Name
Affiliation
Papers
VALENTINA NISI
Madeira Interactive Technologies Institute, University of Madeira, Funchal, Portugal
91
Collaborators
Citations 
PageRank 
134
160
36.54
Referers 
Referees 
References 
340
1052
489
Search Limit
1001000
Title
Citations
PageRank
Year
Passive Wi-Fi monitoring in the wild: a long-term study across multiple location typologies00.342022
Hitting the Triple Bottom Line: Widening the HCI Approach to Sustainability00.342022
Designing with teenagers: A teenage perspective on enhancing mobile museum experiences00.342022
SeaStory: An interactive narrative using collaborative features00.342022
Dynamic Field of View Restriction in 360° Video: Aligning Optical Flow and Visual SLAM to Mitigate VIMS00.342021
Designing Interactive Infographics To Stimulate Environmental Awareness: An Exploration With A University Community00.342021
Amnesia in the Atlantic - An AI Driven Serious Game on Marine Biodiversity.00.342021
A Natural History Museum Experience - Memories of Carvalhal's Palace - Turning Point.00.342020
Enhancing Whale Watching with Mobile Apps and Streaming Passive Acoustics.00.342020
A visual immersive participatory platform to foster dialogue between locals and tourists00.342020
Tale of T(r)ails - The Design of an AR Comic Book for an Animal Welfare Transmedia.00.342020
Let's Learn Biodiversity with a Virtual "Robot"?00.342020
Blue whale street art as a landmark: extracting landmarks from children's cognitive maps for the design of locative systems00.342020
Tell a Tail - Leveraging XR for a Transmedia on Animal Welfare.00.342020
Storytelling And Remote-Sensing Playful Interventions To Foster Biodiversity Awareness00.342020
Tell a Tail 360${\circ }$ - Immersive Storytelling on Animal Welfare.00.342020
Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums00.342020
A data visualization interactive exploration of human mobility data during the COVID-19 outbreak: a case study00.342020
Staying on Track: a Comparative Study on the Use of Optical Flow in 360° Video to Mitigate VIMS00.342020
Memories Of Carvalhal'S Palace: Haunted Encounters, A Museum Experience To Engage Teenagers00.342019
Word Association: Engagement Of Teenagers In A Co-Design Process00.342019
See the World Through the Eyes of a Child: Learning from children's cognitive maps for the design of child-targeted locative systems00.342019
Augmented Reality Museum's Gaming for Digital Natives - Haunted Encounters in the Carvalhal's Palace.00.342019
Lucid Peninsula, a Physical Narrative Art Installation Comprising Interactive 360° Virtual Reality Components00.342019
Roam-IO: Engaging with People Tracking Data through an Interactive Physical Data Installation00.342019
Fostering Interaction Between Locals and Visitors by Designing a Community-Based Tourism Platform on a Touristic Island10.372019
Towards Locative Systems for, and by, Children: A Cognitive Map Study of Children's Perceptions and Design Suggestions00.342019
"When the Elephant Trumps" - A Comparative Study on Spatial Audio for Orientation in 360º Videos.00.342019
A participatory platform supporting awareness and empathy building between tourists and locals: the Há-Vita case study10.372019
Leveraging On Transmedia Entertainment Education To Augment Tourists' Awareness Towards Social Issues00.342018
Visually Induced Motion Sickness in 360° Videos: Comparing and Combining Visual Optimization Techniques00.342018
A Mixed Reality neighborhood tour: Understanding visitor experience and perceptions.30.412018
On designing a way-finding system to assist users with respiratory ailments and track symptoms.00.342018
Watt-I-See: Design And Evaluation Of An Interactive Installation Using Eco-Feedforward Strategies00.342018
Poseidon - Passive-Acoustic Ocean Sensor For Entertainment And Interactive Data-Gathering In Opportunistic Nautical-Activities00.342018
Citizen Science and Game with a Purpose to Foster Biodiversity Awareness and Bioacoustic Data Validation.10.362018
Co-designing Gaming Experiences for Museums with Teenagers.00.342018
Cue Control: Interactive Sound Spatialization for 360° Videos.00.342018
Appropriating Video Surveillance for Art and Environmental Awareness: Experiences from ARTiVIS.00.342018
The Geography of Pokémon GO: Beneficial and Problematic Effects on Places and Movement.60.492017
Shifting From The Children To The Teens' Usability: Adapting A Gamified Experience Of A Museum Tour00.342017
The Ocean Game: Assessing Children's Engagement and Learning in a Museum Setting Using a Treasure-Hunt Game.00.342017
Fighting exclusion: a multimedia mobile app with zombies and maps as a medium for civic engagement and design.90.502017
Há-Vita: A transmedia platform about Madeira's nature and culture.00.342017
Evaluating User Experience in 360º Storytelling Through Analytics.00.342017
Step by Step: Evaluating Navigation Styles in Mixed Reality Entertainment Experience.00.342017
Share yourself first: exploring strategies for the creation of locative content for and by low-literacy communities: Full paper.00.342017
Audio Guides and Human Tour Guides: Measuring Children's Engagement & Learning at a Museum Setting.00.342017
Enhancing sustainable mobility awareness by exploiting multi-sourced data: The case study of the Madeira islands.00.342017
Bus Stops as Interactive Touchpoints: Improving Engagement and Use of Public Transport00.342017
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