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.

Anticipating the impact of design projects: Contributions to the SDGs

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Lelis, C. (2022b, junho 28). Anticipating the impact of design projects: Contributions to the SDGs [Workshop]. DRS 2022, Santa Catarina, Brasil. https://www.eventbrite.es/e/345583067257?aff=efbneb

Applying Studio-Based Learning Methodology in Computer Science Education to Improve 21st Century Skills.

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Polo, B. J., Silva, P. A., & Crosby, M. E. (2018). Applying Studio-Based Learning Methodology in Computer Science Education to Improve 21st Century Skills. In Learning and Collaboration Technologies. Learning and Teaching (pp. 361–375). 

Are colors emotional triggers in digital branding? Emotional and Social Signals in Multimedia

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Correia, J., & Simões, D. (2021). Are colors emotional triggers in digital branding? Emotional and Social Signals in Multimedia. The 2021 International Conference on Marketing and Technologies (ICMarkTech'21), 2 a 4 December 2021, Tenerife (University of La Laguna), Spain.

Are We Ready to Dance at Home?: A Review and Reflection of Available Technologies

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Silva, P. A. (2019). Are We Ready to Dance at Home?: A Review and Reflection of Available Technologies. In J. Zhou & G. Salvendy (Eds.), Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments (pp. 216–231). Springer International Publishing.

As tecnologias sonoras aplicadas ao processo educativo

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Ferreira, R., & Antunes, M. J. (2022a). As tecnologias sonoras aplicadas ao processo educativo. [Oral presentation]. LUSOCOM 2022. https://webcache.googleusercontent.com/search?q=cache:OcNBfjfFSc0J:https://lusocom 2022.org/programa/&cd=1&hl=pt-PT&ct=clnk&gl=pt

Assessing Player Motivations and Expectations within a Gameplay Experience Model proposal

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Almeida, S., Veloso, A., Roque, L. & Mealha, O., (2013) “Assessing Player Motivations and Expectations within a Gameplay Experience Model proposal”. Atas do ACE 2013 Conference – 10th Advances in Computer Entertainment Technology – “Making New Knowledge”, pp. 497-450, University of Twente, Enschede, Netherlands, 11 – 13 November 2013. ISBN (Print): 978-989-98248-0-5 / ISBN (Online): 978-3-319-03161-3

Assessing the relevance of developing a gamified digital platform to promote extracurricular activities and users’ sense of belonging in K-12 schools

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Santos, C., Carvalho, A. R., Pedro, L., Dionísio, C., Gonçalves, L., Ribeiro, N., Almeida, J., Ferreira, L., Santos, S., & Filipe, M. (accepted). Assessing the relevance of developing a gamified digital platform to promote extracurricular activities and users’ sense of belonging in K-12 schools. The 23rd IEEE International Conference on Advanced Learning Technologies (ICALT 2023).

Asymmetric Gameplay: Types and perspectives.

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Neto, Abel, Pedro Cardoso, and Miguel Carvalhais. 2023. "Asymmetric Gameplay: Types and perspectives." Digicom 2022, Barcelos. https://doi.org/10.1007/978-3-031-20364-0_64

Asymmetric Gameplay: Types and Perspectives.

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Neto, A., Cardoso, P., & Carvalhais, M. (2023). Asymmetric Gameplay: Types and Perspectives. Em N. Martins & D. Brandão (Eds.), Advances in Design and Digital Communication III (pp. 765–778). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-20364-0_64

Asymmetry Bricks: A framework for the design of asymmetry in games

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Neto, A., Cardoso, P., Carvalhais, M. (2025).Asymmetry Bricks: A Framework for the Design of Asymmetry in Games. Springer Series in Design and Innovation,51987-1000

AUDIO USE AS A TEACHING TOOL: A STUDY IN SÃO LUÍS REGION/BRAZIL.

