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.

EasyPET.3D: a benchtop affordable PET scanner towards the democratization of nuclear medical imaging education and preclinical research

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Herruzo, A., Pinto, M., Oliveira, R., Silva, A., & Veloso, A. I. (2022, junho). EasyPET.3D: a benchtop affordable PET scanner towards the democratization of nuclear medical imaging education and preclinical research [Poster]. IUPESM World Congress 2022, Singapore, Indonesia. https://wc2022.org/

Emotional Design in Multimedia Learning: Systematic Review.

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Rodrigues, R., & Silva, M. (2022). Emotional Design in Multimedia Learning: Systematic Review. Em N. Martins & D. Brandão (Eds.), Advances in Design and Digital Communication II (pp. 223–234). Springer International Publishing. https://doi.org/10.1007/978-3-030-89735-2_19

End-user Evaluation of a Mobile Application Prototype for Territorial Innovation.

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Oliveira, E., Branco, A., Carvalho, D., Sacramento, E., Tymoshchuk, O., Pedro, L., Antunes, M., Almeida, A., & Ramos, F. (2021). End-user Evaluation of a Mobile Application Prototype for Territorial Innovation: Proceedings of the 23rd International Conference on Enterprise Information Systems, 495–504. https://doi.org/10.5220/0010479104950504

Evaluating the Suitability of distinct Handheld Device setups for Augmented Reality Remote Maintenance: A user study

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Marques, B., Silva, S., Dias, P., & Santos, B. S. (2022b, dezembro 1). Evaluating the Suitability of distinct Handheld Device setups for Augmented Reality Remote Maintenance: A user study [Poster]. 2022 ACM Symposium on Spatial User Interaction, New York, NY, USA. https://doi.org/10.1145/3565970.3568183

Face masks on Instagram: An analysis of public health authorities’ guidance toward prevention.

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Pinto, P. A., Brasileiro, F. S., Lopes Antunes, M. J., & Pisco Almeida, A. M. (2022). Face masks on Instagram: An analysis of public health authorities’ guidance toward prevention. Procedia Computer Science, 196, 409–417. https://doi.org/10.1016/j.procs.2021.12.030

FlavourGame: design de interação em jogos híbridos

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Oliveira, A.P. (2022). FlavourGame: design de interação em jogos híbridos. Ciência 2022 - Encontro com a Ciência e Tecnologia em Portugal. Organização FCT e Ciência Viva. 16 de maio de 2022. Disponível em: https://www.youtube.com/watch?v=_2atQAWE3v0

FlavourQuest: data collection, transcription and analysis of user experience evaluation.

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Pereira, C., Rodrigues, C., Oliveira, J., Teixeira, M., Oliveira, A.P. & Zagalo, N. (2022). FlavourQuest: data collection, transcription and analysis of user experience evaluation. In: Silva, A., Teixeira, A.L.; Andrade-Campos, A. (eds) Book of abstracts of the Research Summit 2022 under the theme "Open Science". University of Aveiro. doi: 10.48528/6dz9- d129. URL: https://ria.ua.pt/handle/10773/34717

Fostering Co-UXers in Later Age: Co-designing a UX Toolkit for the Senior Online Community MiOne.

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achado, S., Costa, L. V., Mealha, Ó., Veloso, A., & Santos, C. (2022). Fostering Co-UXers in Later Age: Co-designing a UX Toolkit for the Senior Online Community MiOne. Em Ó. Mealha, M. Dascalu, & T. Di Mascio (Eds.), Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education (pp. 189–199). Springer. https://doi.org/10.1007/978-981-16-3930-2_15

FOSTERING THE DEVELOPMENT OF TEACHERS’ DIGITAL LITERACY WHILST PROMOTING NEW PEDAGOGICAL STRATEGIES: CREATING TANGIBLE EDUCATIONAL RESOURCES.

