Nelson Zagalo

Orcid: 0000-0002-5478-0650

Affiliations:
  • University of Aveiro, Portugal


According to our database1, Nelson Zagalo authored at least 41 papers between 2003 and 2023.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Bibliography

2023
Towards participatory activities with augmented reality for cultural heritage: A literature review.
Comput. Educ. X Real., December, 2023

'Push the Industrial Complexity Away': A Vision for using Data Collection and Mixed Reality as an Analysis Tool in Industrial Product Co-Design.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023

Peak-end rule in narrative videogames: analysis of players' perceptions on social media about "The Last of Us Part II" and "God of War".
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Almeida Star Defense: A Combination of History and Game for the Preservation of Cultural Heritage.
Proceedings of the 11th International Conference on Digital and Interactive Arts, 2023

2022
Serious Games in Spatial Planning: Strengths, Limitations and Support Frameworks.
Int. J. Serious Games, 2022

Editorial: Digital/Online Networks in Everyday Life During Pandemics.
Frontiers Comput. Sci., 2022

Know Me: Promoting Gender Equality in Education Through an Interactive Digital Narrative.
Proceedings of the Technology and Innovation in Learning, Teaching and Education, 2022

A Systematic Literature Review of Virtual Reality-based Reminiscence Therapy for People with Cognitive Impairment or Dementia.
Proceedings of the 2nd International Conference on Interactive Media, 2022

2021
The Systems and Methods of Game Design.
Inf., 2021

Game Design as an Autonomous Research Subject.
Inf., 2021

Defining the Mechanisms for Engagement Design Protocol Towards the Development of Analogue and Hybrid Serious Games: Learning from FlavourGame.
Proceedings of the Serious Games - Joint International Conference, 2021

Tangible Interfaces and Augmented Reality in a Nutrition Serious Game for Kids.
Proceedings of the 9th IEEE International Conference on Serious Games and Applications for Health, 2021

Beats and Units Framework: A Story-Game Integration Framework for the Ideation Stage of Narrative Design of Serious Games.
Proceedings of the Interactive Storytelling, 2021

Mechanics or Mechanisms: defining differences in analog games to support game design.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

2020
Engagement Design - Designing for Interaction Motivations
Human-Computer Interaction Series, Springer, ISBN: 978-3-030-37084-8, 2020

Challenges of Developing a Mobile Game for Children with Down Syndrome to Test Gestural Interface.
Inf., 2020

Creative Process for Designing a Hybrid Game for Nutrition Education.
Proceedings of the Technology and Innovation in Learning, Teaching and Education, 2020

Towards a new hybrid game model: designing tangible experiences.
Proceedings of the 8th IEEE International Conference on Serious Games and Applications for Health, 2020

Creative Process of Pre-production of Video Games - Multidisciplinary Model Approach of Historical Imaginary that Contributes to Generate Engagement.
Proceedings of the Interactivity and Game Creation, 2020

2018
<i>t-books</i>: A block interface for young children's narrative construction.
Int. J. Child Comput. Interact., 2018

2017
Arbor: Interactive Sculpture - From the Tree of Letters to the Tree of Words.
Int. J. Creative Interfaces Comput. Graph., 2017

2015
The Creative Revolution That Is Changing the World.
Proceedings of the Creativity in the Digital Age., 2015

2014
Merging Physical and Digital White Canvas to Unleash Children's Creativity.
Proceedings of the 2014 Workshops on Advances in Computer Entertainment Conference, 2014

Merry go round: a physical, virtual, physical... toy.
Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, 2014

2013
Bridging book: a not-so-electronic children picturebook.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Bridging books: the printed book as a support for digital experiences.
Proceedings of the Interaction Design and Children 2013, 2013

Bridging book: a not-so-electronic children's picturebook.
Proceedings of the Interaction Design and Children 2013, 2013

2012
Thin slices of interaction: predicting users' task difficulty within 60 sec.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Instantiating the creation process in digital art for serious games design.
Entertain. Comput., 2011

An approach about health games to social network environment.
Proceedings of the 2011 IEEE 1st International Conference on Serious Games and Applications for Health, 2011

Blink: observing thin slices of behavior to determine users' expectation towards task difficulty.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

2010
Ecommerce in virtual worlds - a 'just do it' approach?
J. Theor. Appl. Electron. Commer. Res., 2010

Understanding Virtual Actors.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Users and Evaluation of Interactive Storytelling.
Proceedings of the Interactive Storytelling, 2010

2009
The Creation Process in Digital Art.
Proceedings of the Handbook of Multimedia for Digital Entertainment and Arts, 2009

2008
Character emotion experience in virtual environments.
Vis. Comput., 2008

2006
INSCAPE: Emotion Expression and Experience in an Authoring Environment.
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2006

Passive Interactivity, an Answer to Interactive Emotion.
Proceedings of the Entertainment Computing, 2006

2005
Emotional Spectrum Developed by Virtual Storytelling.
Proceedings of the Virtual Storytelling, 2005

2004
Story reaction structures to emotion detection.
Proceedings of the 1st ACM Workshop on Story Representation, Mechanism and Context, 2004

2003
From the Necessity of Film Closure to Inherent VR Wideness.
Proceedings of the Virtual Storytelling; Using Virtual Reality Technologies for Storytelling, 2003


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