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Ferreira, R. J. S., & Antunes, M. J. (2022). AUDIO USE AS A TEACHING TOOL: A STUDY IN SÃO LUÍS REGION/BRAZIL. EDULEARN22 Proceedings, 809–813. https://doi.org/10.21125/edulearn.2022.0240

Audiovisual content as a learning aid for Business English learners: developing and validating a Matrix.

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Carvalho, T., Almeida, P., Balula, A., (2018). Audiovisual content as a learning aid for Business English learners: developing and validating a Matrix. 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.1429-1438. 

Augmented Reality and nutrition field: A literature review study.

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Saboia, I. Vairinhos, M., Pernencar,C., (2018). Augmented Reality and nutrition field: A literature review study. Procedia Computer Science 138, pp. 105-112. 

Augmented reality in formal learning environments: Intervention in a visual education textbook.

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Gomes, J.D; Gomes, C. & Oliveira, L. (2017, june). Augmented reality in formal learning environments: Intervention in a visual education textbook. Paper session presented at 12th Iberian Conference on Information Systems and Technologies (CISTI), Lisbon, Portugal.

Augmented Reality Technology as a Strategy to Promote Astronomy Learning on Middle School Students

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Mendes, I., Vairinhos, M., & Malaquias, I. (2022). Augmented Reality Technology as a Strategy to Promote Astronomy Learning on Middle School Students. In INTED2022 Proceedings (pp. 8204-8209). IATED. https://doi.org/10.21125/inted.2022.2080

AUGMENTED REALITY TECHNOLOGY AS A STRATEGY TO PROMOTE ASTRONOMY LEARNING ON MIDDLE SCHOOL STUDENTS.

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Mendes, I., Vairinhos, M., & Malaquias, I. (2022). AUGMENTED REALITY TECHNOLOGY AS A STRATEGY TO PROMOTE ASTRONOMY LEARNING ON MIDDLE SCHOOL STUDENTS. INTED2022 Proceedings, 8204–8209. https://doi.org/10.21125/inted.2022.2080

Automated production of audiovisual informative content.

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Silva, C., Mota, M., Silva, T. (2018). Automated production of audiovisual informative content.In: Proceedings of the Iberian Conference on Information Systems and Technologies – CISTI-2018, pp. 1-6. ”

Automatic Creation of TV Content to Integrate in Seniors Viewing Activities.

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Reis L., Caravau H., Silva T., Almeida P. (2017, october) Automatic Creation of TV Content to Integrate in Seniors Viewing Activities. Paper session presented at JAuti´17 – 6thIberoamerican Conference on Applications and Usability for interactive TV, Aveiro, Portugal.

Beyond “Alexa, good morning”: prerequisites for a voice assistant that truly understands older adults with empathy

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Camargo, J., Silva, T., de Abreu, J.F. (2025).Beyond “Alexa, Good Morning”: Prerequisites for a Voice Assistant That Truly Understands Older Adults with Empathy. Proceedings of the World Congress on Electrical Engineering and Computer Systems and Science,

Beyond Entertainment: Crisis-Themed Gaming and Its Educational Potential

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Martins, L., González, S., Tymoshchuk, O. and 5 more (...) (2025).Beyond Entertainment: Crisis-Themed Gaming and Its Educational Potential. Springer Series in Design and Innovation,51913-927

Beyond the tv borders: Second screen as a tool for audience engagement.

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Campelo, D., SIilva, T., Abreu, J. (2017, November). Beyond the tv borders: Second screen as a tool for audience engagement. Paper session presented at JAuti´17 – 6thIberoamerican Conference on Applications and Usability for interactive TV, Aveiro, Portugal.

Bibliotecas universitárias inclusivas: acessibilidade e oportunidades para os usuários com necessidades educativas especiais.

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Diniz, I., Almeida, A. M., Furtado, C. (2017, october) Bibliotecas universitárias inclusivas: acessibilidade e oportunidades para os usuários com necessidades educativas especiais. Paper presentation at XXVII Congresso Brasileiro de Biblioteconomia e Ciência da Informação, Fortaleza, Brazil.

