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.

Extended Reality in Education and Training: Case Studies in Management Education

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Zwoliński, G., Kamińska, D., Laska-Leśniewicz, A., Haamer, R. E., Vairinhos, M., Raposo, R., Urem, F., & Reisinho, P. (2022). Extended Reality in Education and Training: Case Studies in Management Education. Electronics, 11(3), Art. 3. https://doi.org/10.3390/electronics11030336

Factors Influencing the Adoption of Video Games in Late Adulthood: A Survey of Older Adult Gamers

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Costa, L., Veloso, A. I. (2016). Factors Influencing the Adoption of Video Games in Late Adulthood: A Survey of Older Adult Gamers. International Journal of Technology and Human Interaction, 12(1) 37-53. DOI: /10.4018/IJTHI.2016010103

Fake news: a systematic review of the literature.

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Parra Valero, P. & Oliveira, L. (2018) Fake news: a systematic review of the literature, in: Revista Observatorio (OBS*), Special Issue, (2018), pp. (54-78). 

Fake news: a systematic review of the literature.

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Parra Valero, P. & Oliveira, L. (2018) Fake news: a systematic review of the literature, in: Revista Observatorio (OBS*), Special Issue, (2018), pp. (54-78). 

Fantasmas Digitais e Relações Swipe: a cultura info-comunicacional na era das proximidades automatizadas

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Baldi, V. Rodrigues, R. (2017). Fantasmas Digitais e Relações Swipe: a cultura info-comunicacional na era das proximidades automatizadas. Revista Ciência da Informação Retrieved from: http://revista.ibict.br/ciinf/about

Fast Serious Analogue Games in Planning: The Role of Non-Player Participants

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Antunes, A. P., Pinto, N., & Zagalo, N. (2022a). Fast Serious Analogue Games in Planning: The Role of Non-Player Participants. Simulation & Gaming, 53(2), 175–193. https://doi.org/10.1177/10468781211073645

Filming Concepts, Thinking Images: On Wonder, Montage and Disruption in an Image-Saturated World

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Baldi, V., & Conceição, N. (2022). Filming Concepts, Thinking Images: On Wonder, Montage and Disruption in an Image-Saturated World. Eidos. A Journal for Philosophy of Culture, 6(2), 70-85. https://doi.org/10.14394/eidos.jpc.2022.0017

Flappy crab project: Development of a digital educational game for teaching Music

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Gomes, J.D; Gomes, C. & Oliveira, L. (2017). Flappy crab project: Development of a digital educational game for teaching Music. 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.2017.7975907

Framework for adaptive serious games

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Pistono, A.M.A.D.A., dos Santos, A.M.P., Baptista, R.J.V. and 1 more (...) (2024).Framework for adaptive serious games. Computer Applications in Engineering Education,32(4)

From Data to Insights: Research Centre Performance Assessment Model (PAM)

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Tymoshchuk, O., Silva, M., Zagalo, N. and 1 more (...) (2024).From Data to Insights: Research Centre Performance Assessment Model (PAM). International Conference on Enterprise Information Systems, ICEIS - Proceedings,1180-188

From ideation to real context of use of a digital solution to promote physical and cognitive training for older adults

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Martins, A.I., Diehl, C., Silva, T. and 5 more (...) (2025).From ideation to real context of use of a digital solution to promote physical and cognitive training for older adults. Scientific Reports,15(1)

From ideation to real context of use of a digital solution to promote physical and cognitive training for older adults

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Martins, A.I., Diehl, C., Silva, T. and 5 more (...) (2025).From ideation to real context of use of a digital solution to promote physical and cognitive training for older adults. Scientific Reports,15(1)

From Live TV Events to Twitter Status Updates – a Study on Delays

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Oliveira, R., Almeida, P., Abreu, J. (2017). From Live TV Events to Twitter Status Updates – a Study on Delays. 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. 117-128). DOI: /10.1007/978-3-319-63321-3_9

From Technological Specifications to Beta Version: The Development of the Imprint+ Web App

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Beça, P., Antunes, M. J., Amado, P., Matos, M., Ferreira, E., Alves, A., … Fonseca, C. (2017). From Technological Specifications to Beta Version: The Development of the Imprint+ Web App. In Ó. Mealha, M. Divitini, & M. Rehm (Eds.), Citizen, Territory and Technologies: Smart Learning Contexts and Practices, Smart Innovation, Systems and Technologies, Vol. (80), (pp. 219–226). DOI: /10.1007/978-3-319-61322-2_18

From the mass media to social media: reflections on the new media ecology.