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Ribeiro, S., Beça, P., & Aresta, M. (2022b). FOSTERING THE DEVELOPMENT OF TEACHERS’ DIGITAL LITERACY WHILST PROMOTING NEW PEDAGOGICAL STRATEGIES: CREATING TANGIBLE EDUCATIONAL RESOURCES. EDULEARN22 Proceedings, 9606–9612. https://doi.org/10.21125/edulearn.2022.2315

Frame of Mind: The Genres of Sexualized Advertising Influencing an 18 years-Old’s Self-perception.

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Coote, P., & Lelis, C. (2023). Frame of Mind: The Genres of Sexualized Advertising Influencing an 18 years-Old’s Self-perception. Em D. Raposo, J. Neves, R. Silva, L. Correia Castilho, & R. Dias (Eds.), Advances in Design, Music and Arts II (pp. 50–70). Springer International Publishing. https://doi.org/10.1007/978-3-031-09659-4_5

Framework for development and evaluation of adaptable Serious Games in professional training

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Pistono, A., Santos, A. M., & Baptista, R. J. V. (2022b). Framework for development and evaluation of adaptable Serious Games in professional training [Oral presentation]. Gamers4Nature, Conferência sobre jogos digitais e conscientização ambiental., Aveiro, Portugal. https://ria.ua.pt/handle/10773/33870

FRAMEWORK FOR PEDAGOGICAL TRAINING OF TRAINERS IN DIGITAL CONTENT FOR SELF-LEARNING (E-CONTENTS)

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Santos, A., Moreira, L., & Silva, P. (2022). FRAMEWORK FOR PEDAGOGICAL TRAINING OF TRAINERS IN DIGITAL CONTENT FOR SELF-LEARNING (E-CONTENTS) [Oral presentation]. INTED2022. IATED. https://library.iated.org/view/SANTOS2022FRA

From co-design to the construction of a metaverse for the promotion of cultural heritage and tourism: The case of Amiais.

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Martins, D., Oliveira, L., & Amaro, A. C. (2022c). From co-design to the construction of a metaverse for the promotion of cultural heritage and tourism: The case of Amiais. Procedia Computer Science, 204, 261–266. https://doi.org/10.1016/j.procs.2022.08.031

From Players to Game Creators: Promoting Environmental and Sustainable Education through game-creation activities

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Beça, P., & Aresta, M. (2022b, julho). From Players to Game Creators: Promoting Environmental and Sustainable Education through game-creation activities [Oral presentation]. 2022 International Conference on Advanced Learning Technologies (ICALT). 10.1109/ICALT55010.2022.00041

From Players to Game Creators: Promoting Environmental and Sustainable Education through game-creation activities.

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Beça, P., & Aresta, M. (2022b). From Players to Game Creators: Promoting Environmental and Sustainable Education through game-creation activities. 2022 International Conference on Advanced Learning Technologies (ICALT), 109–111. https://doi.org/10.1109/ICALT55010.2022.00041

GLOCAL OUTPUTS THROUGH INNOVATIVE PRACTICES IN THE ‘FAIR FOOD FOR A SMART LIFE’ PROJECT.

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Santos, C. A., Pinheiro, M. M., Filipe, S., Barbosa, B., & Simões, D. (2022). GLOCAL OUTPUTS THROUGH INNOVATIVE PRACTICES IN THE ‘FAIR FOOD FOR A SMART LIFE’ PROJECT. INTED2022 Proceedings, 4860–4868. https://doi.org/10.21125/inted.2022.1268

Growing interest of Augmented Reality in retail: A Literature Review.

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Oliveira, F., Raposo, R., Carlos, V. S., & Au-Yong-Oliveira, M. (2022). Growing interest of Augmented Reality in retail: A Literature Review. 2022 17th Iberian Conference on Information Systems and Technologies (CISTI), 1–6. https://doi.org/10.23919/CISTI54924.2022.9820340

Heuristic model of a health dashboard for citizen engagement in smart cities

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Branco, A. (2022a, maio). Heuristic model of a health dashboard for citizen engagement in smart cities [Oral presentation]. Research Summit 2022, Aveiro, Portugal. https://www.ua.pt/pt/researchsummit-2022

HiLives Platform Demo (IO2)

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Tymoshchuk, O. (2022c, novembro). HiLives Platform Demo (IO2) [Oral report]. HiLives Project Multiplier Event: Including and Connecting in Higher Education: networking opportunities for independent lives, Aveiro, Portugal. http://hilives.web.ua.pt/

How social media reconfigures Personal Brand Management and Online Reputation.