Blended-Learning in contexts conditioned by the pandemic: the perceptions of higher education students

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Morais, N. S., & Raposo, R. (2021, September). Blended-Learning in contexts conditioned by the pandemic: the perceptions of higher education students. In 2021 International Symposium on Computers in Education (SIIE) (pp. 1-6). IEEE.

Body image, social comparison and appearance from the perspective of digital vulnerability: an analysis of Facebook Papers

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Grieger, J., Oliveira, L. & Botelho, R. (2023). Body image, social comparison and appearance from the perspective of digital vulnerability: an analysis of Facebook Papers, CISTI'2023 - 18th Iberian Conference on IEEE Xplore: 15 August 2023, ISBN:978-989-33- 4792-8, Publisher: IEEE, https://doi.org/10.23919/CISTI58278.2023.10211557

Bottom-up extraction of campuses’ smartness: checking the “resilience” of the method

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Giovannella, C., Andone, D., Dascalu, M., Popescu, E., Rehm, M., & Mealha, O. (2016). Bottom-up extraction of campuses’ smartness: checking the “resilience” of the method. IEEE 2nd International Smart Cities Conference 2016 (ISC2 2016) – Improving the Citizens’ Quality of Life, 1–5. http://doi.org/10.1109/ISC2.2016.7580792

Breaking barriers to game-based learning for active ageing and healthy lifestyles.

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Costa, L. V., Veloso, A. I., Loizou, M., & Arnab, S. (2018). Breaking barriers to game-based learning for active ageing and healthy lifestyles. 6th international Conference on Serious Games and Applications for Health, IEEE SeGAH 2018, Vienna, Austria, 16-18 may 2018.  

Bridging Generations: The Role of Digital Media in Fostering Intergenerational Collaboration and Knowledge Exchange

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Amaro, A.C., Kallas, L. (2025).Bridging Generations: The Role of Digital Media in Fostering Intergenerational Collaboration and Knowledge Exchange. International Conference on Information and Communication Technologies for Ageing Well and e-Health, ICT4AWE - Proceedings,389-397

Building an Argument for the Use of Science Fiction in HCI Education

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Jordan P., & Silva P.A. (2019). Building an Argument for the Use of Science Fiction in HCI Education. In W. Karwowski & T. Ahram (Eds.), Advances in Intelligent Systems and Computing: Vol. 903. Intelligent Human Systems Integration 2019, IHSI 2019 (pp. 846-851). Springer, Cham. DOI: https://doi.org/10.1007/978-3-030-11051-2_129.

Building datasets for automated conversational systems designed for use-cases

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Camargo, J., Nunes, J., Antunes, M.J., Mealha, Ó., Abrantes, C., Nobrega, L., "Building datasets for automated conversational systems designed for use-cases", 2022 International Conference on Interactive Media, Smart Systems and Emerging Technologies (IMET), Limassol, Cyprus, 2022, pp. 1-4, https://doi.org/10.1109/IMET54801.2022.9929809.

Building datasets for automated conversational systems designed for use-cases.

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Camargo, J., Nunes, J., Antunes, M. J., Mealha, Ó., Abrantes, C., & Nóbrega, L. (2022). Building datasets for automated conversational systems designed for use-cases. 2022 International Conference on Interactive Media, Smart Systems and Emerging Technologies (IMET), 1–4. https://doi.org/10.1109/IMET54801.2022.9929809

Building informative audio-visual content automatically: a process to define the key aspects.

