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.

“Caught in a PICL”: Proposal of a Game to Support Language Therapy for Pre-school Children

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Simões Araújo, C., Valente, A.R., Costa, L.V. and 1 more (...) (2025).“Caught in a PICL”: Proposal of a Game to Support Language Therapy for Pre-school Children. Communications in Computer and Information Science,232484-92

“Gaming Token Feelings Do not Show”: Exploring the Implications of Interoperable Game Assets into the Game Experience

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Costa, L.V., Catalano, L., Zagalo, N. and 2 more (...) (2025).“Gaming Token Feelings Do not Show”: Exploring the Implications of Interoperable Game Assets into the Game Experience. Communications in Computer and Information Science,2526302-308

“Hello, Virus. Is this Cell You’re Looking For?” A Virtual Reality Game for Perspective-Taking in Young Adult’s Virology Education

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Marques, B., Costa, L.V., Veloso, N. and 3 more (...) (2025).“Hello, Virus. Is this Cell You’re Looking For?” A Virtual Reality Game for Perspective-Taking in Young Adult’s Virology Education. Communications in Computer and Information Science,232495-109

“No Cutaways in the Video Game Story”: An Interview Study of the Implications of Cinematography in the Game Narrative

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Dantas, J., Costa, L.V., Zagalo, N. (2025).“No Cutaways in the Video Game Story”: An Interview Study of the Implications of Cinematography in the Game Narrative. Springer Series in Design and Innovation,51951-960

A Case Study on Netychords: Crafting Accessible Digital Musical Instrument Interaction for a Special Needs Scenario

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Davanzo, N., Avanzini, F., Ludovico, L., Moreno, D., Moreira, A., Tymoshchuk, O., Azevedo, J. & Marques, C. (2023). A Case Study on Netychords: Crafting Accessible Digital Musical Instrument Interaction for a Special Needs Scenario. In: da Silva, H.P., Cipresso, P. (eds) Computer-Human Interaction Research and Applications. CHIRA 2023. Communications in Computer and Information Science, vol 1996. Springer, Cham. https://doi.org/10.1007/978-3-031-49425-3_22

A Gamified App to Promote Senior Cyclo-tourism: A Pilot Study

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Ortet, C.P., Veloso, A.I., Vale Costa, L. (2024).Towards a New (Old) Generation of Cyclotourists: Implementing an Improved Concept of Jizo Brand. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics),14726227-242

A Model for Analysis of Interaction in an Educational Immersive Web Environmen

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Ferreira, M., Santos, C., Zagalo, N. (2025).A Model for Analysis of Interaction in an Educational Immersive Web Environment. Lecture Notes in Networks and Systems,1619138-147

A Profile on Twitter Shadowban: An AI Ethics Position Paper on Free-Speech

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Marcondes F.S. et al. (2021). A Profile on Twitter Shadowban: An AI Ethics Position Paper on Free-Speech. In: Yin H. et al. (eds) Intelligent Data Engineering and Automated Learning – IDEAL 2021. IDEAL 2021. Lecture Notes in Computer Science, vol 13113. Springer, Cham.

A Social IoT Hybrid Scenario to Promote the Physical, Psychological, and Social Well-Being of Elderly

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khan, I., Oliveira, L. (2024).A Social IoT Hybrid Scenario to Promote the Physical, Psychological, and Social Well-Being of Elderly. Springer Series in Design and Innovation,35211-223

A Systematic Literature Review of Inclusion and Representativity of Women in Videogame Live Streaming Between 2017–2023

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Vieira, M.J., Cardoso, P. (2024).A Systematic Literature Review of Inclusion and Representativity of Women in Videogame Live Streaming Between 2017–2023. Springer Series in Design and Innovation,35357-370

A Systematic Review on Designing, Developing, and Implementing Effective Digital Game Interventions in Mental Disorders