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Velasquez, A ., Renó, D., Beltrán, A. M., Maldonado, J. C., Ortiz León, C .( 2018). From the mass media to social media: reflections on the new media ecology. Revista Latina de Comunicación Social, 73, pp. 583 – 594.

From the mass media to social media: reflections on the new media ecology.

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A Velasquez, D Renó, A M Beltrán, J C Maldonado, C Ortiz León (2018). From the mass media to social media: reflections on the new media ecology. Revista Latina de Comunicación Social , 73, pp. 583-594. 

Game Design as an Autonomous Research Subject

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Neves, P., Zagalo, & N. (2021). Game Design as an Autonomous Research Subject. Information, 12 (9), 367.

Game-based psychotherapy for active ageing: A game design proposal in non-game context

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Costa, L. & Veloso, A. I. (2017). Game-based psychotherapy for active ageing: A game design proposal in non-game context. Conference Proceedings of TISHW – 1st International Conference on Technology and Innovation is Sports, Health and Wellbeing, Special Track “Digital games in assistive environments”, Vila Real, Portugal, (pp. #19) DOI: /10.1109/TISHW.2016.7847788

Games for active ageing, well-being and quality of life: a pilot study.

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Costa, L. V., Veloso, A. I., Loizou, M., & Arnab, S. (2018). Games for active ageing, well-being and quality of life: a pilot study. Behaviour & Information Technology, 37(8), 842–854.

Games for active ageing, well-being and quality of life: a pilot study.

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Costa, L. V., Veloso, A. I., Loizou, M., & Arnab, S. (2018). Games for active ageing, well-being and quality of life: a pilot study. Behaviour & Information Technology, 37(8), 842–854.

Gamifying Online News in a Senior Online Community: Insights from Designing and Assessing the Readers’ Experience

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Regalado, F., Vale Costa, L., Martins, F., & Veloso, A. I. (2021). Gamifying Online News in a Senior Online Community: Insights from Designing and Assessing the Readers’ Experience. Social Sciences, 10(12), 463.

Generative AI and Higher Education: Trends, Challenges, and Future Directions from a Systematic Literature Review

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Batista, J., Mesquita, A., Carnaz, G. (2024).Generative AI and Higher Education: Trends, Challenges, and Future Directions from a Systematic Literature Review. Information (Switzerland),15(11)

Guidelines for a Cancer Prevention Smartphone Application: a mixed-methods study

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Ribeiro, N., Moreira, L. Barros, A., Almeida, A. M., Santos-Silva, F. (2016). Guidelines for a Cancer Prevention Smartphone Application: a mixed-methods study. International Journal of Medical Informatics, 94, 134–142. DOI: 10.1016/j.ijmedinf.2016.07.007

Habits and Behaviors of e-health Users: A Study on the Influence of the Interface in the Perception of Trust and Credibility

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Sousa, A. P. de, & Almeida, A. M. (2016). Habits and Behaviors of e-health Users: A Study on the Influence of the Interface in the Perception of Trust and Credibility. 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, 100,602–610). DOI: 10.1016/j.procs.2016.09.201

HAPPY: a Cancer Prevention Mobile App supported by a Qualitative Study

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Ribeiro, N., Barros, A., Almeida, A. M., Santos Silva, F. (2014). HAPPY: a Cancer Prevention Mobile App supported by a Qualitative Study. RSP, Revista de Saúde Pública, 48. In: 2nd IPLeiria International Heatlh Congress Abstracts. São Paulo, Brasil. p. 23-23. 2014. 1518-8787.

Happy: Cancer Prevention Using Smartphones

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Ribeiro, N., Moreira, L., Almeida, A. M., & Santos-Silva, F. (2016). Happy: Cancer Prevention Using Smartphones. 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, 466–473. DOI: 10.1016/j.procs.2016.09.183

Heuristic for brand artefacts co-design: a computer-mediated proposal

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Lelis, C., Mealha, O. (2015). Heuristic for brand artefacts co-design: a computer-mediated proposal. CoDesign, 11(2). DOI: /10.1080/15710882.2015.1054840

Heuristics for designing digital games in assistive environments: Applying the guidelines to an ageing society

