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.

“Listen to Your Immune System When It’s Calling for You”: Monitoring Autoimmune Diseases Using the iShU App

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Ortet, C., & Vale Costa, L. (2022). “Listen to Your Immune System When It’s Calling for You”: Monitoring Autoimmune Diseases Using the iShU App. Sensors, 22(10), Art. 10. https://doi.org/10.3390/s22103834

A Decade of Short Videos for Foreign Language Teaching and Learning: A Review

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Zhang, Y., Lucas, M., & Pedro, L. (2022). A Decade of Short Videos for Foreign Language Teaching and Learning: A Review. Education Sciences, 12(11), Art. 11. https://doi.org/10.3390/educsci12110786

A Social Anxiety Mobile Intervention for College Students Attending Therapy: A Usability and Acceptability Study

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Oliveira, C., Maia, M., Vairinhos, M., Pereira, A., Oliveira, I., & Vagos, P. (2022). A Social Anxiety Mobile Intervention for College Students Attending Therapy: A Usability and Acceptability Study. International Journal of Human–Computer Interaction, 38(14), 1333–1344. https://doi.org/10.1080/10447318.2021.2002042

Amiais in Second LifeTM: The use of metaverse environments to disseminate Cultural Heritage

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Gonçalves, L., Martins, D., Amaro, A. C., & Oliveira, L. (2022). Amiais in Second LifeTM: The use of metaverse environments to disseminate Cultural Heritage. Observatorio (OBS*), 16(3), Art. 3. https://doi.org/10.15847/obsOBS16320222215

An Augmented Reality Serious Game for Learning Intelligent Wheelchair Control: Comparing Configuration and Tracking Methods

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Maio, R., Marques, B., Alves, J., Santos, B. S., Dias, P., & Lau, N. (2022). An Augmented Reality Serious Game for Learning Intelligent Wheelchair Control: Comparing Configuration and Tracking Methods. Sensors, 22(20), Art. 20. https://doi.org/10.3390/s22207788

An Iterative Process for the Evaluation of a Mobile Application Prototype

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Oliveira, E. R., Branco, A. C., Carvalho, D., Sacramento, E. R., Tymoshchuk, O., Pedro, L., Antunes, M. J., Almeida, A. M., & Ramos, F. (2022). An Iterative Process for the Evaluation of a Mobile Application Prototype. SN Computer Science, 3(4), 262. https://doi.org/10.1007/s42979-022-01153-6

Analyzing and Visualizing the Criticality of Issues from Usability Tests

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Abrantes, C., Mealha, Ó., Gomes, D., Barraca, J. P., & Viana-Ferreira, C. (2022). Analyzing and Visualizing the Criticality of Issues from Usability Tests. Journal of User Experience, 17(2), 65/84.

Are the Instructions Clear? Evaluating the Visual Characteristics of Augmented Reality Content for Remote Guidance

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Marques, B., Ferreira, C., Silva, S., Santos, A., Dias, P., & Santos, B. S. (2022). Are the Instructions Clear? Evaluating the Visual Characteristics of Augmented Reality Content for Remote Guidance. Multimodal Technologies and Interaction, 6(10), 92. https://doi.org/10.3390/mti6100092

Broadcasting, through TV, social services information to older persons

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Silva, T. (2022). Broadcasting, through TV, social services information to older persons. Working with Older People, 26(4), 249–257. https://doi.org/10.1108/WWOP-01-2022-0001

Challenges to incorporate accountability into artificial intelligence

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Baldi, V., & Oliveira, L. (2022). Challenges to incorporate accountability into artificial intelligence. Procedia Computer Science, (204), 519-523. https://doi.org/10.1016/j.procs.2022.08.063

Communication Overload in Online Communities in Higher Education: A Case Study

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Batista, J., Santos, H., & Marques, R. P. (2022). Communication Overload in Online Communities in Higher Education: A Case Study. International Journal of Technology and Human Interaction (IJTHI), 18, 1–16. https://doi.org/10.4018/IJTHI.293194

Conceção de um framework para a implementação do eLearning em contexto empresarial

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Costa, C. M. P., & Santos, A. M. P. dos. (2022). Conceção de um framework para a implementação do eLearning em contexto empresarial. RE@D - Revista de Educação a Distância e Elearning, 5(2), Art. 2. https://doi.org/10.34627/redvol5iss2e202211

Concurrent Distractions: A Cross-Cultural Study of Media Multitasking Behavior

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Croyle, A., Askarinejad, F., Schofield, D., & Abreu, J. (2022). Concurrent Distractions: A Cross-Cultural Study of Media Multitasking Behavior. American Journal of Humanities and Social Sciences Research (AJHSSR), 6(1). PDF Link

Considerando a Questão da Interoperabilidade

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Sacramento, E. R., Sardo, S., Miguel, A. F., Caixinha, H. J. M., & Cortês, C. (2022). Considerando a Questão da Interoperabilidade. Páginas A&b: Arquivos e Bibliotecas, 120–133.