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Machado, E., Miranda, S. and Baldi, V. (2022). How social media reconfigures Personal Brand Management and Online Reputation, in 7th Iberian Conference on Information Systems and Technologies (CISTI), 2022, pp. 1-5, doi: 10.23919/CISTI54924.2022.9820196

Implementation of a Learning Management System (LMS) in an Angolan higher education institution: A systematic literature review

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Pena, S. B., & Santos, A. (2022, junho). Implementation of a Learning Management System (LMS) in an Angolan higher education institution: A systematic literature review [Oral presentation]. 2022 17th Iberian Conference on Information Systems and Technologies (CISTI). https://ieeexplore.ieee.org/document/9820406

Information and Communication Technologies and Communicational Approaches for the Dissemination, Preservation, Understanding, and Attractiveness of Cultural Heritage.

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Martins, D., Oliveira, L., & Amaro, A. C. (2023). Information and Communication Technologies and Communicational Approaches for the Dissemination, Preservation, Understanding, and Attractiveness of Cultural Heritage. Em X.-S. Yang, S. Sherratt, N. Dey, & A. Joshi (Eds.), Proceedings of Seventh International Congress on Information and Communication Technology (Vol. 465, pp. 11–18). Springer Nature. https://doi.org/10.1007/978-981-19-2397-5_2

Integração de conteúdos multimédia numa plataforma digital de agregação de conteúdos noticiosos.

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Almeida, P., Beça, P., Silva, T., Nicolau, C., Covalenco, I., & Afonso, M. (2022). Integração de conteúdos multimédia numa plataforma digital de agregação de conteúdos noticiosos. 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

Integrated Language Translation IoT Devices: A Systematic Literature Review

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Santo, A., Santos, A., & Mamede, H. S. (2022, junho). Integrated Language Translation IoT Devices: A Systematic Literature Review [Oral presentation]. 2022 17th Iberian Conference on Information Systems and Technologies (CISTI). https://ieeexplore.ieee.org/document/9820059

Interaction Design to Female Technological Collective Activism: Geek Girls Portugal Case Study.

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Frade, R., & Vairinhos, M. (2022). Interaction Design to Female Technological Collective Activism: Geek Girls Portugal Case Study. Advances in Design and Digital Communication II, 492–504. https://doi.org/10.1007/978-3-030-89735-2_40

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

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

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.

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

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

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

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/

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

Music for All: Promoting Inclusive Music Education in Portugal

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Moreno, D., Moreira, A., Tymoshchuk, O., & Marques, C. (2022, julho 20). Music for All: Promoting Inclusive Music Education in Portugal [Poster]. https://doi.org/10.13140/RG.2.2.18308.81287

Name not found.

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Baldi, V. (2022) The non-reasons of Artificial Intelligence: the challenges of ethics in the design of digital technology. In ScienceGlobe International Conference. (p. 36-40). Singapore. ISBN: 978-93-90150-28-1

O Resgate da Coroa: Um livro-jogo para auxiliar na exteriorização de emoções de pacientes com anorexia nervosa

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Peçaibes, V., Cardoso, P., Giesteira, B., Quaresma, I., & Araújo, M. (2022). O Resgate da Coroa: Um livro-jogo para auxiliar na exteriorização de emoções de pacientes com anorexia nervosa. [Oral presentation]. ehSemi 2022 - 2o Seminário de Estudantes em Tecnologias Digitais e Saúde/Bem-Estar, Aveiro, Portugal. https://ria.ua.pt/handle/10773/34056

OH!Bug: Learning about nature through a mobile application

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Martins, S., & Moreira, F. T. (2022). OH!Bug: Learning about nature through a mobile application [Oral presentation]. New Media Pedagogy: research trends, methodological challenges and successful implementations, Online. https://sites.google.com/view/nmp-2022-conference/home-page

Painel de Indicadores de Saúde para o Envolvimento do Cidadão em Cidades Inteligentes

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Branco, A. (2022b, maio). Painel de Indicadores de Saúde para o Envolvimento do Cidadão em Cidades Inteligentes [Poster]. Ciência 2022 - Encontro com a Ciência e Tecnologia, Lisbon, Portugal. https://www.encontrociencia.pt/

Parents’ Voices: Inclusion of Students with Intellectual and Developmental Disabilities in Higher Education.