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Veloso, A.I. & Costa, L. (2017). Heuristics for designing digital games in assistive environments: Applying the guidelines to an ageing society. Conference Proceedings of TISHW – 1st International Conference on Technology and Innovation is Sports, Health and Wellbeing, Special Track “Digital games in assistive environments”, Vila Real, Portugal, (pp. #20) DOI: /10.1109/TISHW.2016.7847788

Home-Based Activities for Children with Speech Sound Disorders: Requirements for a Tangible User Interface for Internet of Things Artefacts

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Santos, J., Vairinhos, M., Rodriguez, J., & Jesus, L. M. (2022). Home-Based Activities for Children with Speech Sound Disorders: Requirements for a Tangible User Interface for Internet of Things Artefacts. Applied Sciences, 12(18), 8971. https://doi.org/10.3390/app12188971

Home-Based Activities for Children with Speech Sound Disorders: Requirements for a Tangible User Interface for Internet of Things Artefacts

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Santos, J., Vairinhos, M., Rodriguez, J., & Jesus, L. M. T. (2022). Home-Based Activities for Children with Speech Sound Disorders: Requirements for a Tangible User Interface for Internet of Things Artefacts. Applied Sciences, 12(18), Art. 18. https://doi.org/10.3390/app12188971

https://www.semanticscholar.org/paper/Self-regulation-in-online-string-instrument-social-Queiroz-Foletto/f088ed957ea819675b18567a3b2086a450d88aa0

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Utermohl de Queiroz, D., Foletto, C., López-Íñiguez, G. and 1 more (...) (2025).Self-regulation in online string instrument lessons: Motivation, social interaction and learning environment. International Journal of Music Education,43(4) 585-599

I am with you: a netnographic analysis of the Instagram opinion leaders on eating behavior change.

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Saboia, I., Pisco Almeida, A. M., Sousa, P., & Pernencar, C. (2018). I am with you: a netnographic analysis of the Instagram opinion leaders on eating behavior change. In J. . Q. Varajão, M. M. Cruz-Cunha, R. Martinho, R. Rijo, D. Domingos, & E. Peres (Eds.), Procedia Computer Science – Special Issue: CENTERIS – International Conference on ENTERprise Information Systems / ProjMAN – International Conference on Project MANagement / HCist – International Conference on Health and Social Care Information Systems and Technologies, CENTERIS/ProjMAN/HCist 2018  (Vol. 138, pp. 97–104). 

I am with you: a netnographic analysis of the Instagram opinion leaders on eating behavior change.

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Saboia, I., Pisco Almeida, A. M., Sousa, P., & Pernencar, C. (2018). I am with you: a netnographic analysis of the Instagram opinion leaders on eating behavior change. In J. . Q. Varajão, M. M. Cruz-Cunha, R. Martinho, R. Rijo, D. Domingos, & E. Peres (Eds.), Procedia Computer Science – Special Issue: CENTERIS – International Conference on ENTERprise Information Systems / ProjMAN – International Conference on Project MANagement / HCist – International Conference on Health and Social Care Information Systems and Technologies, CENTERIS/ProjMAN/HCist 2018  (Vol. 138, pp. 97–104). 

Iconography’s development for a seniors’ iTV informative platform

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Silva, T., Caravau, H., Reis, L. & Almeida, P. (2017) Iconography’s development for a seniors’ iTV informative platform. Procedia Computer Science, Vol. (121), (pp. 576-583), DOI: /10.1016/j.procs.2017.11.076

iForal: Automated Handwritten Text Transcription for Historical Medieval Manuscripts

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Matos, A., Almeida, P., Correia, P.L. and 1 more (...) (2025).iForal: Automated Handwritten Text Transcription for Historical Medieval Manuscripts. Journal of Imaging,11(2)

Immersive content with violence: A research using eye tracking with university students in Spain and Portugal

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Mañas-Viniegra, L., Veloso, A.-I., & Sierra-Sánchez, J. (2020). Immersive content with violence: A research using eye tracking with university students in Spain and Portugal | Contenidos inmersivos violentos: Investigación con eye tracking en jóvenes universitarios en España y Portugal. Profesional de La Informacion, 29(1). https://doi.org/10.3145/epi.2020.ene.08

Impact of TikTok Usage on Higher Education Students: Addiction, Flow State, and Sense of Belonging

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Lopes, C., Morais, N.S., Raposo, R. and 1 more (...) (2025).Impact of TikTok Usage on Higher Education Students: Addiction, Flow State, and Sense of Belonging. Proceedings of the 12th European Conference on Social Media, ECSM 2025,177-184

