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.

App PT-UA: proposal of an instantiation artifact as a facilitator of social learning in a tutoring program

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Simões, D., Soares, N., & Moreira, G. (2020). App PT-UA: proposal of an instantiation artifact as a facilitator of social learning in a tutoring program. International Journal of Learning Technology, 15(1), 45–65. DOI: 10.1504/IJLT.2020.107664

App PT-UA: proposal of an instantiation artifact to social learning improvement in a tutoring program

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Simões, D., Soares, N., & Moreira, G. (2019, no prelo). App PT-UA: proposal of an instantiation artifact to social learning improvement in a tutoring program. International Journal of Learning Technology.

Application for older adults to ask 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). Application for older adults to ask for help from volunteers through television: design and evaluation of a high visual-fidelity prototype. 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. 185–193). DOI: /10.1007/978-3-319-90170-11

Application for Older Adults to Ask 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. (2018) Application for Older Adults to Ask for Help from Volunteers Through Television: Design and Evaluation of a High Visual-Fidelity Prototype. 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 (pp. 32–43).

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 the Instructions Clear? Evaluating the Visual Characteristics of Augmented Reality Content for Remote Guidance

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Marques, B., Ferreira, C., Silva, S., Santos, A., Dias, P., & Santos, B. S. (2022). Are the Instructions Clear? Evaluating the Visual Characteristics of Augmented Reality Content for Remote Guidance. Multimodal Technologies and Interaction, 6(10), 92. https://doi.org/10.3390/mti6100092

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.

Are you ready for the challenge? Social Media Health Challenges for Behaviour Change

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Saboia, I., Almeida, A. M. P., Sousa, P., & Pernencar, C. (2020). Are you ready for the challenge? Social Media Health Challenges for Behaviour Change. Perspectives on Behavior Science, 43(3), 543–578. https://doi.org/10.1007/s40614-020-00261-z

Artificial Intelligence at the Interface between Cultural Heritage and Photography: A Systematic Literature Review

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Silva, C., Oliveira, L. (2024).Artificial Intelligence at the Interface between Cultural Heritage and Photography: A Systematic Literature Review. Heritage,7(7) 3799-3820

As fronteiras entre o legal e ético nos dados: a Netflix pode me assistir?

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Renó, D., Granato, M. As fronteiras entre o legal e ético nos dados: a Netflix pode me assistir?. Artigo submetido à Revista de Comunicación (Piúra, Peru)

As identidades sexuais não podem ser assintomáticas.

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Baldi, V. (2022). As identidades sexuais não podem ser assintomáticas. Em Franco La Cecla, “O Ponto G do Homem. Antropologia do Desejo Masculino”. Lisboa: VS Editor. pp. 9-18.

As Pós-Graduações em Informação e Comunicação na Universidade do Porto e na Universidade de Aveiro: As Contribuições Interdisciplinares da Gestão

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Silva, A. M. da, Satur, R. v., Mealha, Ó., & Pestana, O. (2020). As Pós-Graduações emInformação e Comunicação na Universidade do Porto e na Universidade de Aveiro: AsContribuições Interdisciplinares da Gestão. In E. N. Duarte, A. K. A. da Silva, R. A. daS. Llarena, S. de L. Lira, R. A. de B. Feitoza, & C. M. F. de Almeida (Eds.), ComponentesCurriculares do Eixo Temático Gestão na Pós-Graduação em Ciência da Informação noBrasil, Espanha e Portugal (pp. 241–262). Editora Universidade Federal da Paraíba.http://www.editora.ufpb.br/sistema/press5/index.php/UFPB/catalog/view/177/783/6492-

As Redes Sociais como meio de expressão política dos jovens em Portugal/Social Media as a way of young people’s political expression in Portugal

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Feio, C., Oliveira, L. & Martins, J. (2023).As Redes Sociais como meio de expressão política dos jovens em Portugal/Social Media as a way of young people's political expression in Portugal, OBS* (aceite, no prelo).

