007/978-3-031-34866-2_14

Strategies for Improving Math Achievement in Children with Autism Spectrum Disorder: a digital learning environment proposal.

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Santos, I., Breda, A., Almeida, Ana Margarida Pisco (2017, september). Strategies for Improving Math Achievement in Children with Autism Spectrum Disorder: a digital learning environment proposal. Paper session presented at the International Congress of Special Education, Thessaloniki, Greece.

Strategies of Intentional Friction in the User Interface of Digital Games.

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Silva, I., Cardoso, P., & Giesteira, B. (2023). Strategies of Intentional Friction in the User Interface of Digital Games. Em N. Martins & D. Brandão (Eds.), Advances in Design and Digital Communication III (pp. 49–62). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-20364-0_5

Student experience and new media to leverage an Infocommunicational case study model

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Fonseca, M. J. & Mealha, Ó. (2023). Student experience and new media to leverage an Infocommunicational case study model. Interaction Design and Architecture(S), 55, 54–82. https://doi.org/10.55612/s-5002-055-003

Students as Creators of Online Newspapers: A Tool’s User-Interface Proposal

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Carvalho, D. M., Júlio, L., & Silva, T. (2023). Students as Creators of Online Newspapers: A Tool’s User-Interface Proposal. In Lecture Notes in Educational Technology. https://doi.org/10.1007/978-981-99- 0942-1_54

Students as Game Creators: Easing the game construction process by using a toolkit to game design

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Beça, P., Aresta, M., Santos, R., Veloso, A. I., & Gomes, G. (2022). Students as Game Creators: Easing the game construction process by using a toolkit to game design. Interaction Design and Architecture(s), 53, 128–143. https://doi.org/10.55612/s-5002-053-006

Students’ motivation, concentration and learning skills using Augmented Reality.

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Sampaio, D., Almeida, P., (2018) Students’ motivation, concentration and learning skills using Augmented Reality. In Proceedings of the 4th International Conference on Higher Education Advances – HEAd’18, In:  Josep Domenech, Paloma Merello, Elena de la Poza, Desamparados Blazquez (Eds), pp.1559-1566. 

Students’ perspectives on badges in educational social media platforms: The case of SAPO Campus tutorial badges

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SANTOS, C., ALMEIDA, S., PEDRO, L., ARESTA, M., KOCH-GRUNBERG. T. (2013). Students’ perspectives on badges in educational social media platforms: The case of SAPO Campus tutorial badges. In Proceedings of the IEEE 13th International Conference on Advanced Learning Technologies. China: Beijing, pp. 351-353.

Studying Inclusion in Music Education—An Integrative Literature Review as a Support in the Choice of Methodology, Using WebQDA.

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Moreno, D., Moreira, A., Tymoshchuk, O., & Marques, C. (2022). Studying Inclusion in Music Education—An Integrative Literature Review as a Support in the Choice of Methodology, Using WebQDA. Em A. P. Costa, A. Moreira, M. C. Sánchez-Gómez, & S. Wa-Mbaleka (Eds.), Computer Supported Qualitative Research (pp. 175–193). Springer International Publishing. https://doi.org/10.1007/978-3-031-04680-3_12

Supporting a Collaborative Research Approach about Sustainable Practices on Portuguese Musical Folklore in the 21st century – The EcoMusic Project

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Caixinha, H. J. M., & Pestana, R. (2022, setembro). Supporting a Collaborative Research Approach about Sustainable Practices on Portuguese Musical Folklore in the 21st century – The EcoMusic Project [Oral presentation]. 37th European Seminar in Ethnomusicology, Graz, Germany. https://ethnomusikologie.kug.ac.at/fileadmin/03_Microsites/01_Kuenstlerisch_wissenschaftliche_Einheiten/01_Institute/Institut_13_Ethnomusikologie/Veranstaltung/ESEM_-Book_of_Abstracts.pdf

Supporting Human Operators in an Industrial Shop Floor through Pervasive Augmented Reality.

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R., Santos, A., Marques, B., Almeida, D., Ramalho, P., Baptista, J., Dias, P., & Santos, B. (2022, novembro 4). Supporting Human Operators in an Industrial Shop Floor through Pervasive Augmented Reality. ICGI2022 - International Computer Graphics and Interaction, Aveiro, Portugal. https://www.researchgate.net/publication/364151780_Supporting_Human_Operators_in_an_Industrial_Shop_Floor_through_Pervasive_Augmented_Reality

Supporting Multi-User Co-located Training for Industrial Procedures through Immersive Virtual Reality (VR) and a Large-scale Display

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Marques, B., Portela, A., Carvalho, T., Ferreira, R., Siso, D., Marques, M., Almeida, D., Dias, P., & Santos, B. S. (2022, outubro). Supporting Multi-User Co-located Training for Industrial Procedures through Immersive Virtual Reality (VR) and a Large-scale Display [Poster]. 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct).