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Silva, T., Reis, R., Silva, C., Caravau, H. (2017, october). Building informative audio-visual content automatically: a process to define the key aspects. Paper session presented at 6th Iberoamerican Conference on Applications and Usability of Interactive TV (jAUTI’17), Aveiro, Portugal

Building Liber Domus—The development of a 3D digital role-playing educational game for 6th grade mathematics education

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Sampaio, L., Silva, R., Nunes, E., Gavaia, B., & Rodrigues, R. (2022, fevereiro). Building Liber Domus—The development of a 3D digital role-playing educational game for 6th grade mathematics education [Oral presentation]. International Conference on The Impact of Video Games on Culture and Education.

Building/customization of educational scenarios for Immersive Web Environments.

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Carvalho, R., Ferreira, M., Cleto, B., Paralta, V., Silva, V., Santos, C., Zagalo, N., Vairinhos, M., & Ramos, F. (2022, fevereiro 19). Building/customization of educational scenarios for Immersive Web Environments. ICEM 2022 - Conference of the International Council for Educational Media., Portugal. https://icem2022.ipsantarem.pt/parallel-sessions/

Cascaded Fabry-Perot fiber sensor based on silica capillary with PMMA for the detection of volatile organic compounds

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Almeida, A.M., Leça, J.M., Bierlich, J. and 1 more (...) (2024).Cascaded Fabry-Perot fiber sensor based on silica capillary with PMMA for the detection of volatile organic compounds. Proceedings of SPIE - The International Society for Optical Engineering,12999

Categories of Business English Communicative Skills: A Proposal.

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Carvalho, T., Almeida, P., Balula, A. (2017, july) Categories of Business English Communicative Skills: A Proposal. Paper session presented at EDULEARN17 – 9th annual International Conference on Education and New Learning Technologies, Barcelona, Spain.

CBL no 1o ano do Mestrado em Comunicação e Tecnologia Web

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Santos, C., & Beça, P. (2022, julho 19). CBL no 1o ano do Mestrado em Comunicação e Tecnologia Web [Poster]. Fórum de Ensino e Aprendizagem | Teaching & Learning Forum, Aveiro, Portugal. https://issuu.com/universidade-de-aveiro/docs/posters_l5

Challenges and gaps found in the dissemination of spaces that digital inclusion: results of a qualitative research study

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Lourenço, F.R., Oliveira, R., Tymoshchuk, O. (2024).Challenges and Gaps Found in the Dissemination of Spaces that Promote Digital Inclusion: Results of a Qualitative Study. Lecture Notes in Networks and Systems,1061403-413

Character Design: The Case of Characters in a Hybrid Serious Game Called FlavourGame.

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Martins, D., Pereira, L., Oliveira, A. P., & Zagalo, N. (2022). Character Design: The Case of Characters in a Hybrid Serious Game Called FlavourGame. Advances in Design and Digital Communication II. 5th International Conference on Design and Digital Communication, Digicom 2021, Barcelos, Portugal. https://www.springerprofessional.de/en/character-design-the-case-of-characters-in-a-hybrid-serious-game/19782290

ChemXP AR Edition, A Serious Game

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Bandeira, M., Vairinhos, M., Dias, P. and 2 more (...) (2024).ChemXP AR Edition, A Serious Game. Communications in Computer and Information Science,1984322-336

Cibersegurança ou uma questão de sobrevivência?

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Oliveira, D. M. D. (2022, abril 5). Cibersegurança ou uma questão de sobrevivência? [Oral presentation]. Dias da Comunicação Social. Escola Superior de Educação de Viseu/IPV, Viseu, Portugal. https://www.slideshare.net/FilipeTavaresMoreira/cibersegurana-ou-uma-questo-de-sobrevivncia

Citizen’s interactions in ‘Smart game-playing environments’.

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Costa, L. V., Veloso, A. I., Mealha, Ó (2018). Citizen’s interactions in ‘Smart game-playing environments’. 19th Annual European GAME-ON® Conference on Simulation and AI in Computer Game (GAME-ON®’2018), Abertay University, Dundee, Scotland, United Kingdom.

