Rita Oliveira
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Rita Oliveira has a total of 59 co-authors. Here are the top co-authors by number of shared publications:
- Jorge Abreu
University of Aveiro
18 shared publications - Ana Margarida Almeida
University of Aveiro
11 shared publications - Oksana Tymoshchuk
University of Aveiro
10 shared publications - Telmo Silva
University of Aveiro
10 shared publications - Francisca Rocha Lourenço
University of Aveiro
8 shared publications - Pedro Almeida
University of Aveiro
6 shared publications
Latest Publications
- Open Access
- 31 May 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-7
Evaluating Eye-Tracking Challenges in Gaze-Controlled Musical Applications for Users with Motor Disabilities
- 31 May 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-7
Open AccessEvaluating Eye-Tracking Challenges in Gaze-Controlled Musical Applications for Users with Motor Disabilities
- 2 January 2026
- Published by Springer Nature
- p. 305-325
Play with Music: Developing an Inclusive Digital Musical Game for Children with Cerebral Palsy
- 2 January 2026
- Published by Springer Nature
- p. 305-325
Play with Music: Developing an Inclusive Digital Musical Game for Children with Cerebral Palsy
- 2 January 2026
- Published by Springer Nature
- p. 353-373
Inclusive Spaces: Characterization, Audiences and Disseminating Practices
- 2 January 2026
- Published by Springer Nature
- p. 353-373
Inclusive Spaces: Characterization, Audiences and Disseminating Practices
- 2 January 2026
- Published by Springer Nature
- p. 16-29
Leveraging Open Educational Resources to Foster Equity in Education: Strategies, Challenges, and Future Directions
- 2 January 2026
- Published by Springer Nature
- p. 16-29
Leveraging Open Educational Resources to Foster Equity in Education: Strategies, Challenges, and Future Directions
- 20 December 2025
- Published by Association for Smart Learning Ecosystems and Regional Development in Interaction Design and Architecture(s)
- No. 67,p. 257-268
User Experience (UX) in Eye-Tracker Applications: Obstacles, Alternatives and Examples
Many eye-tracker studies exclude individuals with special needs to avoid results’ distortion, while few address its application design. The aim in this study was to identify key challenges in developing eye-tracker applications and explore techniques to address them. An integrative literature review was conducted across Scopus and Web of Science, analysing 26 records and evaluating 10 Tobii Dynavox games as grey literature. Results reveal device limitations, such as inaccuracy, Midas Touch, and eye fatigue, that must be considered in interface design. Key recommendations for implementation include: (1) Snap Clutch and MAGIC frameworks; (2) dwell times; (3) designated rest areas; (4) arrow-flanked and Messenger text-visualization; and (5) three game design paradigms. In conclusion, these methods positively contribute to eye-tracker game design and demonstrate how applications can adapt to encountered obstacles. Future works should explore the effectiveness of combining these solutions and expand the evaluation of eye-tracker games as grey literature.
- 20 December 2025
- Published by Association for Smart Learning Ecosystems and Regional Development in Interaction Design and Architecture(s)
- No. 67,p. 257-268
User Experience (UX) in Eye-Tracker Applications: Obstacles, Alternatives and Examples
Many eye-tracker studies exclude individuals with special needs to avoid results’ distortion, while few address its application design. The aim in this study was to identify key challenges in developing eye-tracker applications and explore techniques to address them. An integrative literature review was conducted across Scopus and Web of Science, analysing 26 records and evaluating 10 Tobii Dynavox games as grey literature. Results reveal device limitations, such as inaccuracy, Midas Touch, and eye fatigue, that must be considered in interface design. Key recommendations for implementation include: (1) Snap Clutch and MAGIC frameworks; (2) dwell times; (3) designated rest areas; (4) arrow-flanked and Messenger text-visualization; and (5) three game design paradigms. In conclusion, these methods positively contribute to eye-tracker game design and demonstrate how applications can adapt to encountered obstacles. Future works should explore the effectiveness of combining these solutions and expand the evaluation of eye-tracker games as grey literature.
- Open Access
- 29 March 2025
- Published by SAGE Publications in Dementia
- Vol. 25 (3) , 465-481
Exploring the use of digital media to support meaningful activities for people living with dementia: A qualitative study
Dementia is a progressive and neurodegenerative condition that leads to a gradual deterioration of the individual’s functional capacity and social relations. Engaging in meaningful activities is considered an effective approach to maintaining and increasing the well-being of people living with dementia. Digital media has the potential to improve the quality of life for people living with dementia, allowing them to engage in activities that are personally meaningful. This study sought to understand the needs and preferences people with early-stage dementia living in Portugal have for receiving information on meaningful activities. It also explored their relationship with technologies and digital media. Focus groups and interviews were carried out with people living with dementia ( n = 21), informal carers ( n = 9) and healthcare professionals ( n = 8). Descriptive statistics were used for sample characterization and the verbatim transcriptions of interviews and focus groups were subjected to inductive thematic analysis. We developed three main themes: (i) engagement of people living with dementia in meaningful activities; (ii) experiences of people living with dementia with technology and digital resources; and (iii) the importance of a support network. This last theme is associated with the first two. The study identified several meaningful activities, such as household chores and intellectual hobbies, some of which were mediated by technology. People living with dementia reported to primarily use digital media, particularly computers and smartphones, for socialization and entertainment. The barriers identified for technology use and engagement in meaningful activities were both related to mobility problems and cognitive complaints. The support network emerged as essential for the use of digital technologies and engagement in meaningful activities. This study highlights a need to further research and design digital media that offer the opportunity for people living with dementia to be informed and engaged in meaningful activities.
- 29 March 2025
- Published by SAGE Publications in Dementia
- Vol. 25 (3) , 465-481
Open AccessExploring the use of digital media to support meaningful activities for people living with dementia: A qualitative study
Dementia is a progressive and neurodegenerative condition that leads to a gradual deterioration of the individual’s functional capacity and social relations. Engaging in meaningful activities is considered an effective approach to maintaining and increasing the well-being of people living with dementia. Digital media has the potential to improve the quality of life for people living with dementia, allowing them to engage in activities that are personally meaningful. This study sought to understand the needs and preferences people with early-stage dementia living in Portugal have for receiving information on meaningful activities. It also explored their relationship with technologies and digital media. Focus groups and interviews were carried out with people living with dementia ( n = 21), informal carers ( n = 9) and healthcare professionals ( n = 8). Descriptive statistics were used for sample characterization and the verbatim transcriptions of interviews and focus groups were subjected to inductive thematic analysis. We developed three main themes: (i) engagement of people living with dementia in meaningful activities; (ii) experiences of people living with dementia with technology and digital resources; and (iii) the importance of a support network. This last theme is associated with the first two. The study identified several meaningful activities, such as household chores and intellectual hobbies, some of which were mediated by technology. People living with dementia reported to primarily use digital media, particularly computers and smartphones, for socialization and entertainment. The barriers identified for technology use and engagement in meaningful activities were both related to mobility problems and cognitive complaints. The support network emerged as essential for the use of digital technologies and engagement in meaningful activities. This study highlights a need to further research and design digital media that offer the opportunity for people living with dementia to be informed and engaged in meaningful activities.