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Martins, I. C., Tymoshchuk, O., Albuquerque, E., Santos, P., & Van Hove, G. (2023). Parents’ Voices: Inclusion of Students with Intellectual and Developmental Disabilities in Higher Education. Em M. Dascalu, P. Marti, & F. Pozzi (Eds.), Polyphonic Construction of Smart Learning Ecosystems (pp. 157–175). Springer Nature. https://doi.org/10.1007/978-981-19-5240-1_11

Perceções de futuros professores dos 1.o e 2.o CEB sobre as potencialidades da programação em contexto educativo

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Oliveira, A. F., & Oliveira, D. (2022, fevereiro 19). Perceções de futuros professores dos 1.o e 2.o CEB sobre as potencialidades da programação em contexto educativo. [Oral presentation]. I Conferência Internacional Tecnologias e Aprendizagem de Programação e Robótica na Educação Básica, Portugal. https://icem2022.ipsantarem.pt/

Perceções de futuros professores dos 1.o e 2.o CEB sobre as potencialidades da programação em contexto educativo.

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Oliveira, A. F., & Oliveira, D. (2022, fevereiro 19). Perceções de futuros professores dos 1.o e 2.o CEB sobre as potencialidades da programação em contexto educativo. ICEM 2022 - Conference of the International Council for Educational Media., Portugal. https://icem2022.ipsantarem.pt/

Perception and Precaution of Online Aggression: Info-communicational behavior in the face of risks in the Portuguese university environment.

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Oliveira, E., Baldi, V. (2022). Perception and Precaution of Online Aggression: Info- communicational behavior in the face of risks in the Portuguese university environment, in 17th Iberian Conference on Information Systems and Technologies (CISTI), 2022, pp. 1-4, doi: 10.23919/CISTI54924.2022.9820454

Pervasive Augmented Reality (AR) for Assistive Production: Comparing the use of a Head-Mounted Display (HMD) versus a Hand-Held Device (HHD)

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Maio, R., Santos, A., Marques, B., Almeida, D., Dias, P., & Sousa-Santos, B. (2022, dezembro 29). Pervasive Augmented Reality (AR) for Assistive Production: Comparing the use of a Head-Mounted Display (HMD) versus a Hand-Held Device (HHD) [Poster]. 21st International Conference on Mobile and Ubiquitous Multimedia, New York, NY, USA. https://doi.org/10.1145/3568444.3570591

Playable Characters Attributes: An Empirical Analysis Based on the Theoretical Proposal from Katherine Isbister and Ernest Adams

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Ribeiro, T., Ribeiro, G., & Veloso, A. I. (2022). Playable Characters Attributes: An Empirical Analysis Based on the Theoretical Proposal from Katherine Isbister and Ernest Adams [Oral presentation]. International Conference on Human-Computer Interaction HCII 2022, Cham.

Playable Characters Attributes: An Empirical Analysis Based on the Theoretical Proposal from Katherine Isbister and Ernest Adams.

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Ribeiro, T., Ribeiro, G., & Veloso, A. I. (2022). Playable Characters Attributes: An Empirical Analysis Based on the Theoretical Proposal from Katherine Isbister and Ernest Adams. Em X. Fang (Ed.), HCI in Games (pp. 84–100). Springer International Publishing. https://doi.org/10.1007/978-3-031-05637-6_6

Playable Characters in Digital Games: A Genre Taxonomy Proposal.

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Ribeiro, T., & Veloso, A. I. (2022). Playable Characters in Digital Games: A Genre Taxonomy Proposal. Proceedings, 32–37. https://www.eurosis.org/cms/files/proceedings/GAMEON/GAMEON2022contents.pdf

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