Clustering and Classifying Text Documents – A Revisit to Tagging Integration Methods

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Cunha, E., Figueira, Á., & Mealha, Ó. (2013). Clustering and Classifying Text Documents – A Revisit to Tagging Integration Methods. In KDIR 2013 – 5th International Conference on Knowledge Discovery and Information Retrieval and KMIS 2013 – 5th International Conference on Knowledge Management and Information Sharing, Proc. (pp. 160–168). Vilamoura, Portugal: SciTePress, ISBN: 978-989856575-4.

Clustering documents using tagging communities and semantic proximity

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Cunha, E. F. da, Figueira, Á., & Mealha, Ó. (2013). Clustering documents using tagging communities and semantic proximity. In Á. Rocha, L. P. Reis, M. P. Cota, M. Painho, & M. C. Neto (Eds.), Proceedings of the 8th Iberian Conference on Information Systems and Technologies (CISTI 2013) (pp. 1–6). Lisbon. Portugal: IEEE Explore, ISBN 978-989-98434-0-0.

Co-creating with Older Adults is a Challenging Task! Lessons Learned from Real-Life Experiences and Challenges at an Ageing Lab

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Regalado, F., Santos, C., Veloso, A.I. (2025).Co-creating with Older Adults is a Challenging Task! Lessons Learned from Real-Life Experiences and Challenges at an Ageing Lab. IMX 2025 - Proceedings of the 2025 ACM International Conference on Interactive Media Experiences,139-147

Co-creation Stage: a Web-based Tool for Collaborative and Participatory Co-located Art Performances

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Rivas Pagador, H., Dominguez, A., Masneri, S., Tamayo, I., Zorrilla, M., Almeida, P., ... & Cesar, P. (2021). Co-creation Stage: a Web-based Tool for Collaborative and Participatory Co-located Art Performances. In ACM International Conference on Interactive Media Experiences (pp. 267-274).

Co-design and shared practices: an overview of processes of learning in non-formal educational contexts

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Santos Moura, I., & Baldi, V. (2021). Co-design and shared practices: an overview of processes of learning in non-formal educational contexts. 6th conference on Smart Learning Ecosystems and Regional Development. Springer.

Co-design and Shared Practices: An Overview of Processes of Learning in Nonformal Educational Contexts.

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Moura I.S., Baldi V. (2022) Co-design and Shared Practices: An Overview of Processes of Learning in Nonformal Educational Contexts. In: Mealha Ó., Dascalu M., Di Mascio T. (eds) “Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education. Smart Innovation, Systems and Technologies”, vol 249. (p. 179-188). Springer, Singapore. https://doi.org/10.1007/978-981-16-3930-2_14

Co-designing with Senior Citizens: A Systematic Literature Review.

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Machado, S., Costa, L. V., & Mealha, Ó. (2021). Co-designing with Senior Citizens: A Systematic Literature Review. Em Q. Gao & J. Zhou (Eds.), Human Aspects of IT for the Aged Population. Technology Design and Acceptance (pp. 61–73). Springer International Publishing. https://doi.org/10.1007/978-3-030-78108-8_5 M

Community based Tourism as a roadmap for diversification and sustainability of Fontoura

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Silva, M., & Raposo, R. (2022). Community based Tourism as a roadmap for diversification and sustainability of Fontoura [Oral presentation]. TWINE Conference - Co-creating sustainable rural tourism experiences with food & wine, local culture, landscapes, and people. UA Editora. https://ria.ua.pt/handle/10773/33598

Comparing a Large-Scale Display and an Interactive Projector for One-to-Many Mixed Reality (MR) Remote Collaboration

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Marques, B., Silva, S., Dias, P., & Santos, B. S. (2022a, dezembro 1). Comparing a Large-Scale Display and an Interactive Projector for One-to-Many Mixed Reality (MR) Remote Collaboration [Poster]. 2022 ACM Symposium on Spatial User Interaction, New York, NY, USA. https://doi.org/10.1145/3565970.3568187

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