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.

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. 

Teacher professional development for a future with generative artificial intelligence – an integrative literature review

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Brandão, A., Pedro, L., Zagalo, N. (2024).Teacher professional development for a future with generative artificial intelligence – An integrative literature review. Digital Education Review,(45) 151-157

Teachers’ perceptions about IoT technologies in school activities

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Moreira, F.T., Vairinhos, M., Ramos, F. (2024).Teachers’ perceptions about IoT technologies in school activities. Educational Media International,61(1-2) 184-197

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

Tecnologias sonoras aplicadas à educação

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Ferreira, R., & Antunes, M. J. (2022b, novembro). Tecnologias sonoras aplicadas à educação [Oral presentation]. IX Encontro Brasileiro de Educomunicação. https://www.even3.com.br/ixeducom/

The Academic Press’ contribution to Open Science

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Zagalo, N. (2022c, julho). The Academic Press’ contribution to Open Science [Master class]. Research Summit 2022, Aveiro, Portugal.

The accessibility of Digital Learning Resources: An analysis of audiovisual resources The accessibility of Digital Learning Resources: an analysis of audiovisual resources.

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Lourenco, F., Almeida, A. M., Oliveira, R., & Paiva, R. (2022, setembro 1). The accessibility of Digital Learning Resources: An analysis of audiovisual resources The accessibility of Digital Learning Resources: an analysis of audiovisual resources. Proceedings. 10th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting, Lisbon, Portugal. https://doi.org/10.1145/3563137.3563144

The Application of Artificial Intelligence in Recommendation Systems Reinforced Through Assurance of Learning in Personalized Environments of e-Learning

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Fresneda-Bottaro, F., Santos, A., Martins, P. and 1 more (...) (2024).The Application of Artificial Intelligence in Recommendation Systems Reinforced Through Assurance of Learning in Personalized Environments of e-Learning. Lecture Notes in Networks and Systems,800519-529

The Classroom Physical Space as a Learning Ecosystem – Bridging Approaches: Results from a Web Survey.

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Sardinha, L., Almeida, A. M. P., & Barbas, M. P. (2017). The Classroom Physical Space as a Learning Ecosystem – Bridging Approaches: Results from a Web Survey. In Ó. Mealha, M. Divitini, & M. Rehm (Eds.), Citizen, Territory and Technologies: Smart Learning Contexts and Practices, Smart Innovation, Systems and Technologies 80 (pp 39-50). DOI: /10.1007/978-3-319-61322-2_5

The Contemporary Forms of Digital Conflicts and Promises.

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Baldi, V. Rosa, J.M. (2018). The Contemporary Forms of Digital Conflicts and Promises. Observatorio (OBS*) Special Issue, pp. 1-4.

The Contribute of Data Science Applied to Customer Relationship Management: A Systematic Literature Review

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Simões, D. (2021). The Contribute of Data Science Applied to Customer Relationship Management: A Systematic Literature Review. Chapter 25. Handbook of Research on Applied Data Science and Artificial Intelligence in Business and Industry. Valentina Chkoniya (Eds). IGI Global.

The Contribution of the Technology Acceptance Model for an Active Teaching and Learning Process in Higher Education: A Bibliometric Analysis

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Faustino, P. & Simões, D. (2019). The Contribution of the Technology Acceptance Model for an Active Teaching and Learning Process in Higher Education: A Bibliometric Analysis. In M. Montebello (Ed.), Handbook of Research on Digital Learning (pp. 242-261). Hershey, PA: IGI Global. DOI: 10.4018/978-1-5225-9304-1.

The design of social coupons as a digital promotional tactic

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Correia, J., & Simões, D. (2021). The design of social coupons as a digital promotional tactic, 9th World Conference on Information Systems and Technologies (WorldCist'21). Terceira Island, Azores, Portugal, 30-31 March to 1-2 April 2021, Trends and Applications in Information Systems and Technologies, Á. Rocha et al. (Eds.), Springer Nature, AISC 1368, 4(16), pp. 163–172, 2021.

The effect of student acceptance on learning outcomes: AI-generated short videos versus paper materials.

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Zhang, Y., Lucas, M., Bem-haja, P. and 1 more (...) (2024).The effect of student acceptance on learning outcomes: AI-generated short videos versus paper materials. Computers and Education: Artificial Intelligence,7

The Effectiveness of Technology-Mediated Dance Interventions and Their Impact on Psychosocial Factors in Older Adults: A Systematic Review and Meta-Analysis.

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Silva, P. A., Cochrane, A., & Farrell, H. (2018). The Effectiveness of Technology-Mediated Dance Interventions and Their Impact on Psychosocial Factors in Older Adults: A Systematic Review and Meta-Analysis. Games for Health Journal.

The emergent screen culture in the Portuguese youngsters life experiences: Can we speak of a screen generation?

