Valentina Nisi

Valentina Nisi
University of Lisbon | UL · Instituto Superior Técnico

BA, MS, PhD

About

163
Publications
39,343
Reads
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1,209
Citations
Introduction
Valentina Nisi is an Associate Professor at Tecnico, University of Lisbon and Vice President of the Board at the Interactive Technologies Institute, ITI/LARSY Her area of expertise is Digital Interactive Media and HCI. Before coming to Madeira Valentina worked at Media Lab Europe, MIT European research partner and co-founded FattoriaMediale, non profit foundation, for the design and production of culturally rich media experiences.
Additional affiliations
March 2020 - May 2020
University of Lisbon
Position
  • Professor (Associate)
April 2008 - present
Madeira Interactive Technologies Institute
Position
  • Assistant Professor, Vice President

Publications

Publications (163)
Article
Full-text available
While museums are often designed to engage and interest a wide variety of audiences, teenagers are a neglected segment. This article describes a set of findings that aids in designing enjoyable interactive experiences inside natural history museums for teenagers (15–19 years old). For this research, 223 teenagers have been involved through co-desig...
Article
Full-text available
Sharing economy and contemporary tourism are two emerging concepts that urge to be investigated together with new ubiquitous and immersive technologies, in the tourism and hospitality sector. In this rich scenario, we designed and implemented ShareCities, a platform to foster remote direct information exchange and meaningful interactions among tour...
Article
Full-text available
In this paper, we present a systematic analysis of large-scale human mobility patterns obtained from a passive Wi-Fi tracking system, deployed across different location typologies. We have deployed a system to cover urban areas served by public transportation systems as well as very isolated and rural areas. Over 4 years, we collected 572 million d...
Conference Paper
Sustainable Development (SD) in its dimensions – environment, economy, and society – is a growing area of concern within the HCI community. This paper advances a systematic literature review on sustainability across the Sustainable Human-Computer Interaction (SHCI) body of work. The papers were classified according to the Triple Bottom Line (TBL) f...
Chapter
Full-text available
We present a case study to understand how migrant communities embrace and connect with their host city’s cultural heritage. To achieve this, we deployed a study with ten adult migrants (first- and second-generation Lisbon dwellers) articulated into two stages: (i) a five-day photo-challenge involving storytelling elucidated by pictures and short te...
Article
Teenagers are an understudied group within the Interaction Design and Children community. Museums and cultural heritage spaces offer solutions for young children but none that are specifically targeted to teenagers. The active involvement of teenagers in the design of interactive technologies for museums is lacking further development. This paper c...
Chapter
Climate change is arguably one of the most debated issues today. The scale and global reach of this crisis doesn’t afford a universal solution and requires widespread global mobilization. Public engagement is essential for the success of any initiative on this topic. However, sometimes communicating the facts is not enough. Interactive storytelling...
Article
Background: The global health crisis caused by COVID-19 has drastically changed human society in a relatively short time. However, this crisis has offered insights into the different roles that such world wide virus plays in the lives of people, and how those have been affected, and eventually propose new solutions. Objective: From the beginning...
Article
Full-text available
Transmedia Stories are becoming an increasingly important technique for the tourism industry. They are successful tools to engage, inspire and gather audiences online and offline. In this article, we describe the design, implementation and evaluation of Fragments of Laura, a bespoke Transmedia Storytelling (TS) experience designed to involve visito...
Chapter
The use of Conversational Interfaces has evolved rapidly in numerous fields; in particular, they are an interesting tool for Serious Games to leverage on. Conversational Interfaces can assist Serious Games’ goals, namely in presenting knowledge through dialogue. With the global acknowledgment of the joint crisis in nature and climate change, it is...
Conference Paper
Full-text available
During the COVID-19 pandemic, social distancing measures were employed to contain its spread. This paper describes the deployment and testing of a passive Wi-Fi scanning system to help people keep track of crowded spaces, hence comply with social distancing measures. The system is based on passive Wi-Fi sensing to detect human presence in 93 locati...
Chapter
During the COVID-19 pandemic, social distancing measures were employed to contain its spread. This paper describes the deployment and testing of a passive Wi-Fi scanning system to help people keep track of crowded spaces, hence comply with social distancing measures. The system is based on passive Wi-Fi sensing to detect human presence in 93 locati...
Chapter
Full-text available
The current pandemic situation leads researchers to reflect on conducting qualitative research, completely changing how they conduct participatory research. As it became clear that the pandemic would last many months, researchers started to redesign their planned research in digital spaces through social media channels and participatory online tool...
Chapter
