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.

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.

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).

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.

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.

Are colors emotional triggers in digital branding? Emotional and Social Signals in Multimedia

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Correia, J., & Simões, D. (2021). Are colors emotional triggers in digital branding? Emotional and Social Signals in Multimedia. The 2021 International Conference on Marketing and Technologies (ICMarkTech'21), 2 a 4 December 2021, Tenerife (University of La Laguna), Spain.

Co-creation Stage: a Web-based Tool for Collaborative and Participatory Co-located Art Performances

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Rivas Pagador, H., Dominguez, A., Masneri, S., Tamayo, I., Zorrilla, M., Almeida, P., ... & Cesar, P. (2021). Co-creation Stage: a Web-based Tool for Collaborative and Participatory Co-located Art Performances. In ACM International Conference on Interactive Media Experiences (pp. 267-274).

Co-design and shared practices: an overview of processes of learning in non-formal educational contexts

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Santos Moura, I., & Baldi, V. (2021). Co-design and shared practices: an overview of processes of learning in non-formal educational contexts. 6th conference on Smart Learning Ecosystems and Regional Development. Springer.

Conceptualization of Hypersituation as Result of IoT in Education

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Moreira F.T., Vairinhos M., & Ramos F. (2021) Conceptualization of Hypersituation as Result of IoT in Education. In: Mealha Ó., Rehm M., Rebedea T. (eds) Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education. Smart Innovation, Systems and Technologies, vol 197. Springer, Singapore.

Creative Process of Pre-production of Video Games

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Sánchez, R., Zagalo, N. & Gómez, S. (2021). Creative Process of Pre-production of Video Games. In Interactivity and Game Creation. Springer. 198–211.

Developing a Prototype of an Open Educational Resource on Research Methods for PhD Candidates in Technology Enhanced Learning

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Sousa, L., Pedro, L., & Santos, C. (2021). Developing a Prototype of an Open Educational Resource on Research Methods for PhD Candidates in Technology Enhanced Learning. In: De Laet T., Klemke R., Alario-Hoyos C., Hilliger I., Ortega-Arranz A. (eds) Technology-Enhanced Learning for a Free, Safe, and Sustainable World. EC TEL 2021. Lecture Notes in Computer Science, vol 12884. Springer, Cham.

End-user evaluation of a mobile application prototype for territorial innovation

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Oliveira, E., Branco, A., Carvalho, D., Sacramento, E., Tymoshchuk, O., Pedro, L., Antunes, M., Almeida, A., & Ramos, F. (2021). End-user evaluation of a mobile application prototype for territorial innovation. In Proceedings of the 23rd International Conference on Enterprise Information Systems (ICEIS 2021) (2), (pp. 495-504).

Envelhecimento Ativo e Saudável: o papel de um Assistente de Informação Proativo na TV

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Faria, G., Silva, T., & Abreu, J. (2021). Envelhecimento Ativo e Saudável: o papel de um Assistente de Informação Proativo na TV. 10th Iberoamerican Conference on Applications and Usability of Interactive Television, JAUTI 2021.

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.

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

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.

I Never Imagined that I Would Work in the Digital Game Industry

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Lima, L., Pinto, C., Gouveia, P., & Cardoso, P. (2021). I Never Imagined that I Would Work in the Digital Game Industry IEEE COG 2021: 3rd IEEE Conference on Games.

ICT tools’ contributions in a technology-enhanced peer learning program involving EFL learners

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Carvalho, A. R., & Santos, C. (2021). ICT tools’ contributions in a technology-enhanced peer learning program involving EFL learners. Proceedings of The 21st IEEE International Conference on Advanced Learning Technologies (ICALT21) (July, 12 – 15, online conference), Vol. 1, pp. 257-259.

Mechanics or Mechanisms: defining differences in analog games to support game design

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Sousa M., Zagalo N. & Oliveira A. P. (2021), Mechanics or Mechanisms: defining differences in analog games to support game design. IEEE Conference on Games (CoG), 2021, pp. 1-8.

