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), 336. https://doi.org/10.3390/electronics11030336

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

EyeSenior: getting information adjusted to seniors with blindness or low vision

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Silva, T., Oliveira, R., Abreu, J., Almeida, A., Santos, R., & Almeida, P. (2019). EyeSenior: getting information adjusted to seniors with blindness or low vision. 2019 14th Iberian Conference on Information Systems and Technologies (CISTI), Coimbra, Portugal, 2019. DOI: 10.23919/CISTI.2019.8760736

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

Factors Determining the Non-Prosecution of Higher Studies in Mozambique: Their Mitigation Through Distance Education

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Cuamba, P., Moreira, A., & Amaro, A.C. (2019). Factors Determining the Non-Prosecution of Higher Studies in Mozambique: Their Mitigation Through Distance Education. In L. Gómez Chova, A. López Martínez, I. Candel Torres (Eds.), INTED2019 Proceedings – 13th International Technology, Education and Development Conference, Valencia (pp. 7817-7822). http://dx.doi.org/10.21125/inted.2019.1935

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

Favouring the alliance between Information Science and Computer Science: an Investigation in the field of Ethnomusicology

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Sacramento, E., Duarte, A., Sardo, S., Miguel, A., Caixinha, H., Cortês, C. (2023). Favouring the alliance between Information Science and Computer Science: an Investigation in the field of Ethnomusicology. In Book of Abstracts from Arts and Humanities in Digital Transition Conference 2023, Faculty of Social Sciences and Humanities Nova Institute of Communication (pp. 27). Lisbon.

FEZ game – An heuristic evaluation

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Regalado, F., Ribeiro, T., Veloso, A.I. (2021) FEZ game – An heuristic evaluation. In 22nd International Conference on Intelligent Games and Simulation, GAME-ON 2021, pp. 12-18.

Field trial of a new iTV approach: the potential of its UX among younger audiences

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Velhinho, A., Fernandes, S., Abreu, J., Almeida, O. & Silva, T. (2019). Field trial of a new iTV approach: the potential of its UX among younger audiences. In M. J. Abásolo, T. Silva & N. D. González (Eds.), CCIS, Series: Communications in Computer and Information Science, Vol. 1004. Conference proceedings jAUTI2018 – Applications and Usability of Interactive TV (pp. 131-147). DOI: https://doi.org/10.1007/978-3-030-23862-9_10

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

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

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Gomes, J.D; Gomes, C. & Oliveira, L. (2017, june). Flappy crab project: Development of a digital educational game for teaching Music. Paper session presented at 12th Iberian Conference on Information Systems and Technologies (CISTI), Lisbon, Portugal.

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

FlavourGame: Interaction design in hybrid games

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Oliveira, A. P., Cardoso, P., Zagalo, N, Vairinhos, M. (2023). FlavourGame: Interaction design in hybrid games. Connectivity and Creativity in times of Conflict: Cumulus Conference Proceedings Antwerp 2023. Cumulus Association. ISBN 978-94-0149-676XX.

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

Footour: Designing and Developing a Location-Based Game for Senior Tourism in the miOne Community

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Veloso, A. I., Carvalho, D., Sampaio, J., Ribeiro, S., & Vale Costa, L. (2020). Footour:Designing and Developing a Location-Based Game for Senior Tourism in the miOneCommunity. In Lecture Notes in Computer Science (including subseries Lecture Notesin Artificial Intelligence and Lecture Notes in Bioinformatics): Vol. 12208 LNCS.https://doi.org/10.1007/978-3-030-50249-2_48

Forest fire scenarios in digital platforms: The case of Portugal

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Gonçalvez, L. & Oliveira, L. (2021). Forest fire scenarios in digital platforms: The case of Portugal, in: Oliveira, L., Tajariol, F. & Gonçalves, L. (Editor). Handbook of Research on Digital Services in Crisis, Disaster, and Emergency Situations, Hershey, USA: IGI Global.