Augmented Reality (AR) applications have the potential to improve students’ Chemistry learning performance. By identifying the unique features and affordances of this technology, we can design more effective tools to facilitate the learning process of abstract concepts. We developed Periodic Fable in the Wild, an AR serious game as an instrument to...
Article
Full-text available
The Sustainable Development Goals (SDGs) are a universal call to action addressed not only to governments but also to businesses and civil society. In this scenario, Universities play a key role in achieving the SDGs and, also, in creating awareness about these global issues. As an example, the University of Bologna is carrying out several initiati...
Article
Full-text available
Tourism is one of the world’s largest industries fundamentally arising from mobility as a form of capital. In destination islands that have a delicate ecosystem to maintain, this source of income can become problematic in terms of sustainability. A difficulty in making people aware of this issue is also represented by the fact that such sustainabil...
Article
Full-text available
Introduction: New approaches to the study of the binge-watching phenomenon require new technology, leading to the development of a non-intrusive and low-cost analytical research software that facilitates a holistic under- standing of binge-watching in an uncontrolled environment remotely (e.g., the home). BWDAT was developed to allow the collection...
Article
Full-text available
The growth of Internet-distributed TV services has transformed video consumption, enhancing the level of control that viewers have over what they watch. Along with the release of entire seasons of programming at once, this has led to the phenomenon of ‘binge-watching’, in which several episodes of a program are viewed in one sitting. This article p...
Conference Paper
As climate change and biodiversity loss are threatening the natural world’s equilibrium and survival, people’s concerns about these topics have increased significantly. The work presented in this paper lies at the cross-section between the areas of education, biodiversity and technologies. More specifically, this project builds on research in virtu...
Chapter
Immersive technologies aligned with storytelling can create novel and powerful tools to inform and ponder on social issues. This demo paper describes a cinematic virtual reality project, Tell a Tail 360\(^{\circ }\), on the rescue of abandoned companion animals. Tell a Tail 360\(^{\circ }\) was designed targeting teens (13–19 years old) and its inc...
Chapter
Storytelling is a fundamental component of a child’s early development stages, informing their world view and promoting self-growth. Comic books are a common medium in these development stages, for their power of communication and expression. Inspired by narrative branching structures and technological advances in Augmented Reality (AR), we develop...
Chapter
Full-text available
Teenagers are a large pool of potential museum audiences. This age group is identified as an audience group that is often excluded from a museum’s curatorial strategies [1] and appears to be generally disinterested in what museums might offer [2]. Without some degree of digital interactivity, it is challenging for a museum to remain interesting and...
Conference Paper
Full-text available
In this paper, we introduce the concept of VR Open Scores: aleatoric score-based virtual scenarios where an aleatoric score is embedded in a virtual environment. This idea builds upon the notion of graphic scores and composed instrument , and apply them in a new context. Our proposal also explores possible parallels between open meaning in interact...
Chapter
The twin crises of nature and climate is supported by overwhelming scientific evidence and increasing public concern about long-term and potentially irreversible consequences of the Anthropocene. People and wildlife living today, as well as future generations, are at risk unless urgent action is taken to reverse the loss of plants, insects and othe...
Chapter
Playful interactions and storytelling become a powerful conduit for educational-entertainment experiences aimed at informing and critiquing social issues. In this paper, we describe the design of a transmedia experience, which uses its separate channels to deconstruct a complex social issue, while maintaining a coordinated and consistent story expe...
Conference Paper
Full-text available
The popularity of internet-distributed TV entertainment services, such as Netflix, has transformed TV consumption behavior. Currently, the level of control viewers have over their TV experiences, along with the release of complete seasons at once, are some of the factors that stimulate the so-called binge-watching phenomenon (the consumption of sev...
Chapter
Chemistry is often regarded as a complex and demanding subject for youth to learn, partly because of abstract concepts that are challenging to depict. These areas require spatial reasoning, defined as the ability to retain, generate and manipulate abstract visual images in space, either physically or mentally. By allowing the superimposition of vir...
Chapter
Full-text available
Whale watching is a prime example of ecotourism services reaching millions of people worldwide. In this paper, we describe a prototype of a mobile application designed to enhance the whale watching experience. Integrating eco-acoustics and entertainment components, the authors designed an App that enhances customer satisfaction even in the case of...
Chapter
Full-text available
Memories of Carvalhal’s Palace – Haunted Encounters is an Augmented Reality (AR) location-based game which involves players in uncovering the mystery behind the haunted aspects of a museum premises. The game deployed at the Natural History Museum of Funchal makes use of mobile interactive AR and gaming strategies to promote the engagement of teenag...
