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.

‘Push the Industrial Complexity Away’: A Vision for using Data Collection and Mixed Reality as an Analysis Tool in Industrial Product Co-Design

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Marques, B., Costa, L. , Reisinho, P. , Silva, C., Silva, S., Zagalo, N. (2023). "‘Push the Industrial Complexity Away’: A Vision for using Data Collection and Mixed Reality as an Analysis Tool in Industrial Product Co-Design," 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), Shanghai, China, pp. 393- 397, https://doi.org/10.1109/VRW58643.2023.00086.

“Let’s Build our Family Tree!”: Grandparents and Grandchildren Using Tablets Together

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Amaro, A.C., Oliveira, L., & Veloso, A.I. (2016). “Let’s Build our Family Tree!”: Grandparents and Grandchildren Using Tablets Together, Procedia Computer Science, Volume 100, pp.619-625, ISSN 1877-0509, http://dx.doi.org/10.1016/j.procs.2016.09.203

“Looking up the Camera to Play Right”: An Interview Study of the Implications of Cinematic Storytelling in Game Design

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Passos, A., Costa, L.V., Zagalo, N. (2024).“Looking up the Camera to Play Right”: An Interview Study of the Implications of Cinematic Storytelling in Game Design. Communications in Computer and Information Science,198486-100

“Online Gameable Communities”: Social Digital Games in the Infocommunication Ageing Society

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Regalado, F., & Veloso, A. I. (2022). “Online Gameable Communities”: Social Digital Games in the Infocommunication Ageing Society [Oral presentation]. International Conference on Human-Computer Interaction HCII 2022. 10.1007/978-3-031-05581-2_29

“Online Gameable Communities”: Social Digital Games in the Infocommunication Ageing Society.

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Regalado, F., & Veloso, A. I. (2022). “Online Gameable Communities”: Social Digital Games in the Infocommunication Ageing Society. Em Q. Gao & J. Zhou (Eds.), Human Aspects of IT for the Aged Population. Design, Interaction and Technology Acceptance (pp. 398–410). Springer International Publishing. https://doi.org/10.1007/978-3-031-05581-2_29

A Collaborative Strategy for the Construction and Graphic Representation of A Cultural Ecosystem Involving Participatory Design in the Academic and Business Context.

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Mergener, D., Cardoso, P., & Giesteira, B. (2022). A Collaborative Strategy for the Construction and Graphic Representation of A Cultural Ecosystem Involving Participatory Design in the Academic and Business Context. Official Conference Proceedings, 127–143. https://doi.org/10.22492/issn.2758-0989.2022.10

A Conceptual Framework for the Analysis of the Use of Advanced Communication Technologies in Higher Education

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Batista, F. Ramos A Conceptual Framework for the Analysis of the Use of Advanced Communication Technologies in Higher Education. Proceedings of the 12th IEEE International Conference on Advanced Learning Technologies (ICALT’2012), Roma, Itália, ISBN 978-1-4673-1642-2, pp. 5-7;

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

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Ortet, C., Veloso, A. I., & Costa, L. V. (2020). A Gamified App to Promote Senior Cyclo- Tourism: A Pilot Study. 21st Annual European GAMEON® Conference (GAME‐ ON®’2020) on Simulation and AI in Computer Games, EUROSIS- ETI, 71–78.

A Podcast Creation Platform to Support News Corporations: Results from UX Evaluation.

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Almeida, P., Beça, P., Silva, T., Afonso, M., Covalenco, I., & Duarte Nicolau, C. (2022). A Podcast Creation Platform to Support News Corporations: Results from UX Evaluation. ACM International Conference on Interactive Media Experiences, 343–348. https://doi.org/10.1145/3505284.3532978

A Process for Gathering Data to Train the NLU Module of a NLI System for ITV.

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Marques, T., Santos, R., Abreu, J., Beça, P., Silva, T., & Almeida, P. (2022). A Process for Gathering Data to Train the NLU Module of a NLI System for ITV. Em M. J. Abásolo & G. F. Olmedo Cifuentes (Eds.), Applications and Usability of Interactive TV (pp. 133–147). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-22210-8_9

A programação de robôs como forma de promoção do pensamento computacional: Da formação de professores aos projetos com alunos no 1.o e 2.o CEB.