As tecnologias de Videoconferência no Ensino Superior Público Português: Tendências e Boas Práticas

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Martins, S. F., & Oliveira, L. (2011). As tecnologias de Videoconferência no Ensino Superior Público Português: Tendências e Boas Práticas. Observatorio, 5(4).

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 Older Adults’ Perspectives on Digital Game-Related Strategies to Foster Active and Healthy Ageing

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Regalado, F., Ortet, C., Costa, L., Santos, C.and Veloso, A. (2023). Assessing Older Adults' Perspectives on Digital Game-Related Strategies to Foster Active and Healthy Ageing, Media and Communication 11(3):88-100. https://doi.org/10.17645/mac.v11i3.6796

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

Atravessando a Economia da Atenção e dos Likes. A Política das Plataformas Digitais

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Jocel, J., Rosa, J.M. Baldi, V (2017) Atravessando a Economia da Atenção e dos Likes. A Política das Plataformas Digitais. In: Helena, P., Manuel, C.,Fábio, R & Pedro, A. (Eds.), Cibercultura: Circum-navegações em redes transculturais de conhecimento, arquivos e pensamento, (pp. 267-278).

Audio Description in Interactive Television (iTV): Proposal of a Collaborative and Voluntary Approach

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Oliveira, R., Abreu, J. F. de, & Almeida, A. M. (2016). Audio Description in Interactive Television (iTV): Proposal of a Collaborative and Voluntary Approach. 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, 935–940. DOI: 10.1016/j.procs.2016.09.252

Audio Description of Television Programs: A Voluntary Production Approach.

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Oliveira, R., de Abreu, J. F., & Almeida, A. M. (2018). Audio Description of Television Programs: A Voluntary Production Approach. In Applications and Usability of Interactive Television (pp. 150–160). Communications in Computer and Information Science book series (CCIS, volume 813).

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

Audio-visual translation models for visually impaired users of Interactive Television (iTV).

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Oliveira, R., Abreu, J., Almeida, A. M. (2018). Audio-visual translation models for visually impaired users of Interactive Television (iTV). Journal of Enabling Technologies. Emerald Publishing. ISSN 2398-6263.

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. 

Audiovisual translation models for visually impaired users of Interactive Television (iTV)

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Oliveira, R., Abreu, J., & Almeida, A.M. (2021). Audiovisual translation models for visually impaired users of Interactive Television (iTV). Procedia Computer Science, 196, 647-654.

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). Augmented reality in formal learning environments: Intervention in a visual education textbook. In Rocha, A., Alturas, B., Costa, C., Reis, L.P., Cota, M. P., (Eds.), 12th Iberian Conference on Information Systems and Technologies. CISTI 2017 – Proceedings Information Systems and Technologies, (pp. 1-6). DOI: /10.23919/CISTI.2017.7975952

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

Augmented Reality: Current and New Trends in Education

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Kamińska, D.; Zwoliński, G.; Laska-Leśniewicz, A.; Raposo, R.; Vairinhos, M.; Pereira, E.; Urem, F.; Ljubic Hinic, M.; Haamer, R.E.; Anbarjafari, G. Augmented Reality: Current and New Trends in Education. Preprints.org 2023, 2023061665. https://doi.org/10.20944/preprints202306.1665.v1

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 informative TV videos to be delivered through iTV: a system architecture

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Silva, T., Mota, M., Hernández, C., & Abreu, J. (2017) Automatic creation of informative TV videos to be delivered through iTV: a system architecture. Procedia Computer Science, Vol.(121), (pp. 584-591). DOI: /10.1016/j.procs.2017.11.077

Automatic Creation of TV Content to Integrate in Seniors Viewing Activities

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Reis L., Caravau H., Silva T., Almeida P. (2017) Automatic Creation of TV Content to Integrate in Seniors Viewing Activities. 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.32-46). DOI: /10.1007/978-3-319-63321-3_3

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.

Badges / Crachás: como usar em contexto educativo?