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Melro, A., & Da Silva, L. O. (2013). The emergent screen culture in the Portuguese youngsters life experiences: Can we speak of a screen generation? | A ecrãcultura emergente nas vivências dos jovens portugueses: poderá falar-se de uma geração de ecrãs? Observatorio, 7(3).

The Ethical Dilemma of Modding Digital Games: A Literature Review of the Creation and Distribution of Mods

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Reisinho, P., Raposo, R., Zagalo, N. (2024).The ethical dilemma of modding digital games: A literature review of the creation and distribution of mods. Convergence,30(2) 860-881

The Friction Firestarter: A toolkit for designing meaningful friction in game user interfaces

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Barbosa, Isabella, Pedro Cardoso, and Bruno Giesteira. 2023. “The Friction Firestarter: A toolkit for designing meaningful friction in game user interfaces”. In: Martins, Nuno, Brandão, Daniel, Paiva, Francisco. (eds) Perspectives on Design and Digital Communication IV. (no prelo)

The gamer soul never dies. Review of digital games for an active ageing

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Costa, L., & Veloso, A. (2015). “The gamer soul never dies. Review of digital games for an active ageing”. 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. 1287-1292. ISBN: 978-898-98434-5-5

The HCA Framework – a storification model to support and facilitate gamification design

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Ferreira, L., Santos, C., Pedro, L., & Carvalho, A. R. (aceite). The HCA Framework – a storification model to support and facilitate gamification design. Eighteenth European Conference on Technology Enhanced Learning (ECTEL 2023).

The HOW behind the story: A framework for the design of brand narrative.

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Lelis, C., & Kreutz, E. (2021). The HOW behind the story: A framework for the design of brand narrative (D. Raposo, Ed.). Cambridge Scholars Publishing. http://repository.uwl.ac.uk/id/eprint/8191/

The HOW behind the story: a framework for the design of brand narratives

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Lelis, C. & Kreutz, E. A. (2022). The HOW behind the story: a framework for the design of brand narratives. In D. Raposo (Ed), Design, Visual Communication and Branding (pp. 132-159). Newcastle: Cambridge Scholars Publishing, ISBN: 1-5275-8054-7

The Impact of Artificial Intelligence on a Learning Management System in a Higher Education Context: A Position Paper

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Manhiça, R., Santos, A., & Cravino, J. (2022a). The Impact of Artificial Intelligence on a Learning Management System in a Higher Education Context: A Position Paper [Oral presentation]. International Conference on Technology and Innovation in Learning, Teaching and Education TECH-EDU 202, Cham. https://doi.org/10.1007/978-3-031-22918-3_36

The Importance of a Framework for the Implementation of Technologies Supporting Talent Management.

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Ferreira, H.R., Santos, A., Mamede, H.S. (2024).The Importance of a Framework for the Implementation of Technologies Supporting Talent Management. Lecture Notes in Networks and Systems,987466-472

The Importance of Personalization and Household Dynamics for Notifications in the TV Ecosystem.

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Velhinho, A., Camargo, J., Silva, T., & Santos, R. (2022). The Importance of Personalization and Household Dynamics for Notifications in the TV Ecosystem. Applications and Usability of Interactive TV. 10th Iberoamerican Conference, jAUTI 2021, Sangolquí, Ecuador. https://doi.org/10.1007/978-3-031-22210-8_1

The Influence of Audiovisual Sports Advertising in Sedentary Individuals

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Santos, J., & Amado, P. (2016). The Influence of Audiovisual Sports Advertising in Sedentary Individuals. In International Conference on Technology and Innovation in Sports, Health and Wellbeing December 1-3, 2016 – UTAD, Vila Real, Portugal. Vila Real: UTAD. Retrieved from http://www.tishw.ws/2016/

The influence of football celebrity endorsements on the attention paid to advertising: eye tracker research related to amateur online poker players in Portugal

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Mañas-Viniegra, L., Veloso, A.I., Núñez-Gómez, P. (2024).The influence of football celebrity endorsements on the attention paid to advertising: eye tracker research related to amateur online poker players in Portugal. Soccer and Society,25(7) 851-871

The Influence of the Web on Health Related Decision-making Processes: A Survey with Portuguese Women During Pregnancy.

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Ferraz, M., Almeida, A. M., Matias, A., & Farine, D. (2016). The Influence of the Web on Health Related Decision-making Processes: A Survey with Portuguese Women During Pregnancy. In J. Varajão, M. Cruz-Cunha, R. Martinho, & R. Rijo. (Eds.). International Conference on ENTERprise Information Systems/International Conference on Project MANagement/International Conference on Health and Social Care Information Systems and Technologies, CENTERIS/ProjMAN / HCist 2016 -Procedia Computer Science, 100, 347–354. DOI: 10.1016/j.procs.2016.09.168

The online community role in physical activity interventions

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Santos, J., Oliveira, R. (2024).The online community role in physical activity interventions. Procedia Computer Science,239781-789

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