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Moreira, F. T., Oliveira, D., Loureiro, M. J., & Senos, S. (2022, fevereiro 19). A programação de robôs como forma de promoção do pensamento computacional: Da formação de professores aos projetos com alunos no 1.o e 2.o CEB. I International Conference on Technologies and Learning of Programming and Robotics in Basic Education. https://www.nonio.uminho.pt/kml2/conferencia/

A prototype of a digital tool to connect and network opportunities

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Tymoshchuk, O. (2022d, dezembro). A prototype of a digital tool to connect and network opportunities [Oral presentation]. 5th LTTA Including and Connecting in Higher Education.

A qualitative analysis of frameworks for training through Serious Games

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Pistono, A., Santos, A., & Baptista, R. (2022a, janeiro 1). A qualitative analysis of frameworks for training through Serious Games [Oral presentation]. International Conference on Industry Sciences and Computer Science Innovation. https://www.sciencedirect.com/science/article/pii/S1877050922008298

A Review of Voice User Interfaces for Interactive TV

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Fernandes, S., Abreu, J., Almeida, P., & Santos, R. (2019). A Review of Voice User Interfaces for Interactive TV. 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. 115-128). DOI: https://doi.org/10.1007/978-3-030-23862-9_9

A social iot hybrid scenario to promote the physical, psychological, and social well-being of elderly

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Khan, I. & Oliveira, L. (2023). A social iot hybrid scenario to promote the physical, psychological, and social well-being of elderly, in: Advances in Design and Digital Communication IV: Proceedings of the 7th International Conference on Design and Digital Communication, Digicom 2023,.

A social TV application for senior citizens – iNeighbour TV

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ABREU, J.; ALMEIDA, P. (2012). A social TV application for senior citizens – iNeighbour TV, In: Adjunct Proceedings of the 10th European Interactive TV Conference (EuroITV 2012 – Bridging People, Places and Platforms). A., Stefan; S., Stephan; Knoche, H.; Hess, J. (eds.). Fraunhofer Institute for Open Communication Systems, FOKUS, ISBN: 978-3-00-038715-9, p. 11-12

A survey on virtual production and the future of compositing technologies

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Pires, F., Silva, R., & Raposo, R. (2022). A survey on virtual production and the future of compositing technologies. AVANCA-CINEMA, 692- 699.

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. In: Martins, N., Brandão, D. (eds) Advances in Design and Digital Communication IV. DIGICOM 2023. Springer Series in Design and Innovation, vol 35. Springer, Cham. https://doi.org/10.1007/978-3-031-47281-7_29

A Systematic Literature Review of Virtual Reality-based Reminiscence Therapy for People with Cognitive Impairment or Dementia

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Reisinho, P., Raposo, R., & Zagalo, N. (2022b, outubro). A Systematic Literature Review of Virtual Reality-based Reminiscence Therapy for People with Cognitive Impairment or Dementia [Oral presentation]. 2022 International Conference on Interactive Media, Smart Systems and Emerging Technologies (IMET). https://doi.org/10.1109/IMET54801.2022.9930000

A Systematic Literature Review of Virtual Reality-based Reminiscence Therapy for People with Cognitive Impairment or Dementia.

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Reisinho, P., Raposo, R., & Zagalo, N. (2022b). A Systematic Literature Review of Virtual Reality- based Reminiscence Therapy for People with Cognitive Impairment or Dementia. 2022 International Conference on Interactive Media, Smart Systems and Emerging Technologies (IMET), 1–8. https://doi.org/10.1109/IMET54801.2022.9930000

A Teaching and Learning Blueprint for Increasing Engagement in Challenge-Based Learning

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Lelis, C. (2024).A Teaching and Learning Blueprint for Increasing Engagement in Challenge-Based Learning. Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST,589135-143

