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Introduction
Her actual main fields of interest are “multimodal interaction”, “voice interaction”, “proactive behaviours”, "interactive television", “user-centered design methods and techniques”, “usability and user experience evaluation”, “design for the elderly”, “well-being and quality of life promotion through new media”.
Currently she is member of CHIC – Cooperative Holistic View on Internet and Content and Gamers4Nature projects.
Publications
Publications (67)
Digital media may have a fundamental role in promoting more inclusive social and learning experiences, particularly when considering the challenge of widening participation that Higher Education Institutions (HEI) are currently facing. This article briefly overviews recent policies, initiatives and recommendations that address the use of digital me...
The goal of this study is to perform an analysis of natural language models of interaction, associated to 3 types of input devices with a microphone, a hands-free device, a mobile app and a remote control, in order to identify the most suited to be adopted in a conversational voice solution for interactive television in Portuguese. The research add...
In today’s world, digital skills have become crucial and recognized as essential tools for citizens’ personal fulfilment, employability, active citizenship, and social inclusion. Several initiatives have arisen to address this topic. This study focused on developing an audiovisual strategy to be disseminated in social media, to raise higher educati...
The growth of social media and user-targeted information reinforces the need to check sources to prevent the dissemination of unreliable content. In this context, an innovative solution is presented based on the established proliferation of push notifications and the potential identified in the TV ecosystem, since it connects multiple devices and p...
In the context of the proliferation of push notifications on several devices, a mechanism of personalized notifications is proposed to the TV ecosystem to assess its potential. After identifying relevant use scenarios through a literature review, with validation through focus groups, a field trial was carried out to test a solution in partnership w...
Seeking a new way of looking at early childhood, the Cres(SER) project has been supported by the Regional Health Administration of the Centre, presenting an intervention that advocates child's emotional, social, cognitive and cultural development and stable growth since prenatal life, especially during the first three years. Digital media can play...
Revisão da literatura-Scopus e Web of Science; Criação de uma grelha de análise da presença online e identidade visual; Benchmarking de websites de projetos semelhantes; Identificação de boas práticas a aplicar no projeto; Reformulação da identidade visual do projeto com base nos resultados dessa análise. 1. Metodologia Seguem-se as principais etap...
Notifications are frequently used in mobile devices and smart environments as a mechanism to deliver personalized messages. However, in the context of the TV ecosystem, notifications are not yet widely used. Hence, this research aims to explore the potential of that context to disseminate important information, recommend content and encourage inter...
The performance of the natural language understanding (NLU) module is a key issue when developing a natural language interaction (NLI) system. For the NLU to perform in an accurate way, it must be trained to correctly understand a wide scope of users’ intentions and give (correct) answers. The interaction context must also be considered, meaning th...
Games are engaging activities for students that can be applied in classes worldwide. Simultaneously, toolkit’s potential has been rising over the years due to its ability to encompass relevant tools on specific subjects. Moreover, toolkits can be applied as authoring tools transforming students into game designers, motivating the creation of digita...
In recent years, serious games and gamification strategies have been used in the education field and seen as highly motivating for educating and motivating younger people. As regard to games, and in the field of environmental education, they emerge as an innovative approach to raise environmental awareness among youths, namely by challenging studen...
While the lockdown significantly reduced face-to-face meetings, video conferencing platforms began to be used widely to leverage different sectors, such as academia. In this scope, scientific events such as seminars and conferences were migrating to the online environment. However, online events usually do not dedicate time to group activities, dec...
The chapter “Definition of a Digital Tool to Create Physical Artifacts: The Case of the Gamers4Nature Project” was previously published non-open access. It has now been changed to open access under a CC BY 4.0 license and the copyright holder updated to ‘The Author(s)’. The book has also been updated with this change.
Chapter “An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design” was previously published non-open access. It has now been changed to open access under a CC BY 4.0 license and the copyright holder updated to ‘The Author(s)’. The book has also been updated with this change.