Creation of digital games as a means of environmental awareness: Exploring a tool to support the creation of digital games by young adults

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Suandique, T., Beça, P., & Aresta, M. (2022). Creation of digital games as a means of environmental awareness: Exploring a tool to support the creation of digital games by young adults. RISTI- Revista Iberica de Sistemas e Tecnologias de Informacão, 47.

Cultural Heritage as the Genetic Code of Societies and the Role of Digital Technologies in its Preservation

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Oliveira, L., Amaro, A. C., & Melro, A. (2022). Cultural Heritage as the Genetic Code of Societies and the Role of Digital Technologies in its Preservation. ESSACHESS – Journal for Communication Studies, 15(1(29)), Art. 1(29).

Cycling through 360° Virtual Reality Tourism for Senior Citizens: Empirical Analysis of an Assistive Technology

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Ortet, C. P., Veloso, A. I., & Vale Costa, L. (2022). Cycling through 360° Virtual Reality Tourism for Senior Citizens: Empirical Analysis of an Assistive Technology. Sensors, 22(16), Art. 16. https://doi.org/10.3390/s22166169

Defining Recommendations to Guide User Interface Design: Multimethod Approach

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Diehl, C., Martins, A., Almeida, A., Silva, T., Ribeiro, Ó., Santinha, G., Rocha, N., & Silva, A. G. (2022). Defining Recommendations to Guide User Interface Design: Multimethod Approach. JMIR Human Factors, 9(3), e37894. https://doi.org/10.2196/37894

Emotion and Cognition in Engagement

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Zagalo, N., & Oliveira, L. (2022). Emotion and Cognition in Engagement. Journal of Digital Media & Interaction, 5-6 Pages. https://doi.org/10.34624/JDMI.V5I12.29890

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

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

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

Interaction Devices as Assistive Technology: Current Practices about Evaluation Methodologies

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Rodrigues, A., Machado, M. B., Almeida, A. M. P., Abreu, J. F. D., & Tavares, T. A. (2022). Interaction Devices as Assistive Technology: Current Practices about Evaluation Methodologies. International Journal of Human–Computer Interaction, 38(3), 201–212. https://doi.org/10.1080/10447318.2021.1938386

Involving older adults in the design process: A human-centric Design Thinking approach

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Dias, I., Costa, E., & Mealha, Ó. (2022). Involving older adults in the design process: A human-centric Design Thinking approach. Interaction Design and Architecture(s), 54, 85–110. https://doi.org/10.55612/s-5002-054-004

Learning about the customer for improving customer retention proposal of an analytical framework

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Simões, D., & Nogueira, J. (2022). Learning about the customer for improving customer retention proposal of an analytical framework. Journal of Marketing Analytics, 10(1), 50–63. https://doi.org/10.1057/s41270-021-00126-7Sousa, M.,

Liber Domus: Development of a Prototype RPG for 6th Grade Mathematics and Science Learning

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Nunes, E., Gavaia, B., Rodrigues, R., Sampaio, L., & Silva, R. (2022). Liber Domus: Development of a Prototype RPG for 6th Grade Mathematics and Science Learning. Interaction Design and Architecture(s), 53, 51–69. https://doi.org/10.55612/s-5002-053-003

Modernization as an enhancer of access to Justice and of proximity between key actors

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Melro, A., Teles, F., & Oliveira, L. (2022b). Modernization as an enhancer of access to Justice and of proximity between key actors. Revista de Estudos Constitucionais, Hermenêutica e Teoria Do Direito, 14(1), Art. 1. https://doi.org/10.4013/rechtd.2022.141.04

Optimization of safe navigability conditions in shallow inland waters: The Routinav app

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Picado, A., Abreu, J., Carvalho, D. M., Santos, H., Leitão, P., Rodrigues, J., Chambel Leitão, J., &. Dias, J. M. (2022). Optimization of safe navigability conditions in shallow inland waters: The Routinav app. Ocean Engineering, 259, 111946. https://doi.org/10.1016/j.oceaneng.2022.111946

Os podcasts enquanto experiência multimédia e transmedia: Uma análise comparativa de podcasts portugueses e brasileiros

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Raposo, R. (2022). Os podcasts enquanto experiência multimédia e transmedia: Uma análise comparativa de podcasts portugueses e brasileiros. VISUAL REVIEW: International Visual Culture Review / Revista Internacional de Cultura Visual, 9(0), 12.