A Television News Graphical Layout Analysis Method using Eye Tracking

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Rodrigues R., Veloso A. & Mealha O. (2012) “A Television News Graphical Layout Analysis Method using Eye Tracking”. Atas do IV12 – 16th International Conference Information Visualisation, Montpellier, França, Julho, 2012. Artigo número 12979994, páginas 357-362, ISSN:1550-6037; Print ISBN: 978-1-4673-2260-7; DOI:10.1109/IV.2012.66. http://ieeexplore.ieee.org/xpls/icp.jsp?arnumber=6295838

A tool to support the creation of digital games to promote environmental awareness

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Suandique, T. M. H., Beça, P., & Aresta, M. (2021). A tool to support the creation of digital games to promote environmental awareness. 2021 16th Iberian Conference on Information Systems and Technologies (CISTI), 1–4.

A Video Game Level Analysis Model Proposal

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Almeida S., Veloso A., Roque, L., & Mealha O. (2012) “A Video Game Level Analysis Model Proposal”. Atas do 16th International Conference on Information Visualisation, 2012. Artigo número 12980013, Pág. 474 – 479, ISSN:1550-6037; Print ISBN: 978-1-4673-2260-7; DOI: 10.1109/IV.2012.82.

A Video is Worth a Million Words? Comparing a Documentary with a Scientific Paper to Communicate Design Research

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Moura, M., Almeida, P., Geerts, D. (2016). A Video is Worth a Million Words? Comparing a Documentary with a Scientific Paper to Communicate Design Research. Workshop Trends in promoting quality of life through digital media, CENTERIS – Conference on ENTERprise Information Systems. Porto, 5-7 Outubro, 2016.

Accessibility and microcopy remote testing of mobile applications: The case of the CeNTER platform

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Oliveira, E., Tymoshchuk, O., Branco, A., Carvalho, D., Antunes, M. J., Pedro, L., Almeida, A. M., & Ramos, F. (2021). Accessibility and microcopy remote testing of mobile applications: The case of the CeNTER platform. In Proc. of International Conference (CISTI).

Accessibility assessment of mobile applications: The Case of the Hominere App

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Alves, D., Siso, D., Tavares, J., Gouveia, J., Tymoshchuk, O., & Oliveira, R. (2023 in print). Accessibility assessment of mobile applications: The Case of the Hominere App. In 17th Multi Conference on Computer Science and Information Systems (MCCSIS 2023), Porto, 2023.

Accessibility4Blind: Interpretation of Preliminary UX Evaluation

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Vaz, Irla, Carla V. Leite, Rita Oliveira, e J. F. D. Abreu. «Accessibility4Blind: Interpretation of Preliminary UX Evaluation». Em Book of Abstracts of the Research Summit 2022, editado por Artur M. S. (coord ) Silva, António L. (coord ) Teixeira, e A. Gil Andrade (coord ) Campos, 548. Aveiro, Portugal: UA Editora, 2022. https://doi.org/10.48528/6dz9-d129.

Acessibilidade comunicacional: o desafio da inclusão nas bibliotecas universitárias brasileiras e portuguesas.

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Diniz, I., Almeida, A. M., Furtado, C.  (2017, november) Acessibilidade comunicacional: o desafio da inclusão nas bibliotecas universitárias brasileiras e portuguesas. Paper session presented at SOPCOM – X Congresso da Associação Portuguesa de Ciências da Comunicação. Viseu, Portugal.

Act Against the Aggression A Preliminary Model of a Digital Platform Aimed at Cyberaggressions in the Portuguese University Environment

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Oliveira, E.; Oliveira, L. & Baldi, V. (2023). Act Against the Aggression A Preliminary Model of a Digital Platform Aimed at Cyberaggressions in the Portuguese University Environment, CISTI'2023 - 18th Iberian Conference on Information Systems and Technologies. (CISTI), Aveiro, Portugal, 2023, pp. 1-6, https://doi.org/10.23919/CISTI58278.2023.10211438.

Active aging and Pokemon Go: A Participatory Study with Young Older Adults

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Filho, J.N., & Veloso, A.I. (2021) Active aging and Pokemon Go: A Participatory Study with Young Older Adults. IEEE 9th International Conference on Serious Games and Applications for Health (SeGAH), 2021, pp. 1-8.

