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.

Computational Thinking as an Educational Trend in Education: some reflections

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Pinheiro, M. M., Albuquerque, C., Moreira, F. T., Torres, J. V., & Sousa, J. M. (2023). Computational Thinking as an Educational Trend in Education: some reflections. EDULEARN23 Proceedings, 3113–3121. https://doi.org/10.21125/EDULEARN.2023.0867

Conceção de uma plataforma de mediação digital para a Região Centro

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Renó, D., Silva, P. A., Almeida, A. M., Ramos, F., Pedro, L., Antunes, M.J., & Tymoshchuk, O. (2019). Conceção de uma plataforma de mediação digital para a Região Centro. 26th APDR Congress – Evidence-based territorial policymaking: formulation, implementation and evaluation of policy, Aveiro, 1194- 1199. URL: http://apdr.pt/data/documents/ATAS_APDRcongress2019.pdf

Conceção de uma plataforma digital colaborativa para preservação da memória do Festival Guarnicê de Cinema: definição de requisitos funcionais e genéricos.

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Lobo, J., Antunes, M.J. (2017, october). Conceção de uma plataforma digital colaborativa para preservação da memória do Festival Guarnicê de Cinema: definição de requisitos funcionais e genéricos. Paper session presented at 16th International Meeting of Art and Technology: imagining the real, Porto, Portugal.

Conceptualization of a mobile application aimed at refugees in Portugal.

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Baldi, V. Ribeiro, A (2018). Conceptualization of a mobile application aimed at refugees in Portugal. 13th Iberian Conference on Information Systems and Technologies (CISTI), pp1-6.

Conceptualization of Hypersituation as Result of IoT in Education

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Moreira F.T., Vairinhos M., & Ramos F. (2021) Conceptualization of Hypersituation as Result of IoT in Education. In: Mealha Ó., Rehm M., Rebedea T. (eds) Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education. Smart Innovation, Systems and Technologies, vol 197. Springer, Singapore.

Conceptualization of PhysioFun Game A low-cost videogame for home-based stroke rehabilitation

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Ribeiro, T., Veloso, A.I. & Costa, R. (2016). ”Conceptualization of PhysioFun Game A low-cost videogame for home-based stroke rehabilitation”. In Proceedings of TISHW – 1st International Conference on Technology and Innovation is Sports, Health and Wellbeing, Special Track “Digital games in assistive environments”. December 1-3, 2016 – UTAD, Vila Real, Portugal.

Conceptualization of PhysioFun Game: A low-cost videogame for home-based stroke rehabilitation.

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Ribeiro, T., Veloso, A.I. & Costa, R. (2017, december). Conceptualization of PhysioFun Game: A low-cost videogame for home-based stroke rehabilitation. Paper session presented at TISHW – 1st International Conference on Technology and Innovation is Sports, Health and Wellbeing, Vila Real, Portugal.

Connect Elderly to Other Generations Through iTV: Evaluating Notifications’ Potential.

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Camargo, J., Silva, T., & Abreu, J. (2021). Connect Elderly to Other Generations Through iTV: Evaluating Notifications’ Potential. Em M. J. Abásolo & G. F. Olmedo Cifuentes (Eds.), Applications and Usability of Interactive TV. Springer Nature Switzerland. https://doi.org/ttps://doi.org/10.1007/978-3-031-22210-8_2

Connection Between the Real World and the Digital World: Voice Assistants as Promoters of Socialization for Older Adults

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Camargo, J., Silva, T., Ferraz de Abreu, J. (2025).Connection Between the Real World and the Digital World: Voice Assistants as Promoters of Socialization for Older Adults. International Conference on Information and Communication Technologies for Ageing Well and e-Health, ICT4AWE - Proceedings,406-413

Connection Between the Real World and the Digital World: Voice Assistants as Promoters of Socialization for Older Adults

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Camargo, J., Silva, T., Ferraz de Abreu, J. (2025).Connection Between the Real World and the Digital World: Voice Assistants as Promoters of Socialization for Older Adults. International Conference on Information and Communication Technologies for Ageing Well and e-Health, ICT4AWE - Proceedings,406-413