MixMyVisit–Enhancing the Visitor Experience Through Automatic Generated Videos

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Almeida, P., Beça, P., Soares, J., & Soares, B. (2021). MixMyVisit–Enhancing the Visitor Experience Through Automatic Generated Videos. ACM International Conference on Interactive Media Experiences (pp. 233-236).

People-Centered Benchmarking of Smart School Ecosystems: A Study with Young Students from Aveiro Region

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Mealha, Ó., Nunes, J., Ferreira, C., Santos, F. D. & Ferreira, J. (2021). People-Centered Benchmarking of Smart School Ecosystems: A Study with Young Students from Aveiro Region. In Ó. Mealha, M. Rehm & T. Rebedea (Eds.), Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education (pp. 131–143). Springer International Publishing AG 2020.

Personagens idosas nos filmes de animação: análise dos filmes de animação mais populares em Portugal

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Nunes, S., & Antunes, M.J. (2021). Personagens idosas nos filmes de animação: análise dos filmes de animação mais populares em Portugal. In: 16th Iberian Conference on Information Systems and Technologies (CISTI), pp. 1-6. Chaves: 23 a 26 de junho. (online).

Psychoeducational audiovisual intervention for raising awareness of suicidal risks

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Duran, L., Almeida, A. M. P., Figueiredo-Braga, M., & Lopes, A. C. (2021, Jun 23-26). Psychoeducational audiovisual intervention for raising awareness of suicidal risks. 16th Iberian Conference on Information Systems and Technologies, CISTI, Chaves, Portugal.

Serviço Nacional de Saúde de Portugal no Instagram: percepção dos universitários sobre o conteúdo do @sns_pt na pandemia da COVID-19

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Pinto, P. A., Antunes, M. J. L., & Almeida, A. M. P. (2021). Serviço Nacional de Saúde de Portugal no Instagram: percepção dos universitários sobre o conteúdo do @sns_pt na pandemia da COVID-19. 16th Iberian Conference on Information Systems and Technologies (CISTI), pp. 1-6.

SIX 2.0: a tangible TV interface for seniors

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Pinho, A., Vairinhos, M., Oliveira, A. P., & Mealha, Ó. (2021). SIX 2.0: a tangible TV interface for seniors. 16th Iberian Conference on Information Systems and Technologies (CISTI), 2021, pp. 1-7.

Tangible Interfaces and Augmented Reality in a Nutrition Serious Game for Kids

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Reisinho, P., Silva, C., Vairinhos, M., Oliveira, A. P. & Zagalo, N. (2021). Tangible Interfaces and Augmented Reality in a Nutrition Serious Game for Kids. IEEE 9th International Conference on Serious Games and Applications for Health (SeGAH), 2021, pp. 1-8.

The design of social coupons as a digital promotional tactic

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Correia, J., & Simões, D. (2021). The design of social coupons as a digital promotional tactic, 9th World Conference on Information Systems and Technologies (WorldCist'21). Terceira Island, Azores, Portugal, 30-31 March to 1-2 April 2021, Trends and Applications in Information Systems and Technologies, Á. Rocha et al. (Eds.), Springer Nature, AISC 1368, 4(16), pp. 163–172, 2021.

The wolf among US: Heuristic evaluation of a digital game with narrative

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Ortet, C., Ribeiro, T., & Veloso, A.I. (2021) The wolf among US: Heuristic evaluation of a digital game with narrative. In 22nd International Conference on Intelligent Games and Simulation, GAME-ON 2021, pp. 5-11.

Would Plato really find Coca Cola inside the cave? Design-led branding explained by everyday social practices

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Guzman, B. & Lelis, C. (2021). Would Plato really find Coca Cola inside the cave? Design-led branding explained by everyday social practices, In Perspectives on Design and Digital Communication: Research, Innovations and Best Practices, N. Martins, D. Brandão & F. M. da Silva (Eds), Cham: Springer.

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