Active and Healthy Aging: The Role of a Proactive Information Assistant Embedded on TV.

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Faria, G., Silva, T., & Abreu, J. (2022). Active and Healthy Aging: The Role of a Proactive Information Assistant Embedded on TV. Em M. J. Abásolo & G. F. Olmedo Cifuentes (Eds.), Applications and Usability of Interactive TV (pp. 70–84). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-22210-8_5

Adaptação de um livro infantil para alunos com incapacidade auditiva através da tecnologia de realidade aumentada.

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Gomes, J.D; Gomes, C. & Oliveira, L. (2017, july). Adaptação de um livro infantil para alunos com incapacidade auditiva através da tecnologia de realidade aumentada. Paper session presented at 8th Internacional Conference Cinema, Art, Technology, Communication, Avanca, Portugal

Adaptation and Personalization of Learning Management System, Oriented to Employees’ Role in Enterprise Context—Literature Review

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Aplugi, G., & Santos, A. (2022). Adaptation and Personalization of Learning Management System, Oriented to Employees’ Role in Enterprise Context—Literature Review [Oral presentation]. International Conference on Technology and Innovation in Learning, Teaching and Education TECH-EDU 2022, Cham. https://link.springer.com/chapter/10.1007/978-3-031-22918-3_2

Aiding the Digital Creation of Physical Resources: Card Sets for The Gamers4Nature Toolkit to Game Design.

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Ribeiro, S., Beça, P., & Aresta, M. (2022a). Aiding the Digital Creation of Physical Resources: Card Sets for The Gamers4Nature Toolkit to Game Design. Em Á. Rocha, C. Ferrás, A. Méndez Porras, & E. Jimenez Delgado (Eds.), Information Technology and Systems (pp. 541–552). Springer International Publishing. https://doi.org/10.1007/978-3-030-96293-7_45

All wearing the same shirt: A study on inclusion in higher education

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Santos Oliveira, R., Martins, C. I., & Tymoshchuk, O. (2022). All wearing the same shirt: A study on inclusion in higher education [Oral presentation]. Sentidos-International Congress on Education, Literacies, Inclusion and Technologies.

Always together: combining TV notifications and voice interactions to connect older adults to other generations.

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Camargo, J.D., Silva, T.C., Abreu, J.F. (2024).Always together: combining TV notifications and voice interactions to connect older adults to other generations. IMX 2024 - Proceedings of the 2024 ACM International Conference on Interactive Media Experiences,388-393

Ambiente Digital de Aprendizagem Matemática para crianças com PEA: LEMA.

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Santos, I., Breda, A., Almeida, Ana Margarida Pisco (2017, june) Ambiente Digital de Aprendizagem Matemática para crianças com PEA: LEMA. Paper session presented at CNAM 2017 – Congresso Nacional de Autismo e Aprendizagem Matemática, Aveiro, Portugal.

AMBIENTES COLABORATIVOS COM ABORDAGEM TRANSMEDIA NA PROMOÇÃO DA MOTIVAÇÃO E AUTONOMIA NOS ESTUDANTES COM APRENDIZAGENS MATEMÁTICAS

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Pereira, M., & Pedro, L. (2022, maio). AMBIENTES COLABORATIVOS COM ABORDAGEM TRANSMEDIA NA PROMOÇÃO DA MOTIVAÇÃO E AUTONOMIA NOS ESTUDANTES COM APRENDIZAGENS MATEMÁTICAS [Poster]. Ciência 2022 - Encontro com a Ciência e Tecnologia, Lisbon, Portugal. https://www.encontrociencia.pt/

An approach to identify requirements for an iTV audio description service

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Oliveira, Rita A. S; Abreu, Jorge T. F.; Almeida, Ana M. P. 2011. “An approach to identify requirements for an iTV audio description service”, Trabalho apresentado em 9th International Interactive Conference on Interactive television – EuroITV ’11, In Proceddings of the 9th International Interactive Conference on Interactive Television – EuroITV ’11, Lisbon, Portugal.