Construção de um quadro de referência para a conceção de estratégias de mediação digital em Inovação de base territorial

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Tymoshchuk, O., Renó, D., Silva, P. A., Almeida, A.M., Antunes, M. J., Pedro, L. & Ramos, F. (2019). Construção de um quadro de referência para a conceção de estratégias de mediação digital em Inovação de base territorial. 26th APDR Congress – Evidence-based territorial policymaking: formulation, implementation and evaluation of policy, Aveiro, 1008-1016. URL: http://apdr.pt/data/documents/ATAS_APDRcongress2019.pdf

Content Unification in iTV to Enhance User Experience: The UltraTV Project.

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Almeida, P., Abreu, J., Fernandes, S., Oliveira, E. (2018). Content Unification in iTV to Enhance User Experience: The UltraTV Project.  Proceedings of ACM TVX’18 – Interactive Experiences for Television and Online Video, Seoul, Korea,  pp.167-172. 

Content Unification: A Trend Reshaping the iTV Ecosystem.

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Abreu J., Almeida P., Fernandes S., Velhinho A., Rodrigues A. (2018). Content Unification: A Trend Reshaping the iTV Ecosystem. In: Clua E., Roque L., Lugmayr A., Tuomi P. (eds) Entertainment Computing – ICEC 2018. ICEC 2018. Lecture Notes in Computer Science, vol 11112, pp 297-300.  

Corporate relevance of UX Writing contributions for a Design Language System.

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de Azevedo, M. R., Bóia, F. M., & Mealha, Ó. (2022). Corporate relevance of UX Writing contributions for a Design Language System. 2022 17th Iberian Conference on Information Systems and Technologies (CISTI), 1–6. https://doi.org/10.23919/CISTI54924.2022.9820407

Could I do it again? One-time experiences of Erasmus mobility teachers.

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Santos, C. A., Barbosa, B., Filipe, S., Pinheiro, M., Simões, D., Dias, G. P. (2017, september). Could I do it again? One-time experiences of Erasmus mobility teachers. Paper presented at ICLEL 2017 – 3rd International Conference on Lifelong Education and Leadership for All, Polytechnic Institute of Porto, Porto, Portugal.

Creating and sharing personal TV channels in iTV

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TELES, B.; ALMEIDA, P.; ABREU, J. (2012).
Creating and sharing personal TV channels in iTV, In: Adjunct Proceedings of the 10th European Interactive TV Conference (EuroITV 2012 – Bridging People, Places and Platforms). A., Stefan; S., Stephan; Knoche, H.; Hess, J. (eds.). Fraunhofer Institute for Open Communication Systems, FOKUS, ISBN: 978-3-00-038715-9, p. 100-103

Creating New Learning Experiences for Students with Dyslexia: A Design Thinking and Human-Centered Approach

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Bulhões, J., Signoretti, A., & Almeida, A. M. (2020). Creating New Learning Experiences for Students with Dyslexia: A Design Thinking and Human-Centered Approach. 4th International Conference on Smart Learning Ecosystems and Regional Development, SLERD. Smart Innovation, Systems and Technologies,158, 261 – 268. DOI: 10.1007/978-981-13-9652-6_23

Creating online video lessons in D-VET courses – A Case study – 18th Iberian Conference on Information Systems and Technologies (CISTI) – 2023

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Creating online video lessons in D-VET courses - A Case study - 18th Iberian Conference on Information Systems and Technologies (CISTI) - 2023

Creating online vídeo lessons in D-VET courses – A case study

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Oliveira D., Moreira, F.T., Oliveira, A. (2023). Creating online vídeo lessons in D-VET courses – A case study. 18th th Iberian Conference on Information Systems and Technologies (CISTI). Aveiro, Portugal.

Creation of digital games for environmental awareness by young adult students: Systematization and critical analysis of the process.

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Suandique, T., Beça, P., & Aresta, M. (2022). Creation of digital games for environmental awareness by young adult students: Systematization and critical analysis of the process. roceedings of the 23rd International Conference on Intelligent Games and Simulation (Game-On’2022). 23rd International Conference on Intelligent Games and Simulation (Game-On’2022), Lisbon.