Perceptions on Extending the Use of Technology after the COVID-19 Pandemic Resolves: A Qualitative Study with Older Adults

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Diehl, C., Tavares, R., Abreu, T., Almeida, A. M. P., Silva, T. E., Santinha, G., Rocha, N. P., Seidel, K., MacLachlan, M., Silva, A. G., & Ribeiro, O. (2022). Perceptions on Extending the Use of Technology after the COVID-19 Pandemic Resolves: A Qualitative Study with Older Adults. International Journal of Environmental Research and Public Health, 19(21), Art. 21. https://doi.org/10.3390/ijerph192114152

Promoting community-based networks through digital media

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Oliveira, E. R., Carvalho, D., Sacramento, E., Branco, A., Antunes, M. J., Pedro, L., Tymoshchuk, O., Almeida, M., & Ramos, F. (2022). Promoting community-based networks through digital media. Observatorio (OBS*), 16(2), Art. 2. https://doi.org/10.15847/obsOBS16220221867

Relevant Stages, Actors, and Instruments in the Portuguese Judicial System Modernization Process

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Melro, A., Teles, F., & Oliveira, L. (2022). Relevant Stages, Actors, and Instruments in the Portuguese Judicial System Modernization Process. Journal of Public Policy and Administration, 6(1), Art. 1. https://doi.org/10.11648/j.jppa.20220601.16

Serious Games in Spatial Planning: Strengths, Limitations and Support Frameworks

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Sousa, M., Antunes, A. P., Pinto, N., & Zagalo, N. (2022b). Serious Games in Spatial Planning: Strengths, Limitations and Support Frameworks. International Journal of Serious Games, 9(2), Art. 2. https://doi.org/10.17083/ijsg.v9i2.510

Steam city kits: A project for primary schools that combines storytelling, hands-on activities, and physical computing

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Raposo, R., & Vairinhos, M. (2022). Steam city kits: A project for primary schools that combines storytelling, hands-on activities, and physical computing. HUMAN REVIEW. International Humanities Review / Revista Internacional de Humanidades, 11(4), Art. 4. https://doi.org/10.37467/revhuman.v11.3979

Students as Game Creators: Easing the game construction process by using a toolkit to game design

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Beça, P., Aresta, M., Santos, R., Veloso, A. I., & Gomes, G. (2022). Students as Game Creators: Easing the game construction process by using a toolkit to game design. Interaction Design and Architecture(s), 53, 128–143. https://doi.org/10.55612/s-5002-053-006

The path to public policies’ reform definition. The case of the Portuguese judicial system

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Melro, A., Teles, F., & Oliveira, L. (2022c). The path to public policies’ reform definition. The case of the Portuguese judicial system. Revista científica acertte, 2(10), Art. 10. https://doi.org/10.47820/acertte.v2i10.101

Transmedia in Geosciences Education

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Peixoto, E., Pedro, L., & Vieira, R. (2022). Transmedia in Geosciences Education. Geosciences, 12(4), Art. 4. https://doi.org/10.3390/geosciences12040171

Using Design-Based Research for a technological intervention to promote parental involvement in kindergarten

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Laranjeiro, D., Antunes, M. J., & Santos, P. (2022). Using Design-Based Research for a technological intervention to promote parental involvement in kindergarten. SN Computer Science, Special Issue-«Advances on Computer Supported Education».

Women in Tech Communities: Challenges and risks

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Frade, R. (2022). Women in Tech Communities: Challenges and risks. Journal on Interactive Systems, 13(1), Art. 1. https://doi.org/10.5753/jis.2022.2806

Young Adults’ Views on Digital Storytelling Campaigns

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Barbosa, B., Simões, D., & Leal, F. (2022). Young Adults’ Views on Digital Storytelling Campaigns. Innovar, 32(83), Art. 83. https://doi.org/10.15446/innovar.v32n83.99450

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