An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design

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Beça, P., Aresta, M., Santos, . R. and Veloso, & A. I. (2021). An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design. In I. and B. H. J. and B. F. and D. P. and R. M. de Rosa Francesca and Marfisi Schottman (Ed.), Games and Learning Alliance (pp. 289–294). Springer International Publishing.

An Initial Framework for Adaptive Serious Games Based on a Systematic Literature Review

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de Araujo Pistono, A. M. A., Santos, A. M. P., & Baptista, R. J. V. (2022). An Initial Framework for Adaptive Serious Games Based on a Systematic Literature Review [Oral presentation]. International Conference on Technology and Innovation in Learning, Teaching and Education TECH-EDU 2022. https://link.springer.com/chapter/10.1007/978-3-031-22918-3_4

An Intervention with Technology for Parental Involvement in Kindergarten: Use of Design-based Research Methodology.

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Laranjeiro, D., Antunes, M. J., & Santos, P. (2023). An Intervention with Technology for Parental Involvement in Kindergarten: Use of Design-based Research Methodology. 29–37. https://www.scitepress.org/Link.aspx?doi=10.5220/0010937100003182

An iTV Prototype for Content Unification.

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Abreu J., Almeida P., Velhinho A., Fernandes S., Guedes R. (2018). An iTV Prototype for Content Unification. In: Clua E., Roque L., Lugmayr A., Tuomi P. (eds) Entertainment Computing – ICEC 2018. ICEC 2018. Lecture Notes in Computer Science, vol 11112, pp 293-296. 

An Online, Collaborative and Non-formal Intervention Report: Quick Guide of Portuguese Acculturation for Northeastern Brazilians

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Leite, C. V., Sampaio, Â., Klinger, D., & Almeida, I. (2022, junho). An Online, Collaborative and Non-formal Intervention Report: : Quick Guide of Portuguese Acculturation for Northeastern Brazilians [Oral presentation]. 2022 17th Iberian Conference on Information Systems and Technologies (CISTI).

An Online, Collaborative and Non-formal Intervention Report: Quick Guide of Portuguese Acculturation for Northeastern Brazilians.

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Leite, C. V., Sampaio, Â., Klinger, D., & Almeida, I. (2022). An Online, Collaborative and Non- formal Intervention Report: : Quick Guide of Portuguese Acculturation for Northeastern Brazilians. 2022 17th Iberian Conference on Information Systems and Technologies (CISTI), 1–6. https://doi.org/10.23919/CISTI54924.2022.9820184

Analysis of Cyberaggression in Social Networks Involving Students and University Environments

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Oliveira, E.; Oliveira, L. & Baldi, V. (2023). Analysis of Cyberaggression in Social Networks Involving Students and University Environments, in: Advances in Design and Digital Communication IV: Proceedings of the 7th International Conference on Design and Digital Communication, Digicom 2023,.

Analysis of Cyberaggression in Social Networks Involving Students and University Environments

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Oliveira, E., Oliveira, L., Baldi, V. (2024).Analysis of Cyberaggression in Social Networks Involving Students and University Environments. Springer Series in Design and Innovation,35287-300

Analyzing the performance of ASR systems: The effects of noise, distance to the device, age and gender

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Rodrigues, A., Santos, R., Abreu, J., Beça, P., Almeida, P., & Fernandes, S. (2019). Analyzing the performance of ASR systems: The effects of noise, distance to the device, age and gender. Interacción’19 – Proceedings of the XX International Conference on Human Computer Interaction, Donostia, Gipuzkoa, Spain, 1-6. DOI: 10.1145/3335595.3335635

Antecipando o impacto da marca na sociedade: Contributos práticos para os ODS das Nações Unidas

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Lelis, C. (2022a, abril). Antecipando o impacto da marca na sociedade: Contributos práticos para os ODS das Nações Unidas [Practical keynote]. VI CONGRESSO INTERNACIONAL DE BRANDING, Santa Catarina, Brasil. https://www.even3.com.br/bcpresencial/

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