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Mendes, R., Veloso, A., Torres, A. (2025).A Systematic Review on Designing, Developing, and Implementing Effective Digital Game Interventions in Mental Disorders. Communications in Computer and Information Science,232470-83

Accessibility solutions for visually impaired persons: a digital platform conceptualization

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Oliveira, R., Prata, A., Abreu, J., & Almeida, A. M. (2020). Accessibility solutions forvisually impaired persons: a digital platform conceptualization. In L. C. Carvalho, L. Reis,A. Prata, & R. Pereira (2020). Handbook of Research on Multidisciplinary Approaches toEntrepreneurship, Innovation, and ICTs (pp. 331-348). IGI Global.

Agile Management for Multimedia: A Case Study

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Sousa, A. F., Almeida, A. M. (2013) “Agile Management for Multimedia: A Case Study”. in M. M. Cruz-cunha, F. Moreira, L. Johnston, J. Gamon, & J. Mull (Eds.), Handbook of Research on Enterprise 2.0: Technological, Social, and Organizational Dimensions (Vol. i, pp. 178–198). IGI Global book series Advances in Business Information Systems and Analytics. 2013. Hershey, PA: Business Science Reference. doi:10.4018/978-1-4666-4373-4.ch010.

AI and Learning Analytics in Distance Learning

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Mamede, H.S., Santos, A. (2025).Preface. AI and Learning Analytics in Distance Learning,xii-xviii

Amiais@SL: A Metaverse Simulator to Support Playful Engagement in Learning About Cultural Heritage

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Amaro, A.C., Oliveira, L. (2024).Amiais@SL: A Metaverse Simulator to Support Playful Engagement in Learning About Cultural Heritage. Springer Series in Design and Innovation,35651-664

An Analysis of the Sense of Presence and Cybersickness in Virtual Reality: The Influence of Content Type, Exposure Time, and Gender

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Reisinho, P., Silva, C., Ferreira, M. and 3 more (...) (2024).An Analysis of the Sense of Presence and Cybersickness in Virtual Reality: The Influence of Content Type, Exposure Time, and Gender. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics),14707263-282

An Overview on Information and Communication Overload.

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Batista, J., Marques, R. (2017). An Overview on Information and Communication Overload. In R. Marques, J. Batista (Eds.), Information and Communication Overload in the Digital Age (pp. 1–19). DOI: /10.4018/978-1-5225-2061-0

Artificial Intelligence, Photography and Collaboration for Cultural Heritage Promotion and Preservation: State-of-the-Art Review

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Silva, C., Oliveira, L. (2025).Artificial Intelligence, Photography and Collaboration for Cultural Heritage Promotion and Preservation: State-of-the-Art Review. Springer Series in Design and Innovation,51267-278

As identidades sexuais não podem ser assintomáticas.

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Baldi, V. (2022). As identidades sexuais não podem ser assintomáticas. Em Franco La Cecla, “O Ponto G do Homem. Antropologia do Desejo Masculino”. Lisboa: VS Editor. pp. 9-18.

As Pós-Graduações em Informação e Comunicação na Universidade do Porto e na Universidade de Aveiro: As Contribuições Interdisciplinares da Gestão

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Silva, A. M. da, Satur, R. v., Mealha, Ó., & Pestana, O. (2020). As Pós-Graduações emInformação e Comunicação na Universidade do Porto e na Universidade de Aveiro: AsContribuições Interdisciplinares da Gestão. In E. N. Duarte, A. K. A. da Silva, R. A. daS. Llarena, S. de L. Lira, R. A. de B. Feitoza, & C. M. F. de Almeida (Eds.), ComponentesCurriculares do Eixo Temático Gestão na Pós-Graduação em Ciência da Informação noBrasil, Espanha e Portugal (pp. 241–262). Editora Universidade Federal da Paraíba.http://www.editora.ufpb.br/sistema/press5/index.php/UFPB/catalog/view/177/783/6492-

Assessment of Eye-Tracking Data for User Experience in Smart Home Appliances

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Kongeseri, S., Costa, L.V., Silva, S. and 2 more (...) (2025).Assessment of Eye-Tracking Data for User Experience in Smart Home Appliances. Communications in Computer and Information Science,2527277-286

Audio Description of Television Programs: A Voluntary Production Approach.