Creative Process of Pre-production of Video Games

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Sánchez, R., Zagalo, N. & Gómez, S. (2021). Creative Process of Pre-production of Video Games. In Interactivity and Game Creation. Springer. 198–211.

Cross-media Environment based on iTV to Generate Personalized Web-based Contents as Additional Information to Documentary Videos

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Prata, A., Abreu, J., Chambel, T. (2022). Cross-media Environment based on iTV to Generate Personalized Web-based Contents as Additional Information to Documentary Videos, jAUTI 2022, Universidade de Cordoba, 17-18 Novembro 2022

CULTURAL HERITAGE AND EDUCATION: WHAT RELATIONSHIP?

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Felgueiras, M. L., Tymoshchuk, O., Saborano, S., Breia, I., & Resende, M. (2022). CULTURAL HERITAGE AND EDUCATION: WHAT RELATIONSHIP? EDULEARN22 Proceedings, 7755– 7764. https://doi.org/10.21125/edulearn.2022.1809

Design is in the House: Basic Concepts to Understand the Role of Design in the Creation of the Club Experience.

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Lugo-Elías, C., & Cardoso, P. (2022). Design is in the House: Basic Concepts to Understand the Role of Design in the Creation of the Club Experience. Em N. Martins & D. Brandão (Eds.), Advances in Design and Digital Communication II (pp. 517–527). Springer International Publishing. https://doi.org/10.1007/978-3-030-89735-2_42

Designing a Framework for Rural Community-Based Collaborative Cultural Mapping: The Fontoura Project

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Silva, M., & Raposo, R. (2023, May). Designing a Framework for Rural Community-Based Collaborative Cultural Mapping: The Fontoura Project. In International Conference on Tourism Research (Vol. 6, No. 1, pp. 305-313).

Designing a video library for senior users of iTV.

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Mota, M., Caravau, H., Silva, T. (2017, october). Designing a video library for senior users of iTV. Paper session presented at 6th Iberoamerican Conference on Applications and Usability of Interactive TV (jAUTI’17), Aveiro, Portugal.

Designing and validating the gamification strategy model of a digital platform to promote extracurricular projects in K-12 schools – The GENE gamification strategy model

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Santos, C., Pedro, L., Carvalho, A. R., & Ferreira, L. (accepted). Designing and validating the gamification strategy model of a digital platform to promote extracurricular projects in K-12 schools – The GENE gamification strategy model. 18a Conferência Ibérica de Sistemas e Tecnologias de Informação (CISTI’2023).

Designing DMO Communication Strategies Through the Use of a Step-by-Step Model

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Roque, V., & Raposo, R. (2021). Designing DMO Communication Strategies Through the Use of a Step-by-Step Model. In Handbook of Research on Multidisciplinary Approaches to Entrepreneurship, Innovation, and ICTs (pp. 306-330). IGI Global.

Designing Entertainment for the Aging Population.

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Silva, P. A., & Masoodian, M. (2018). Designing Entertainment for the Aging Population. In E. Clua, L. Roque, A. Lugmayr, & P. Tuomi (Eds.), Entertainment Computing – ICEC 2018 (pp. 345–348). 

Designing for Viral Infection Awareness through PLAYMUTATION

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Costa, L., Proença, F., Passos, A., Zagalo, N., Nogueira, T., Duarte, M., Ortet, C. (2023, April 12-15). Designing for Viral Infection Awareness through PLAYMUTATION. CUMULUS Connectivity, and Creativity in times of Conflict – Nature positive/Design for Transformation, CUMULUS Association International Association of Universities and College of Arts, Design and Media, Proceedings Series No 9, University of Antwerp, p.181-184. ISBN 978-94-0149-676XX

Designing Visual Interfaces to Support Voice Input: The case of a TV application to request help in daily life tasks

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Santos, R., Beja, J., Rodrigues, M., & Martins, C. (2019). Designing Visual Interfaces to Support Voice Input: The case of a TV application to request help in daily life tasks. Proceedings of the XX International Conference on Human Computer Interaction (Interacción ’19), ACM, New York, USA, Article 10, 8 pages. DOI: https://doi.org/10.1145/3335595.3335637