Supporting Research in Memory and Contamination through a Virtual Reality Approach.

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Silva, D., Fernandes, L., Santos, S., Pedro, B., Marques, B., Santos, B., Pandeirada, J., & Silva, S. (2022, novembro 4). Supporting Research in Memory and Contamination through a Virtual Reality Approach. Conference: ICGI 2022 - International Conference on Graphics and Interaction, Aveiro, Portugal. https://www.researchgate.net/publication/364151889_Supporting_Research_in_Memory_and_Contamination_through_a_Virtual_Reality_Approach

Supporting the Construction of Game Narratives Using a Toolkit to Game Design.

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Beça, P., Ortet, C., Aresta, M., Santos, R., Veloso, A., & Ribeiro, S. (2022). Supporting the Construction of Game Narratives Using a Toolkit to Game Design. Em I. Barbedo, B. Barroso, B. Legerén, L. Roque, & J. P. Sousa (Eds.), Videogame Sciences and Arts (pp. 72– 83). Springer International Publishing. https://doi.org/10.1007/978-3-030-95305-8_6

Supporting the Construction of Mobile Games Interfaces: The Gamers4Nature Mobile Game Guidelines Cards Set.

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Ribeiro, S., Beça, P., Aresta, M., Santos, R., & Veloso, A. I. (2022). Supporting the Construction of Mobile Games Interfaces: The Gamers4Nature Mobile Game Guidelines Cards Set. Em N. Martins & D. Brandão (Eds.), Advances in Design and Digital Communication II (pp. 209– 222). Springer International Publishing. https://doi.org/10.1007/978-3-030-89735-2_18

Supporting the Creation and Evaluation of Interactive Touch Kiosks Designed for the Elderly: A Compilation of Requisites Acknowledging Physical and Psycho-sociological Age-related Changes

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Leite, C. V., Nunes, S., & Almeida, A. M. P. (2022, junho 22). Supporting the Creation and Evaluation of Interactive Touch Kiosks Designed for the Elderly: A Compilation of Requisites Acknowledging Physical and Psycho-sociological Age-related Changes [Poster]. IMX ’22, New York, NY, USA. https://doi.org/10.1145/3505284.3532979

Supporting the Creation and Evaluation of Interactive Touch Kiosks Designed for the Elderly: A Compilation of Requisites Acknowledging Physical and Psycho-sociological Age-related Changes.

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Leite, C. V., Nunes, S., & Almeida, A. M. P. (2022). Supporting the Creation and Evaluation of Interactive Touch Kiosks Designed for the Elderly: A Compilation of Requisites Acknowledging Physical and Psycho-sociological Age-related Changes. ACM International Conference on Interactive Media Experiences, 331–336. https://doi.org/10.1145/3505284.3532979

Supporting the Creation of Audio-Visual Content While Promoting Environmental Awareness: The 2G4N Project

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Aresta, M. & Beça, P. (2023). Supporting the Creation of Audio-Visual Content While Promoting Environmental Awareness: The 2G4N Project. In: Martins, N., Brandão, D. (eds) Advances in Design and Digital Communication III. DIGICOM 2022. Springer Series in Design and Innovation, vol 27. Springer, Cham. https://doi.org/10.1007/978-3-031-20364-0_4

Supporting the Creation of Audio-Visual Content While Promoting Environmental Awareness: The 2G4N Project.

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Aresta, M., & Beça, P. (2023). Supporting the Creation of Audio-Visual Content While Promoting Environmental Awareness: The 2G4N Project. Em N. Martins & D. Brandão (Eds.), Advances in Design and Digital Communication III (pp. 40–48). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-20364-0_4

Survey of Catch-up TV and Other Time-Shift Services: A Comprehensive Analysis and Taxonomy of Linear and Nonlinear Television.

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Abreu, J., Nogueira, J., Becker, V., Cardoso, B. (2017). Survey of Catch-up TV and Other Time-Shift Services: A Comprehensive Analysis and Taxonomy of Linear and Nonlinear Television. Springer Telecommunication Systems, Vol. (64) (1), (pp.57-64). DOI: /10.1007/s11235-016-0157-3

Survey of Catch-up TV for help from volunteers through television: design and evaluation of a high visual-fidelity prototype.

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Ribeiro, T., Santos, R., Moura, J., Martins, A. I., & Caravau, H. (2017, october). Survey of Catch-up TV for help from volunteers through television: design and evaluation of a high visual-fidelity prototype. Paper session presented at the 6th Iberoamerican Conference on Applications and Usability of Interactive TV – jAUTI 2017, Aveiro, Portugal.