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Oliveira, R., de Abreu, J. F., & Almeida, A. M. (2018). Audio Description of Television Programs: A Voluntary Production Approach. In Applications and Usability of Interactive Television (pp. 150–160). Communications in Computer and Information Science book series (CCIS, volume 813).

Augmented Reality: Current and New Trends in Education

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Kamińska, D.; Zwoliński, G.; Laska-Leśniewicz, A.; Raposo, R.; Vairinhos, M.; Pereira, E.; Urem, F.; Ljubic Hinic, M.; Haamer, R.E.; Anbarjafari, G. Augmented Reality: Current and New Trends in Education. Preprints.org 2023, 2023061665. https://doi.org/10.20944/preprints202306.1665.v1

Be a Gamer: A Psycho-Social Characterization of the Player

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Ribeiro, T., Veloso, A.I., Brinson, P. (2023). Be a Gamer: A Psycho-Social Characterization of the Player. In: Fang, X. (eds) HCI in Games. HCII 2023. Lecture Notes in Computer Science, vol 14047. Springer, Cham. https://doi.org/10.1007/978-3-031-35979-8_24

Beats & Units: A story-game design framework

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BEATS & UNITS: A STORY-GAME DESIGN FRAMEWORK; Zagalo, N., Oliveira, A.P., Cardoso, P., Vairinhos, M. International Journal of Film and Media Arts, 2023, 8(1), pp. 52–67. https://doi.org/10.24140/ijfma.v8.n1.03

Beats and Units Framework: A Story Game Integration Framework for the Ideation Stage of Narrative Design of Serious Games

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Zagalo N., Oliveira A.P. & Cardoso P. (2021). Beats and Units Framework: A Story Game Integration Framework for the Ideation Stage of Narrative Design of Serious Games. In: Mitchell A., Vosmeer M. (eds) Interactive Storytelling. ICIDS 2021. Lecture Notes in Computer Science, vol 13138. Springer, Cham.

Behind Two Stories to Tell: An Evaluation Study of the Camera Perspective in the Game Mutation Madness

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Costa, L.V., Passos, A., Zagalo, N. (2025).Behind Two Stories to Tell: An Evaluation Study of the Camera Perspective in the Game Mutation Madness. Communications in Computer and Information Science,232440-51

Benchmarking the User eXperience and Usability of Online Social Networks: Proposal of an Evaluation Framework

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Regalado, F., Mealha, Ó., Santos, C. and 1 more (...) (2024).Benchmarking the User eXperience and Usability of Online Social Networks: Proposal of an Evaluation Framework. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics),14725417-431

Business Process Automation in SMEs

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Moreira, S., Mamede, H.S., Santos, A. (2023). Business Process Automation in SMEs. In: Papadaki, M., Rupino da Cunha, P., Themistocleous, M., Christodoulou, K. (eds) Information Systems. EMCIS 2022. Lecture Notes in Business Information Processing, vol 464. Springer, Cham. https://doi.org/10.1007/978-3-031-30694-5_31

Categorising the Sonic Experience in the Soundscapes of Videogames.

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Ribeiro, J. P., Carvalhais, M., & Cardoso, P. (2022). Categorising the Sonic Experience in the Soundscapes of Videogames. Em D. Raposo, J. Neves, & J. Silva (Eds.), Perspectives on Design II: Research, Education and Practice (pp. 269–285). Springer International Publishing. https://doi.org/10.1007/978-3-030-79879-6_20

Cenários de aprendizagem ubíqua: Novos desafios.