Developing a gamified digital platform to promote extracurricular activities in basic and secondary schools – preliminary findings

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Carvalho, A. R., Ferreira, L., Gonçalves, L., Santos, C., Almeida, J., Ribeiro, N., Filipe, M., Brandão, J., Santos, S., Dionísio, C., & Pedro, L. (aceite). Developing a gamified digital platform to promote extracurricular activities in basic and secondary schools - preliminary findings. In book of proceedings of The International Council for Educational Media (ICEM) 2022, Springer (IFIP-AICT series).

Developing a Prototype of an Open Educational Resource on Research Methods for PhD Candidates in Technology Enhanced Learning

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Sousa, L., Pedro, L., & Santos, C. (2021). Developing a Prototype of an Open Educational Resource on Research Methods for PhD Candidates in Technology Enhanced Learning. In: De Laet T., Klemke R., Alario-Hoyos C., Hilliger I., Ortega-Arranz A. (eds) Technology-Enhanced Learning for a Free, Safe, and Sustainable World. EC TEL 2021. Lecture Notes in Computer Science, vol 12884. Springer, Cham.

Development and Evaluation of Clouds4All Interface: a tag clouds reader for visually impaired users

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Oliveira, Rita A. S; Silva, Telmo E. M. C.; Abreu, Jorge T. F.. 2015. “Development and Evaluation of Clouds4All Interface: a tag clouds reader for visually impaired users”, Trabalho apresentado em CISTI’2015 – 10th Iberian Conference on Information Systems and Technologies, In Proceedings of the 10th Iberian Conference on Information Systems and Technologies – CISTI’15, IEEE, Águeda, Portugal. DOI: 10.1109/CISTI.2015.7170507

Development and UI/UX testing of an ITV companion application for seniors

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Silva, T., Mota, M., & Silva, C. (2019). Development and UI/UX testing of an ITV companion application for seniors. In M. Ziefle & L. Maciaszek (Eds.), Proceedings of the 5th International Conference on Information and Communication Technologies for Ageing Well and e-Health – ICT4AWE 2019, Vol. 1, (pp. 124-134).

Development of a multimedia platform for parental involvement in learning of children attending kindergarden – preliminary studies.

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Laranjeiro, M.J. Antunes, P. Santos (2017, march). Development of a multimedia platform for parental involvement in learning of children attending kindergarden – preliminary studies. Paper session presented at INTED2017 – 11th International Technology, Education and Development Conference, Valencia, Spain.

Development of a multimedia platform for parental involvement in learning of children attending kindergarten – Iterative Cycles of Development.

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Laranjeiro, D., Antunes, M.J., Santos, P. (2017, april). Development of a multimedia platform for parental involvement in learning of children attending kindergarten – Iterative Cycles of Development. Paper session presented at 9th International Conference on Computer Supported Education, Porto, Portugal.

Development of a navigation system for image-guided surgery based on augmented reality

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Almeida, S.,Vairinhos, M. Development of a navigation system for image-guided surgery based on augmented reality, TISHW 2016

Development of Audio- Visual Content to Promote the Adoption of the Gamers4Nature Toolkit.

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Beça, P., Alexandre, A., Aresta, M., Santos, R., & Veloso, A. (2022). Development of Audio- Visual Content to Promote the Adoption of the Gamers4Nature Toolkit. Em Á. Rocha, C. Ferrás, A. Méndez Porras, & E. Jimenez Delgado (Eds.), Information Technology and Systems (pp. 485–495). Springer International Publishing. https://doi.org/10.1007/978-3-030-96293-7_40

Digital Audiovisual Narratives as depression literacy promoters: Development of psychoeducational intervention DEEP

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Duran, L., Almeida, A. M., Figueiredo-Braga, M. (2020). Digital Audiovisual Narratives as depression literacy promoters: Development of psychoeducational intervention DEEP. 15th Iberian Conference on Information Systems and Technologies (CISTI), Sevilla, Espanha. https://doi.org/10.23919/CISTI49556.2020.9140846

Digital Badges on education: past, present and future.

