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

“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 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 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 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

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

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.

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

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.

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/

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 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 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

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

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.

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/

Anticipating the impact of design projects: Contributions to the SDGs

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Lelis, C. (2022b, junho 28). Anticipating the impact of design projects: Contributions to the SDGs [Workshop]. DRS 2022, Santa Catarina, Brasil. https://www.eventbrite.es/e/345583067257?aff=efbneb

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

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 tecnologias sonoras aplicadas ao processo educativo

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Ferreira, R., & Antunes, M. J. (2022a). As tecnologias sonoras aplicadas ao processo educativo. [Oral presentation]. LUSOCOM 2022. https://webcache.googleusercontent.com/search?q=cache:OcNBfjfFSc0J:https://lusocom 2022.org/programa/&cd=1&hl=pt-PT&ct=clnk&gl=pt

Asymmetric Gameplay: Types and Perspectives.

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Neto, A., Cardoso, P., & Carvalhais, M. (2023). Asymmetric Gameplay: Types and Perspectives. Em N. Martins & D. Brandão (Eds.), Advances in Design and Digital Communication III (pp. 765–778). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-20364-0_64

AUDIO USE AS A TEACHING TOOL: A STUDY IN SÃO LUÍS REGION/BRAZIL.

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Ferreira, R. J. S., & Antunes, M. J. (2022). AUDIO USE AS A TEACHING TOOL: A STUDY IN SÃO LUÍS REGION/BRAZIL. EDULEARN22 Proceedings, 809–813. https://doi.org/10.21125/edulearn.2022.0240

AUGMENTED REALITY TECHNOLOGY AS A STRATEGY TO PROMOTE ASTRONOMY LEARNING ON MIDDLE SCHOOL STUDENTS.

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Mendes, I., Vairinhos, M., & Malaquias, I. (2022). AUGMENTED REALITY TECHNOLOGY AS A STRATEGY TO PROMOTE ASTRONOMY LEARNING ON MIDDLE SCHOOL STUDENTS. INTED2022 Proceedings, 8204–8209. https://doi.org/10.21125/inted.2022.2080

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

Building datasets for automated conversational systems designed for use-cases.

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Camargo, J., Nunes, J., Antunes, M. J., Mealha, Ó., Abrantes, C., & Nóbrega, L. (2022). Building datasets for automated conversational systems designed for use-cases. 2022 International Conference on Interactive Media, Smart Systems and Emerging Technologies (IMET), 1–4. https://doi.org/10.1109/IMET54801.2022.9929809

Building Liber Domus—The development of a 3D digital role-playing educational game for 6th grade mathematics education

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Sampaio, L., Silva, R., Nunes, E., Gavaia, B., & Rodrigues, R. (2022, fevereiro). Building Liber Domus—The development of a 3D digital role-playing educational game for 6th grade mathematics education [Oral presentation]. International Conference on The Impact of Video Games on Culture and Education.

Building/customization of educational scenarios for Immersive Web Environments.

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Carvalho, R., Ferreira, M., Cleto, B., Paralta, V., Silva, V., Santos, C., Zagalo, N., Vairinhos, M., & Ramos, F. (2022, fevereiro 19). Building/customization of educational scenarios for Immersive Web Environments. ICEM 2022 - Conference of the International Council for Educational Media., Portugal. https://icem2022.ipsantarem.pt/parallel-sessions/

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

CBL no 1o ano do Mestrado em Comunicação e Tecnologia Web

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Santos, C., & Beça, P. (2022, julho 19). CBL no 1o ano do Mestrado em Comunicação e Tecnologia Web [Poster]. Fórum de Ensino e Aprendizagem | Teaching & Learning Forum, Aveiro, Portugal. https://issuu.com/universidade-de-aveiro/docs/posters_l5

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 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

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. Advances in Design and Digital Communication II. 5th International Conference on Design and Digital Communication, Digicom 2021, Barcelos, Portugal. https://www.springerprofessional.de/en/character-design-the-case-of-characters-in-a-hybrid-serious-game/19782290

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

Cibersegurança ou uma questão de sobrevivência?

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Oliveira, D. M. D. (2022, abril 5). Cibersegurança ou uma questão de sobrevivência? [Oral presentation]. Dias da Comunicação Social. Escola Superior de Educação de Viseu/IPV, Viseu, Portugal. https://www.slideshare.net/FilipeTavaresMoreira/cibersegurana-ou-uma-questo-de-sobrevivncia

Co-design and Shared Practices: An Overview of Processes of Learning in Nonformal Educational Contexts.

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Moura I.S., Baldi V. (2022) Co-design and Shared Practices: An Overview of Processes of Learning in Nonformal Educational Contexts. In: Mealha Ó., Dascalu M., Di Mascio T. (eds) “Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education. Smart Innovation, Systems and Technologies”, vol 249. (p. 179-188). Springer, Singapore. https://doi.org/10.1007/978-981-16-3930-2_14

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. Em Q. Gao & J. Zhou (Eds.), Human Aspects of IT for the Aged Population. Technology Design and Acceptance (pp. 61–73). Springer International Publishing. https://doi.org/10.1007/978-3-030-78108-8_5 M

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

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

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