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Aresta, M., Fernandes, A., & Ribeiro, A. I. (2022). Cenários de aprendizagem ubíqua: Novos desafios. Em A. Fernandes, C. Cravo, & F. V. de Castro (Eds.), Desafios Curriculares no Séc. XXI. Coimbra University Press. http://monographs.uc.pt/iuc/catalog/view/278/620/1067-2

Challenges and Gaps in Promoting Inclusive Spaces: A Study Based on Interviews.

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Rocha Lourenço, F., Oliveira, R., Tymoshchuk, O. (2024).Challenges and Gaps in Promoting Inclusive Spaces: A Study Based on Interviews. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics),14714116-129

Character Design: The Case of Characters in a Hybrid Serious Game Called FlavourGame.

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Martins, D., Pereira, L., Oliveira, A.P. & Zagalo, N. (2022). Character Design: The Case of Characters in a Hybrid Serious Game Called FlavourGame. In: Martins, N., Brandão, D. (eds) Advances in Design and Digital Communication II. DIGICOM 2021. Springer Series in Design and Innovation, vol 19, pp. 183–194. Springer, Cham. doi: 10.1007/978-3-030-89735-2_16. URL: https://link.springer.com/chapter/10.1007/978-3-030-89735-2_16

Co-creation and Personalization of an Immersive Web Environment

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Cleto, B., Santos, C., Vairinhos, M. (2024).Co-creation and Personalization of an Immersive Web Environment. Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST,57585-93

Co-designing with Senior Citizens: A Systematic Literature Review

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Machado S., Costa L.V., Mealha Ó. (2021) Co-designing with Senior Citizens: A Systematic Literature Review. In: Gao Q., Zhou J. (eds) Human Aspects of IT for the Aged Population. Technology Design and Acceptance. HCII 2021. Lecture Notes in Computer Science, vol 12786. Springer, Cham.

Communication framework for emergency rescue services enhanced by personal health monitoring solutions: methodological approach

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Mano, L., Almeida, A. M. (2011) “Communication framework for emergency rescue services enhanced by personal health monitoring solutions: methodological approach”, Cruz-Cunha, M, et al (Eds). HCist 2011 – International Conference on Health and Social Care Information Systems and Technologies, Springer. CCIS series (Communications in Computer and Information Science), Volume 221, Vilamoura, Portugal, p. 337-346. 2011.

Communication-Driven Digital Learning Environments: 10 years of Research and Development of the Campus Platform.

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Pedro, L., & Santos, C. (2022). Communication-Driven Digital Learning Environments: 10 years of Research and Development of the Campus Platform. Em M. Ivanović, A. Klašnja- Milićević, & L. C. Jain (Eds.), Handbook on Intelligent Techniques in the Educational Process: Vol 1 Recent Advances and Case Studies (pp. 341–359). Springer International Publishing. https://doi.org/10.1007/978-3-031-04662-9_16

Community and Tourist’s Perceptions as Contributions to Rural Destination Development: The Fontoura Collab Framework Pilot

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Silva, M., Raposo, R., Martínez-Rólan, X. (2024).Community and Tourist’s Perceptions as Contributions to Rural Destination Development: The Fontoura Collab Framework Pilot. Smart Innovation, Systems and Technologies,383387-397

Conceptualization of a Dialectic Between an Internet of Things System and Cultural Heritage.

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Melro, A., Oliveira, L., & Amaro, A. C. (2022). Conceptualization of a Dialectic Between an Internet of Things System and Cultural Heritage. Em T. Guarda, S. Anwar, M. Leon, & F. J. Mota Pinto (Eds.), Information and Knowledge in Internet of Things (pp. 407–424). Springer International Publishing. https://doi.org/10.1007/978-3-030-75123-4_18

Connector – A Geolocalised Mobile Social Service

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Almeida, P., et al. (2011) “Connector – A Geolocalised Mobile Social Service”. Cruz-Cunha, M. M., Moreira, F. (Eds), Handbook of Research on Mobility and Computing: Evolving Technologies and Ubiquitous Impacts, IGI Global. 2011.