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Araujo, I., Pedro, L., Santos, C., Batista, J. (2017). Badges / Crachás: como usar em contexto educativo? In Maria, J.G, António, J. O., António, L. V. (Eds.), Livro de Atas Challenges2017 – X Conferência Internacional de TIC na Educação – Learning in the clouds, (pp.159-176). Retrieved from: http://www.nonio.uminho.pt/challenges/wp-content/uploads/2018/03/2nd_ed_ch17_9789899737471.pdf

Barriers to health information on social media. [Barreiras à informação em saúde nas mídias sociais]

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Brasileiro, F. S., & Almeida, A. M. P. (2021). Barriers to health information on social media. [Barreiras à informação em saúde nas mídias sociais]. Revista Digital De Biblioteconomia e Ciência da Informação, 19, e021030.

Be a Gamer: A Psycho-Social Characterization of the Player

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Ribeiro, T., Veloso, A.I., Brinson, P. (2023). Be a Gamer: A Psycho-Social Characterization of the Player. In: Fang, X. (eds) HCI in Games. HCII 2023. Lecture Notes in Computer Science, vol 14047. Springer, Cham. https://doi.org/10.1007/978-3-031-35979-8_24

Beats & Units: A story-game design framework

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Zagalo, Nelson, Ana Patrícia Oliveira, Pedro Cardoso, and Mário Vairinhos. 2023. “Beats & Units: A story-game design framework.” International Journal of Film and Media Arts 1, no. 3: 52-67. https://doi.org/10.24140/ijfma.v8.n1.03.

Beats & Units: A story-game design framework

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BEATS & UNITS: A STORY-GAME DESIGN FRAMEWORK; Zagalo, N., Oliveira, A.P., Cardoso, P., Vairinhos, M. International Journal of Film and Media Arts, 2023, 8(1), pp. 52–67. https://doi.org/10.24140/ijfma.v8.n1.03

Beats and Units Framework: A Story Game Integration Framework for the Ideation Stage of Narrative Design of Serious Games

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Zagalo N., Oliveira A.P. & Cardoso P. (2021). Beats and Units Framework: A Story Game Integration Framework for the Ideation Stage of Narrative Design of Serious Games. In: Mitchell A., Vosmeer M. (eds) Interactive Storytelling. ICIDS 2021. Lecture Notes in Computer Science, vol 13138. Springer, Cham.

Being (Grand) Players: Review of Digital Games and their Potential to Enhance Intergenerational Interactions

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Costa, L., Veloso, A. I. (2016). Being (Grand) Players: Review of Digital Games and their Potential to Enhance Intergenerational Interactions. Journal of Intergenerational Relationships, 14(1) 37-53. DOI: /10.1080/15350770.2016.1138273

Benchmarking the User eXperience and Usability of Online Social Networks: Proposal of an Evaluation Framework

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Regalado, F., Mealha, Ó., Santos, C. and 1 more (...) (2024).Benchmarking the User eXperience and Usability of Online Social Networks: Proposal of an Evaluation Framework. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics),14725417-431

Between promises and pitfalls: the impact of mobility on the internationalization of higher education

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Dias, G. P., Barbosa, B., Santos, C. A., Pinheiro, M. M., Simões, D., & Filipe, S. (2019, no prelo). Between promises and pitfalls: the impact of mobility on the internationalization of higher education. Journal of Further and Higher Education.

Between promises and pitfalls: the impact of mobility on the internationalization of higher education

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Dias, G. P., Barbosa, B., Santos, C. A., Pinheiro, M. M., Simões, D., & Filipe, S. (2021). Between promises and pitfalls: the impact of mobility on the internationalization of higher education. Journal of Further and Higher Education, 45(1), 79–94. https://doi.org/10.1080/0309877X.2020.1735321

Beyond the algorithmic and automated society. Towards a critical reappropriation of digital culture

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Baldi, V. (2017) Beyond the algorithmic and automated society. Towards a critical reappropriation of digital culture. Observatorio (OBS*), (pp. 186-198). Retrieved from: http://obs.obercom.pt/index.php/obs/issue/view/57

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

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Campelo, D., Abreu, J., Silva, T. (2016). Beyond the TV borders: Second screen as a tool for audience engagement. Multimedia Tools and Applications

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