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Araújo, I., Santos, C., Pedro, L., Batista, J. (2017, July). Digital Badges on education: past, present and future. Paper presentation at ECSM’2017 – 4th European Conference on Social Media, Mykolas Romeris University, Vilnius, Lithuania.

DIGITAL GAME WORKSHOP ON FINANCIAL EDUCATION: IMPACT ON PLAYERS’ AND GAME CREATORS’ ENGAGEMENT AND LEARNING

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Assoreira, S., Aresta, M., & Beça, P. (2023). DIGITAL GAME WORKSHOP ON FINANCIAL EDUCATION: IMPACT ON PLAYERS’ AND GAME CREATORS’ ENGAGEMENT AND LEARNING. 8282–8286. https://doi.org/10.21125/inted.2023.2261

Digital multitasking during academic lectures: did the Covid-19 lockdown change the students’ behavior?

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Mendes, R., Veloso, A. I. (2023). Digital multitasking during academic lectures: did the Covid-19 lockdown change the students’ behavior? In 9th International Conference on Higher Education Advances (HEAd’23). https://doi.org/http://dx.doi.org/10.4995/HEAd23.2023.16278

DIGITAL PLATFORMS AND MENTAL HEALTH: Utility and usability assessment of the Skye platform.

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Mendes, R., Veloso, A., Sena, D. and 3 more (...) (2025).DIGITAL PLATFORMS AND MENTAL HEALTH: UTILITY AND USABILITY ASSESSMENT OF THE SKYE PLATFORM. Proceedings of the International Conferences IADIS Information Systems 2025 and e-Society 2025,260-267

Digital solution to support navigation at harbor mouths.

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Júlio, L., Silva, T., Abreu, J., & Baptista, P. (2022). Digital solution to support navigation at harbor mouths. 2022 17th Iberian Conference on Information Systems and Technologies (CISTI), 1–6. https://doi.org/10.23919/CISTI54924.2022.9820008

Digital Storytelling by Women in Tech Communities

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Frade, R. L., & Vairinhos, M. (2023a). Digital Storytelling by Women in Tech Communities. Presented at the Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). https://doi.org/10.1007/978-3-031-47655-6_6

Digital technologies as a promotor of well-being and inclusion of people with intellectual and developmental disabilities: What is the current situation?

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Tymoshchuk, O., Martins, I. C., Albuquerque, E., Cartaxo, C., & Almeida, A. M. P. (2022, agosto). Digital technologies as a promotor of well-being and inclusion of people with intellectual and developmental disabilities: What is the current situation? [Oral presentation]. DSAI 2022, Lisbon, Portugal. http://dsai.ws/2022/accepted-papers/

Discovering TV Contents in a 2nd Screen

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ABREU, J., ALMEIDA, P., PEREIRA, A., TELES, B., CARDOSO, B., SANTOS, H., Discovering TV Contents in a 2nd Screen, in Adjunct Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video (TVX ’15). ACM, New York, NY, USA.

Dissemination of the HiLives Project intellectual outputs (IOs)

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Tymoshchuk, O. (2022b, novembro). Dissemination of the HiLives Project intellectual outputs (IOs). [Oral report]. HiLives Project Multiplier Event: Including and Connecting in Higher Education: networking opportunities for independent lives, Aveiro, Portugal. http://hilives.web.ua.pt/

Doctoral Education in Technology-Enhanced Learning: The perspective of PhD Candidates and researchers

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NICOLAOU, A., SOULE, M.V., ATHANASIOU, A., CONSTATINOU, E., PARMAXI, A., FOMiNYKH, M. PERIFANOU, M., ECONOMIDES, A., PEDRO, L., ALBÓ, L., HERNÁNDEZ-LEO, D., WILD, F. (2023). Doctoral Education in Technology-Enhanced Learning: The perspective of PhD Candidates and researchers. In: Zaphiris, P., Ioannou, A. (eds.), Learning and Collaboration Technologies. HCII 2023. Lecture Notes in Computer Science, vol 14040. Springer, Cham. https://doi.org/10.1007/978-3-031-34411-4_23.

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