Impacts of facial filters on Instagram: self-image, digital vulnerability, and aesthetic standards in Brazil

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Grieger, J.D., Oliveira, L., Botelho-Francisco, R.E. (2025).Impacts of facial filters on Instagram: self-image, digital vulnerability, and aesthetic standards in Brazil. Current Psychology,44(24) 19175-19193

Implementation of Social Entrepreneurship Projects. The path to Communities of Practice

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Melro, A., Oliveira, L. 2016. Implementation of Social Entrepreneurship Projects. The path to Communities of Practice. 1st International Conference on Smart Learning Ecosystems and Regional Development. Romenia: Politehnica University of Timisoara.

Implementation of Social Entrepreneurship Projects. The path to Communities of Practice.

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Melro, A., Oliveira, L. (2017). Implementation of Social Entrepreneurship Projects. The path to Communities of Practice. Interaction Design and Architecture(s), Vol. (32), pp. 165-172.

InApp Questions: an Approach for Contextual Evaluation of Applications

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Abreu, J., Almeida, P., Beça P. (2017). InApp Questions: an Approach for Contextual Evaluation of Applications. 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 162-75). DOI: /10.1007/978-3-319-63321-3_12

Increasing awareness and empathy among university students through immersive exercises–testing of the virtual reality application: A pilot study

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Raposo, R., Vairinhos, M., Laska-Leśniewicz, A., & Sztobryn-Giercuszkiewicz, J. (2023). Increasing awareness and empathy among university students through immersive exercises–testing of the virtual reality application: A pilot study. Medycyna Pracy,74(3),187-197. DOI:10.13075/mp.5893.01391

Indagante: A Proposal for a Social Multiplatform Game to Motivate Interaction in the Living Room

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Cardoso, B., Abreu, J. (2017). Indagante: A Proposal for a Social Multiplatform Game to Motivate Interaction in the Living Room. 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. 105-116). DOI: /10.1007/978-3-319-63321-3_8

Influence of the graphical layout of television news on the viewers: An eye tracking study.

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Rodrigues, R., Veloso, A., & Mealha, O. (2016). Influence of the graphical layout of television news on the viewers: An eye tracking study. Revista Da Obercom, E-Journal, 1–16. Retrieved from http://www.obercom.pt/content/8.cp3

Influence of the graphical layout of television news on the viewers: An eye tracking study.

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Rodrigues, R., Veloso, A., & Mealha, Ó. (2016). Influence of the graphical layout of television news on the viewers: An eye tracking study. Revista (OBS*) Observatorio, 10 (1). DOI: 10.7458/obs1012016853

Information Needs about Public and Social Services of Portuguese Elderly

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Silva, T., Caravau, H., & Campelo, D. (2017). Information Needs about Public and Social Services of Portuguese Elderly. ICT4AWE 2017 – Proceedings of the 3rd International Conference on Information and Communication Technologies for Ageing Well and e-Health, Porto, Portugal, (pp. 46–57). DOI: /10.5220/0006284900460057

Informational resilience and microcephaly: Digital information search practices

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Silva Rocha, P. M., Brasileiro, F. S. á., Melo, D. A., Alves, E. C., & Almeida, A. M. P. (2021). Informational resilience and microcephaly: Digital information search practices. [Resiliência informacional e microcefalia: Práticas digitais de busca por informação]. Encontros Bibli, 26. 1-22.

Insights from User Perceptions Towards the Design of a Proactive Intelligent TV Assistant

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Marques, T., Ferraz de Abreu, J., Santos, R. (2024).Insights from User Perceptions Towards the Design of a Proactive Intelligent TV Assistant. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics),14714278-297

Instagram como red de promoción e hipermediación del turismo rural: el caso de Aldeias Históricas

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Martínez-Rolán, X., Tymoshchuk, O., Piñero-Otero, T., & Renó, D. (2019, no prelo). Instagram como red de promoción e hipermediación del turismo rural: el caso de Aldeias Históricas. Revista Latina de Comunicación Social.

Instagram Use and Equity in Public Health: A Study on Brazil and Portugal During the COVID-19 Pandemic

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Pinto, P., Antunes, M. J., Almeida, A. M., & Renó, D (2023). Instagram Use and Equity in Public Health: A Study on Brazil and Portugal During the COVID-19 Pandemic. Canadian Journal of Communication 48(3), 474–500. doi:10.3138/cjc- 2022-0059

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