In this paper is presented the development and validation of a set of accessible short videos that explain the purpose and features of the Toolkit created within the Gamers4Nature project. The project Gamers4Nature aims to raise awareness about the preservation of the environment and biodiversity, through the creation of games for mobile devices. T...
Seeking to capitalize the interest of younger audiences in game creation activities, the Gamers4Nature project aims to develop a toolkit designed to support game design by allowing the manipulation of the several elements that compose a game. Prior to the toolkit’s development, there was the need to establish the respective conceptual framework. Th...
Although research indicates that integrating students as active agents in the development of games encourages awareness and learning by doing and can be seen as a basis for the development of critical thinking skills, it also stresses that there are some obstacles in involving students to explore educational contents through digital game design. Th...
Research indicates that engaging younger audiences in the creation of their own digital games for learning may increase the interest towards the addressed theme and a better understanding of the value of what is learned. Giving young creators the tools needed to develop good games emerges as a key point for the success of this kind of activity. Too...
The user experience can be evaluated in different ways, from a combination of approaches and techniques capable of collecting insights about a particular product or system. In the TV ecosystem research field, verifying how users react to new features is an essential step to the integration of functionalities able to enhance the user experience. Thi...
In a context where the urgency to act towards the promotion of environmental awareness is imperative, the Gamers4Nature (G4N) project aims to encourage the active participation of students in the creation of mobile games addressing environmental-related themes. This chapter introduces the G4N Cards Set Canvas, a tool integrated into the G4N portal-...
The goal of this study was to perform an evaluation of a set of voice interaction models (supported by a hands-free solution activated by a wake-up word, a mobile app and a TV remote control with microphone) to identify the most appropriate solution for interactive television. The research addressed issues associated with natural language systems s...
Students are being more often challenged not only to play but also to create games when there is increasing evidence of the impact, in terms of learning, of students' involvement in creating their own games centred on educational content. Nevertheless, the game making process has certain specificities that are not usually recognized by the public b...
The Gamers4Nature (G4N) project aims to develop and implement a set of strategies that encourage younger audiences (i.e. upper-secondary and undergraduate students) to participate in the creation of mobile games, while promoting knowledge about environmental preservation. This paper introduces one of these strategies, the G4N portal-repository. The...
In a context where the involvement of youngers in the development of games is seen as an effective way to promote a deeper identification and engagement with the educational content, the Gamers4Nature project introduces a Toolkit designed to support youngsters in the creation of mobile digital games addressing environmental and biodiversity preserv...
Voice User Interfaces (VUI) are giving promising steps towards interaction scenarios based on natural language interpretation rather than simple voice commands. The adaptation of these systems for each usage context requires a deep training process of the Natural Language Understanding component with the support of human collaboration. Among the se...
Intelligent Personal Assistants (IPAs) are increasingly present in people’s daily lives, with natural language interaction allowed by voice assistants improving the user experience. In the television ecosystem, the integration of voice assistants is also enabling the interaction with media devices in a globally more satisfying way. Additionally, th...
Involving students in the creation of their own games about a theme may enhance the interest toward the addressed topic, a sense of ownership and a better understanding of the value of what is learned. This paper presents the application of a Toolkit to Game Design in two Game Creation sessions with upper-secondary students. The Toolkit was develop...
The Gamers4Nature project aims to deliver a set of strategies to empower and encourage youngsters (upper-secondary and undergraduate students) to actively participate in games creation while raising knowledge about environmental preservation and biodiversity conservation. To accomplish these goals, a Toolkit to Game Design is being created, contain...
Background: The usability of electronic health (eHealth) and mobile health apps is of paramount importance as it impacts the quality of care. Methodological quality assessment is a common practice in the field of health for different designs and types of studies. However, we were unable to find a scale to assess the methodological quality of studie...