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 Senior Community-Based Cyclotourism Using Transmedia: A Proposal

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Ortet, C., Veloso, A.I., Vale Costa, L., (2021). Fostering Senior Community-Based Cyclotourism Using Transmedia: A Proposal In: Gao Q., Zhou J. (eds) Human Aspects of IT for the Aged Population, HCII 2021. LNCS 12787. Springer, Cham.

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 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)

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 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 Idea to Product – Participation of Users in the Development Process of a Multimedia Platform for Parental Involvement in Kindergarten.

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Laranjeiro D., Antunes M.J.,, Santos P. (2018). From Idea to Product – Participation of Users in the Development Process of a Multimedia Platform for Parental Involvement in Kindergarten. In: Escudeiro P., Costagliola G., Zvacek S., Uhomoibhi J., McLaren B. (Eds) Computers Supported Education. CSEDU 2017. Communications in Computer and Information Science, Vol. 865. pp 432-456. .

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

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Oliveira, R., Almeida, P., Abreu, J. (2017, november). From Live TV Events to Twitter Status Updates – a Study on Delays. Paper session presented at JAuti´16 – 5thIberoamerican Conference on Applications and Usability for interactive TV, La Habana, Cuba.

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

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 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, june). From Technological Specifications to Beta Version: The Development of the Imprint+ Web App. Paper session presented at 2nd International Conference on Smart Learning Ecosystems and Regional Development, Aveiro, Portugal.

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. (2016). “Game-based psychotherapy” for active ageing: A game design proposal in non-game context”. 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.

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

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

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Costa, L. & Veloso, A. I. (2017, december). Game-based psychotherapy for active ageing: A game design proposal in non-game context. Paper session presented at TISHW – 1st International Conference on Technology and Innovation is Sports, Health and Wellbeing, Vila Real, Portugal.

Game-Based Solutions for Impacting Digital Competences in Aged Populations: Insights from an Empathetic Workshop

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Regalado, F., Santos, C., Veloso, A.I. (2024).Game-Based Solutions for Impacting Digital Competences in Aged Populations: Insights from an Empathetic Workshop. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics),14725261-274

Gameful Tale-Telling and Place-Making from Tourists’ Generation to Generation: A Review

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Vale Costa, L., Veloso A.I. (2020). Gameful Tale-Telling and Place-Making from Tourists’Generation to Generation: A Review. In: Gao Q., Zhou J. (eds) Human Aspects of IT forthe Aged Population. Healthy and Active Aging. HCII 2020. Lecture Notes in ComputerScience, vol 12208. Springer, Cham https://doi.org/10.1007/978-3-030-50249-2_47

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.

Gamification Applied to School Newspaper Development | Gamificação para Potenciar o Desenvolvimento de Jornais Escolares

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Armada, M., Silva, T., & Aresta, M. (2023). Gamification Applied to School Newspaper Development | Gamificação para Potenciar o Desenvolvimento de Jornais Escolares. Iberian Conference on Information Systems and Technologies, CISTI, 2023-June. https://doi.org/10.23919/CISTI58278.2023.10211916

Gamification Design Patterns and Touchscreen Interactions in Mobile Apps for Senior Citizens: An Overview

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Ortet, C., Costa, L., & Veloso, A.I. Gamification Design Patterns and Touchscreen Interactions in Mobile Apps for Senior Citizens: An Overview, In A.I. Veloso, Ó.Mealha, L.V. Costa (2021) (eds) GAME-ON'2021 22nd International Conference Ostend, Bélgica, Portugal: EUROSIS - The European Technology Institute, ETI Bvba

Gamification for All: Planning and Designing a Community-Oriented Gamification Strategy

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Regalado, F., Silva, H., Machado, S., Costa, L., Veloso, A., Santos, C., Mealha, Ó. "Gamification for All": Planning and Designing a Community-Oriented Gamification Strategy.In A.I. Veloso, Ó.Mealha, L.V. Costa (2021) (eds) GAME-ON'2021 22nd International Conference Ostend, Bélgica, Portugal: EUROSIS - The European Technology Institute, ETI Bvba

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