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.

Exploring the Interaction with Seamless Panels: A Look Into Discoverability, Navigability, and Feedback

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Paradinha, A.R., Marques, B., Kongeseri, S. and 2 more (...) (2025).Exploring the Interaction with Seamless Panels: A Look Into Discoverability, Navigability, and Feedback. Lecture Notes in Computer Science,15766320-339

Exploring the learning and training dimension of a digital platform for territory-based innovation

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Ramos, F., Pedro, L., Almeida, M., & Silva, P. (2019). Exploring the learning and training dimension of a digital platform for territory-based innovation. In L. Gómez Chova, A. López Martínez, I. Candel Torres (Eds.), EDULEARN19 Proceedings – 11th International Conference on Education and New Learning Technologies, Mallorca (pp. 9654-9658). doi: 10.21125/edulearn.2019

Exploring the Potential of Immersive Web Environments in Education: Teachers’ Perspectives and Experiences

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Carvalho, R., Santos, C., Ramos, F. (2024).Exploring the Potential of Immersive Web Environments in Education: Teachers’ Perspectives and Experiences. Lecture Notes in Networks and Systems,1171166-177

Exploring the Referral and Usage of Science Fiction in HCI Literature.

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Jordan, P., Mubin, O., Obaid, M., & Silva, P. A. (2018). Exploring the Referral and Usage of Science Fiction in HCI Literature. In Design, User Experience, and Usability: Designing Interactions (pp. 19–38).

Exploring the use of digital media to support meaningful activities for people living with dementia: A qualitative study

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Ramalhete, M., Branco, R.M., Teles, S. and 4 more (...) (2025).Exploring the use of digital media to support meaningful activities for people living with dementia: A qualitative study.

Exploring the Use of Virtual Reminiscence in Pseudodementia: A Single-Case Pilot Study

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Silva, J., Reisinho, P., Raposo, R. and 2 more (...) (2025).Exploring the Use of Virtual Reminiscence in Pseudodementia: A Single-Case Pilot Study. Lecture Notes in Networks and Systems,141347-59

Exploring the Variables of Empathy in Gamers: A Comprehensive Survey

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Ribeiro, T., Veloso, A.I., Brinson, P. (2024).Exploring the Variables of Empathy in Gamers: A Comprehensive Survey. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics),1473098-113

Exploring User Feedbacks: The Basis of a Recommender System of Informative Videos for the Elderly.

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Campelo, D., Silva, T., Abreu, J. (2018). Exploring User Feedbacks: The Basis of a Recommender System of Informative Videos for the Elderly. In: Abásolo M., Abreu, J., Almeida P., Silva, T. (Eds) CCIS, Series: Communications in Computer and Information Science, Vol. 813, Applications and Usability of Interactive TV, Springer. 

Exploring User Feedbacks: The Basis of a Recommender System of Informative Videos for the Elderly.

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Campelo, D., Silva, T., Abreu, J. (2018). Exploring User Feedbacks: The Basis of a Recommender System of Informative Videos for the Elderly. In: Abásolo M., Abreu, J., Almeida P., Silva, T. (Eds) CCIS, Series: Communications in Computer and Information Science, Vol. 813, Applications and Usability of Interactive TV, Springer. 

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

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

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Laska-Lesniewicz, 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 2022, 11, 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), 336. 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

Friction Firestarter: A Toolkit for Designing Meaningful Friction in Game User Interfaces

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Silva, I., Cardoso, P., Giesteira, B. (2024).Friction Firestarter: A Toolkit for Designing Meaningful Friction in Game User Interfaces. Springer Series in Design and Innovation,33235-258

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 Action: How AI and Learning Analytics Are Shaping the Future of Distance Education

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Dias, J.T., Santos, A., Mamede, H.S. (2025).From data to action: How AI and learning analytics are shaping the future of distance education. AI and Learning Analytics in Distance Learning,229-252

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 Entertainment to Mental Health Awareness: the “Debris” Case

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Martins, D., Zagalo, N., Oliveira, A.P. (2024).From Entertainment to Mental Health Awareness: the 'Debris' Case. 2024 IEEE Gaming, Entertainment, and Media Conference, GEM 2024,

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 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 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

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