The design of interaction models for Voice User Interfaces is changing. The increasing number of home assistants, mobile devices and televisions supporting natural language interaction that are transforming and introducing voice interaction in multiple home scenarios is leading to important changes in the design of its interaction models. In the TV...
Voice interaction with the television is becoming a reality on domestic environments. However, one of the factors that influences the correct operation of these systems is the background noise that obstructs the performance of the automatic speech recognition (ASR) component. In order to further understand this issue, the paper presents an analysis...
In the last years, voice has been used as an interaction mode in several devices such as smart speakers, mobile devices or television (TV). However, there seems to be a lack of practical recommendations about how visual interfaces can be designed to support the use of voice input in TV applications in certain tasks in a way to take advantage of the...
In a Natural Language Interaction (NLI) solution, the efficiency of the Automatic Speech Recognition (ASR) component is a key issue. Considering this, the paper presents an analysis of the performance of three ASR systems on several noise scenarios resembling the interaction with the TV in a domestic environment. The evaluation setup resorted to co...
The population of the world is getting increasingly older, and with that new challenges appear. It is thus necessary to promote healthy aging, where people maintain their independence and autonomy for longer. The SmartWalk project’s aim is to create a physical activity monitoring system for smart cities for motivating the elderly to a more physical...
The increase of elderly population creates the need to promote healthy aging, with autonomy and independence, for preserving the functional capacity and quality of life as much as possible. To achieve this goal the recommendations include walking a certain amount of steps daily, given that the exact amount of steps changes with age, lesions, and ch...
O presente artigo apresenta os resultados de um estudo que teve como objetivo o desenvolvimento participativo e avaliação de uma campanha audiovisual de sensibilização para a importância do uso dos meios digitais por parte de adultos com deficiência intelectual. O desenvolvimento da campanha envolveu um grupo de oito pessoas com deficiência intelec...
This article presents the results of a study that aimed the participatory development and evaluation of an audiovisual campaign to raise awareness of the importance of using digital media by adults with intellectual disability. The development of the campaign involved a group of 8 people with intellectual disabilities, who collaborated in the desig...
Local dynamics play a key role in individual and collective empowerment for digital literacy and citizenship. This paper presents the results and reflections from a broader investigation into the public Internet access places in Portugal in the inland municipalities of the country's coast, undertaken by ObLID Network. Specifically, we intend to ref...
Poster apresentado no Teaching Day 2016
This chapter aims at providing as close a picture as possible of the engagement of HE students with the Internet, especially as regards Web 2.0, and of the knowledge, attitudes, skills and opportunities associated with this use. For this purpose, the following chapter presents the results of a review of empirical studies conducted on a set of analy...
Este artigo centra-se na discussão dos vários conceitos que são utilizados para designar os conhecimentos, aptidões e atitudes necessários para lidar com as mudanças trazidas pelos meios digitais. O poder integrador que o conceito de literacia digital pode assumir e sugerir leva a que neste texto seja dado especial enfoque à sua análise, abordando‑...
Este artigo centra-se na discussão dos vários conceitos que são utilizados paradesignar os conhecimentos, aptidões e atitudes necessários para lidar com as mudanças trazidas pelos meios digitais. O poder integrador que o conceito de literacia digital pode assumir e sugerir leva a que neste texto seja dado especial enfoque à sua análise, abordando-s...
Com o objetivo de se trazerem novos contributos para o conhecimento sobre o uso da Internet dos alunos do ensino superior do sexo masculino e do sexo feminino, foi realizado um estudo sobre a utilização da Internet com um grupo de alunos do ensino superior em que um dos seus objetivos foi identificar diferenças entre géneros em várias dimensões do...
This article explores the Internet-use attitudes behaviors, and skills associated with digital literacy amongst students in higher education. A survey was administered using a sample of 148 first-year students and qualitative data was collected by means of 22 individual interviews and two focus groups. Elements of digital literacy such as confidenc...
Poster presented in Teaching Day 2013