Content Aggregation on Streaming Media Devices: Assessment of Four Popular Market Solutions

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Cardoso, B., & Abreu, J. (2021). Content Aggregation on Streaming Media Devices: Assessment of Four Popular Market Solutions. Communications in Computer and Information Science, 1433, 15–27.

Conteúdos criados pelos utilizadores: Motivações para a produção e consumo.

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Antunes, M. J. (2022). Conteúdos criados pelos utilizadores: Motivações para a produção e consumo. Em G. A. Torres Vargas (Ed.), Las prácticas sociales en la producción, la distribución y el acceso a la información mediadas por las tecnologías digitales. UNAM. Instituto de Investigaciones Bibliotecológicas y de la Información. https://ru.iibi.unam.mx/jspui/bitstream/IIBI_UNAM/631/1/10_practicas_sociales_maria_lopes.pdf

Crafting Empathetic Characters: A Dual Approach to Enhancing Emotional Depth in Character Design

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Ribeiro, T., Veloso, A.I., Brinson, P. (2025).Crafting Empathetic Characters: A Dual Approach to Enhancing Emotional Depth in Character Design. Lecture Notes in Computer Science,15816237-252

Creating Learning Organizations Through Digital Transformation

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Mamede, H.S., Santos, A. (2024).Preface. Creating Learning Organizations Through Digital Transformation,xiii-xvii

Creating Learning Organizations Through Digital Transformation

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Mamede, H.S., Santos, A. (2024).Creating learning organizations through digital transformation. Creating Learning Organizations Through Digital Transformation,1-293

Creation of Podcasts to Promote Students’ Engagement in Technical and Vocational Schools

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da Silva, E.R.V., Beça, P. (2024).Creation of Podcasts to Promote Students’ Engagement in Technical and Vocational Schools. Springer Series in Design and Innovation,35402-412

Creative Process for Designing a Hybrid Game for Nutrition Education

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Reisinho P., Silva C., Zagalo N., Vairinhos M., Oliveira A.P. (2021) Creative Processfor Designing a Hybrid Game for Nutrition Education. In: Reis A., Barroso J., LopesJ.B., Mikropoulos T., Fan CW. (eds) Technology and Innovation in Learning, Teachingand Education. TECH-EDU 2020. Communications in Computer and InformationScience, vol 1384. Springer, Cham. https://doi.org/10.1007/978-3-030-73988-1_40

Curriculum and training model proposal for infocomunicational competences acquisition in prison: A Case Study in Two Portuguese Prisons.

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Graça, D. & Oliveira, L. (2018). Curriculum and training model proposal for infocomunicational competences acquisition in prison: A Case Study in Two Portuguese Prisons, In: Oliveira, L. & Graça, D., Infocommunication Skills as a Rehabilitation and Social Reintegration Tool for Inmates, Cap.3, pp. 46-85.  

Cyclotourism With or Without Gamification? Exploring Emotions, Health Perception, and Gamified Technology Acceptance of Cyclotourists Aged 50 and Over

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Ortet, C.P., Costa, L.V., Veloso, A.I. (2025).Cyclotourism With or Without Gamification? Exploring Emotions, Health Perception, and Gamified Technology Acceptance of Cyclotourists Aged 50 and Over. Lecture Notes in Computer Science,1581174-86

Defining the Mechanisms for Engagement Design Protocol Towards the Development of Analogue and Hybrid Serious Games: Learning from FlavourGame

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Sousa M., Oliveira A.P., Cardoso P., Zagalo N. & Vairinhos M. (2021). Defining the Mechanisms for Engagement Design Protocol Towards the Development of Analogue and Hybrid Serious Games: Learning from FlavourGame. In: Fletcher B., Ma M., Göbel S., Baalsrud Hauge J., Marsh T. (eds) Serious Games. JCSG 2021. Lecture Notes in Computer Science, vol 12945. Springer, Cham.

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