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Trust, Privacy and Authenticity in Scientific Data Sharing

Almeida, Joana; Santos, Rita; Martins, Ciro; Gomes, Hélder; Guimarães, Cármen; Costa, Fernando; Colarejo, Pedro; Monteiro, Afonso; Costa, Liliana Vale

Efficient and secure sharing of scientific data remains a key challenge in the Open Science framework, especially in terms of data authenticity, provenance and privacy. Traditional digital repositories improve access but often lack decentralized mechanisms that guarantee integrity and traceability. Blockchain technology provides a potential solution through tamper-proof records and distributed consensus, while ...


Web3 Technologies in Contemporary Digital Ecosystems

Oliveira, Ana Patrícia; Costa, Liliana Vale; Azevedo, Salomé

Editorial


Assessing Older Adults’ Perspectives on Digital Game-Related Strategies to Fost...

Regalado, Francisco; Ortet, Cláudia Pedro; Costa, Liliana Vale; Santos, Carlos; Veloso, Ana Isabel

The growing use of digital platforms among older adults has brought increased challenges to the design and development process, thus requiring considering age-related needs and changes. Nonetheless, a growing body of research suggests that different types of applications of digital platforms, i.e., digital games, can foster new opportunities to encourage active and healthy ageing (AHA) by promoting knowledge ac...

Date: 2023   |   Origin: Media and Communication

Designing for viral infection awareness through PLAYMUTATION

Costa, Liliana Vale; Proença, Frederico; Passos, Ana; Zagalo, Nelson; Nogueira, Teresa; Duarte, Margarida; Ortet, Cláudia; Veloso, Ana

Media trust has been one of the greatest societal challenges given viral outbreaks within a new media landscape, amplifying fear-inducing measures, and information avoidance. Although some research has been carried out on the media (mis)use to inform about viral infections, there has been general lack of information on media design to create this awareness. The purpose of this paper is to contribute to establis...


Staying Connected with Aged Populations in Times of COVID-19: An Interview Stud...

Ortet, Cláudia Pedro; Regalado, Francisco; Ferreira, Sónia; Costa, Liliana Vale; Veloso, Ana Isabel

. In times of social confinement frequently associated with COVID-19 pandemics, an increasing dependence of aged populations on digital media to maintain social interactions and participation in society was observed. Although courses for action on the access to digital media by aged populations and the potential harms of digital inclusion have been acknowledged in the literature, far too little attention has be...


Fostering co-UXers in later age: co-designing a UX toolkit for the senior onlin...

Machado, Sónia; Costa, Liliana Vale; Mealha, Óscar; Veloso, Ana; Santos, Carlos

Over the past few years, an increasing dependence of the general population on information and communication technologies has been observed. As such, inclusive and age-friendly design has been of utmost importance to meet the context of every age cohort. Most of the software development projects tend to focus on the assumption relative to the users’ cognitive models, and when addressing senior citizens, these a...


“Listen to your symptoms when the immune system is calling for you”: monitoring...

Ortet, Cláudia; Costa, Liliana Vale

The immune system plays a key role in protecting living beings against bacteria, viruses, and fungi, among other pathogens, which may be harmful and represent a threat to our own health. However, for reasons that are not fully understood, in some people this protective mechanism accidentally attacks the organs and tissues, thus causing inflammation and leads to the development of autoimmune diseases. Remote mon...


Cultural Representations in Digital Games (Editorial)

Vairinhos, Mario; Costa, Liliana Vale; Cardoso, Pedro

Welcome to this new issue of the Journal of Digital Media & Interaction. As we are heading towards New Year’s Eve, it is our pleasure to devote this entire issue to the production of a Dossier dedicated to the exchange of meaning that our language may convey within physically simulated or fictionally recreated worlds in digital games... Editorial of the nº11, vol. 4, of 2021.


Older adults “jump” into coDesiging a digital game: a field study

Costa, Liliana Vale; Veloso, Ana Isabel; Sousa, Liliana; Loizou, Michael; Arna, Sylvester

The aim of this paper is to contribute to establishing practices to in- volve adults aged 50 and over in the design of digital games within the paradigm of active ageing. This paper focuses on a component of a larger project entitled SERIOUSGIGGLE integrated in the SEDUCE 2.0 research that enabled to develop the digital game JUMP that goes beyond illness recovery or skill maintenance, addressing active ageing. ...


Fostering senior community-based cyclotourism using transmedia: a proposal

Ortet, Cláudia; Veloso, Ana Isabel; Costa, Liliana Vale

The general decrease in fertility rates and the increase in longevity allow the incessant aging of the world population. Furthermore, senior citizens are becoming better consumers of tourism products, leading to the need to meet their context, demands, and preferences while avoiding overtourism. Although a boom is observed in this field, there is a lack of information and products that address cyclotourism, sen...


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