Conference Paper
Full-text available
To contribute in filling in the gap regarding experiences targeted at and evaluated by teenagers in museums, we involved 78 teenagers aged 16-19 to test three different gamified tours developed by cultural heritage professionals from the Natural History Museum of Funchal, Portugal. The digital tours can be described as follows: 1) expositive - thro...
Conference Paper
Full-text available
In this paper, we describe the conceptualization, design and preliminary evaluation of Há-Vita, a participatory platform populated with video interviews about nature and biodiversity preservation, designed primarily for tourists and visitors of a popular Touristic Island destination. The content was selected to raise awareness towards environmental...
Chapter
Full-text available
More people are traveling than ever before. This intense and disproportionate growth in tourism may, however, generate negative environmental and social effects, especially on islands. In order to address this issue, this article presents the design and evaluation of Há-Vita, an interactive web platform, whose goal is to foster awareness of local n...
Chapter
Full-text available
This submission describes the analysis of an evaluation of 155 teenagers (15–19 years old) who took part in a co-design session centred around how mobile technology might enhance their own experiences in a natural history museum. At the end, participants were required to make a word association to evaluate the session. An analysis of how teen parti...
Chapter
Full-text available
While museums are making great efforts in updating their communication and engagement strategies to include a wide variety of publics, teenagers (15–19) are still identified as an audience group that is often excluded from a museum’s curatorial strategies. As consequence, this audience appears to be generally disinterested in what museums might off...
Conference Paper
Full-text available
Inspired by HCI research advocating for the inclusion of children in the design process, this pictorial provides a qualitative case study on children's perceptions of urban landscapes. Our goal is to create digital maps in the context of locative systems and wayfinding for children. For this purpose, we engaged 70 students from the city of Funchal...
Conference Paper
Newly emerging urban IoT infrastructures are enabling novel ways of sensing how urban spaces are being used. However, the data produced by these systems are largely context-agnostic, making it difficult to discern what patterns and anomalies in the data mean. We propose a hybrid data approach that combines the quantitative data collected from an ur...
Conference Paper
This pictorial summarizes a qualitative study of children's perceptions of mobility through their own cognitive map drawings of the journey from home to school. We engaged 27 sixth-grade students (11 to 12 year-old) from Lisbon, Portugal, and analyze their drawings extracting 12 different design recommendations. We use these recommendations to prov...
Conference Paper
Full-text available
Orientation is an emerging issue in cinematic Virtual Reality (VR), as viewers may fail in locating points of interest. Recent strategies to tackle this research problem have investigated the role of cues, specifically diegetic sound effects. In this paper, we examine the use of sound spatialization for orientation purposes, namely by studying diff...
Chapter
Full-text available
Museums promote cultural experiences through exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, especially teenagers. Throughout this paper, we discuss teenagers as an important group to be considered within the Children-Computer Interaction field, and we report some technique...
Chapter
Biodiversity refers to the variety of life on Earth and its biological diversity. It boosts ecosystem productivity, where each species has a role to play. Unfortunately, human activity is causing massive extinctions and biodiversity losses continue. Because of that, nature conservation efforts and environmental monitoring have become increasingly i...
Article
Full-text available
This article describes the design of the Lucid Peninsula, a Physical Narrative Art Installation, developed to engage a wide variety of audiences with a possible future, in which the practice of lucid dreaming plays an important role. In this article, the authors present and discuss the results from the in-the-wild evaluation of the audience recepti...
Article
Full-text available
Este trabajo explora la combinación del aprendizaje formal e informal junto con los principios de los medios locativos; hemos observado el potencial de este tipo específico de medios para reforzar y expandir los objetivos de aprendizaje fuera del tiempo de clase, dotando a los estudiantes de actitudes de aprendizaje permanente. Presentamos los hall...
Conference Paper
Asthma is a complex disease caused by genetic and environmental factors, affecting 235 million people worldwide. The effects of chronic respiratory diseases, such as asthma and respiratory ailments, can be particularly aggressive in islands, due to the optimal climate conditions and the rich nature and flora. Conceived as a case study on Madeira is...
Conference Paper
Full-text available
Recent years demonstrate an increased interest in Passive Acoustic Monitoring (PAM) applications when studying cetaceans. However, they remain expensive underwater systems and targeted for industrial and military purposes. While the usage of smartphones as acoustic sensors has been observed in terrestrial environments, ocean and nautical PAM applic...