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.

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 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 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.

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

Gamification strategies in weight control applications, where “losing (weight) is winning.”

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Saboia, I. F., Almeida, A. M., Pernencar, C., & Veloso, A. I. (2018). Gamification strategies in weight control applications, where “losing (weight) is winning. IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH), pp. 1–8. 

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.

Gaps, Goals, and Actions for the Development of the AfterLab: A Laboratory for Design Applied to the Dance Floor Experience

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Lugo-Elías, César, and Pedro Cardoso. 2023. “Gaps, Goals, and Actions for the Development of the AfterLab: A Laboratory for Design Applied to the Dance Floor Experience”. In: Martins, Nuno, Brandão, Daniel, Paiva, Francisco. (eds) Perspectives on Design and Digital Communication IV. (no prelo)

GeoVisualisation of SAPO search activity

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“Veloso A., Raposo R., Costa J., & Mealha O. (2010) “GeoVisualisation of SAPO search activity”. Atas 2010 14th International Conference Information Visualisation – IV10, Londres, Reino Unido, Julho, 2010, p.225-230. DOI: 10.1109/IV10.42, ISSN: 1550-6037/10”

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, June). Growing interest of Augmented Reality in retail: A Literature Review. In 2022 17th Iberian Conference on Information Systems and Technologies (CISTI) (pp. 1-6). IEEE.

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

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

Guidelines for Designing Mixed Reality Solutions in Remote Scenarios

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B. Marques, S. Silva, R. Maio, P. Dias and B. S. Santos (2023). “Guidelines for Designing Mixed Reality Solutions in Remote Scenarios”, International Conference on Human-Computer Interaction, HCII 2023, 247–252.

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

Has Covid-19 emergency instruction killed the PLE?

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Pedro, L., & Santos, C. (2021). Has Covid-19 emergency instruction killed the PLE? In Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21). Association for Computing Machinery, New York, NY, USA, 518–521.

HEI teaching mobility: looking for dynamics in a seven-year period

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Pinheiro, M. M., Barbosa, B., Santos, C. A., Filipe, S., Simões, D., Dias, G. P. (2016). HEI teaching mobility: looking for dynamics in a seven-year period, World Conference on Learning, Teaching and Educational Leadership (WCLTA), 27-29 October, Budapest, Hungary, http://www.globalcenter.info/wclta/.

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

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

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

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, december). Heuristics for designing digital games in assistive environments: Applying the guidelines to an ageing society. Paper session presented at TISHW – 1st International Conference on Technology and Innovation is Sports, Health and Wellbeing, Vila Real, Portugal.

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

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Veloso, A.I. & Costa, L. (2016). “Heuristics for designing digital games in assistive environments: Applying the guidelines to an ageing society”. 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.

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/

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

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

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

Hypermediation functionalities in digital platforms for collaborative and social interaction

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Oliveira, E., Tymoshchuck, O., Sacramento, E. R., Branco, A. C., Carvalho, D., Pedro, L., Almeida, M., Antunes, M.J., & Ramos, F. M. (2023). Hypermediation functionalities in digital platforms for collaborative and social interaction. In Proceedings of the 25th International Conference on Enterprise Information Systems - Volume 2: ICEIS, ISBN 978-989-758-648-4; ISSN 2184-4992, SciTePress, pages 320-327. https://doi.org/10.5220/0011965900003467

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). 

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