System Architecture for Personalized Automatic Audio-Visual Content Generation from Web Feeds to an iTV Platform

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Silva C., Campelo D., Silva T., Silva V. (2017) System Architecture for Personalized Automatic Audio-Visual Content Generation from Web Feeds to an iTV Platform. In: Abásolo M., Almeida P., Pina Amargós J. (Eds) Applications and Usability of Interactive TV: vol 689. jAUTI 2016 – Communications in Computer and Information Science, (pp.3-17). DOI: /10.1007/978-3-319-63321-3_1

System Architecture for Personalized Automatic Audio-Visual Content Generation from Web Feeds to an iTV Platform.

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Silva C., Campelo D., Silva T., Silva V. (2017, october) System Architecture for Personalized Automatic Audio-Visual Content Generation from Web Feeds to an iTV Platform. Paper session presented at JAuti´17 – 6thIberoamerican Conference on Applications and Usability for interactive TV, Aveiro, Portugal.

Systematic review of training methods for conversational systems: the potential of datasets validated with user experience

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Abrantes, C., Camargo, J., Nunes, J., Antunes, M. J., Mealha, O., Nóbrega, L. (2023). Systematic review of training methods for conversational systems: the potential of datasets validated with user experience. Observatorio (OBS*) 17/2), pp. 1- 12. https://doi.org/https://doi.org/10.15847/obsOBS17220232263

Systematic Review of Training Methods for Conversational Systems: The Potential of Datasets Validated with User Experience

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Camargo, J. et. al. (2023). Systematic Review of Training Methods for Conversational Systems: The Potential of Datasets Validated with User Experience. SSRN Electronic Journal, 17, 1–12. https://doi.org/10.2139/ssrn.4036361

Systematic Review of Training Methods for Conversational Systems: The Potential of Datasets Validated with User Experience.

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Camargo, J. et. al. (2023). Systematic Review of Training Methods for Conversational Systems: The Potential of Datasets Validated with User Experience. SSRN Electronic Journal, 17, 1–12. https://doi.org/10.2139/ssrn.403636

t-books: A block interface for young children’s narrative construction.

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Sylla, C., Pereira, I., Brooks, E., Zagalo, N., (2018). t-books: A block interface for young children’s narrative construction. International Journal of Child-Computer Interaction. 

t-books: A block interface for young children’s narrative construction.

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Sylla, C., Pereira, I., Brooks, E., Zagalo, N., (2018). t-books: A block interface for young children’s narrative construction. International Journal of Child-Computer Interaction. 

Tangible Interfaces and Augmented Reality in a Nutrition Serious Game for Kids

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Reisinho, P., Silva, C., Vairinhos, M., Oliveira, A. P. & Zagalo, N. (2021). Tangible Interfaces and Augmented Reality in a Nutrition Serious Game for Kids. IEEE 9th International Conference on Serious Games and Applications for Health (SeGAH), 2021, pp. 1-8.

Tangible programed robot and its use in education

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Moreira, F. T., & Oliveira, D. (2022, junho). Tangible programed robot and its use in education [Poster]. 17th Iberian Conference on Information Systems and Technologies (CISTI), Madrid, Spain. https://ieeexplore.ieee.org/document/9820154

Tangible programed robot and its use in education.

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Moreira, F. T., & Oliveira, D. (2022). Tangible programed robot and its use in education. 2022 17th Iberian Conference on Information Systems and Technologies (CISTI), 1–6. https://doi.org/10.23919/CISTI54924.2022.9820154

Tap and Swipe Activity Zones on Smartphones for Novice Older Adults.

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Silva, P. A., Leitão, R., & Kerwin, M. K. (2018). Tap and Swipe Activity Zones on Smartphones for Novice Older Adults. International Journal of Creative Interfaces and Computer Graphics (IJCICG), 9(2), 18-39. 

Tap and Swipe Activity Zones on Smartphones for Novice Older Adults.

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Silva, P. A., Leitão, R., & Kerwin, M. K. (2018). Tap and Swipe Activity Zones on Smartphones for Novice Older Adults. International Journal of Creative Interfaces and Computer Graphics (IJCICG), 9(2), 18-39. 

Teachers’ perceptions about IoT technologies in school activities

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Moreira, F. T., Vairinhos, M., & Ramos, F. (2023). Teachers’ perceptions about IoT technologies in school activities. In M. Laanpere & A. Loureiro (Eds.), ICEM 2022. DOI:10.23919/CISTI49556.2020.9141106

Teachers’ perceptions about IoT technologies in school activities

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Moreira, F. T., Vairinhos, M., & Ramos, F. (2023). Teachers’ perceptions about IoT technologies in school activities. In M. Laanpere & A. Loureiro (Eds.), ICEM 2022.2023xx.

Teaching the editorial process and online publishing

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Antunes, M. J., Cardoso, P., & Carrington, C. (2022, junho). Teaching the editorial process and online publishing. [Oral presentation]. Conference of the European Publishing Studies Association. https://www.oxfordpublish.org/resources/By_the_Book7_-_final_conference_schedule_20_and_21_June_2022.pdf

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