Vanessa Cesário and Pedro Campos. 2025.
Bridging Cultural Gaps: Insights from Communication in Migrant-Inclusive Cultural Initiatives.
Societies International Journal (SOC’25)
https://doi.org/10.3390/soc15040083
Luiz Sachser, Andrés Isaza-Giraldo, Anna Jiskrová,
Vanessa Cesário, Pedro Campos, Lucas Pereira, Paulo Bala. 2025.
En-Join: Speculative LLM Play for Energy Community Engagement and Sustainability Awareness. In
ACM Designing Interactive Systems Conference (DIS’25)
https://doi.org/10.1145/3715668.3735600
Thais Weiller, Mauricio Perin, Pedro Campos, and
Vanessa Cesário. 2025.
Negotiated Agency: The Constant Deliberation between the Player’s Abilities and Developer’s Permissions. In
Human Interaction and Emerging Technologies (IHIET’25)
https://doi.org/10.54941/ahfe1005970
Anna Jiskrová, Andrés Isaza-Giraldo, Pedro Campos, and
Vanessa Cesário. 2024.
EN-JOIN: Exploring Inclusive Visuals for a Game to Give Perspective on Energy Communities. In
ArtsIT, Interactivity and Game Creation (ArtsIT’24)
https://doi.org/10.1007/978-3-031-97257-7_13
Mariana Fernandes, Pedro Campos, and
Vanessa Cesário. 2025.
Hearing Heritage: Conveying and Preserving Cultural Expressions. In
Advances in Design and Digital Communication (DIGICOM’24)
https://doi.org/10.1007/978-3-031-77566-6_43
Thais Weiller, Pedro Campos, and
Vanessa Cesário. 2024.
The Role of Negative Emotions in Videogames. In
Human Interaction and Emerging Technologies (IHIET’24)
https://doi.org/10.54941/ahfe1005474
Catarina Santos Faria,
Vanessa Cesário, Pedro Filipe Campos, Muhammad Satar, and Teresa Alvadia. 2024.
Assessing Stress Reduction of Relaxation Gaming: Investigating the Interrelation of Gamification, Advertising Intrusion and Stress Responses in Master’s Students. In
HCI International 2024 Posters (HCII’24)
https://doi.org/10.1007/978-3-031-61963-2_42
Vanessa Cesário and Pedro Campos. 2024.
The Integrated Museum Engagement Model (IMEM): Bridging Participatory Design, Immersive Storytelling, and Digital Representation for Enhanced Museum Experiences. In
International Journal of the Inclusive Museum (IJIM’24)
https://doi.org/10.18848/1835-2014/CGP/v17i01/63-81
Vanessa Cesário, Mariana Ribeiro, and António Coelho. 2023.
Design Recommendations for Improving Immersion in Role-Playing Video Games: A Focus on Storytelling and Localisation. In
International Journal of Interaction Design and Architecture(s) (IxDA'23)
https://doi.org/10.55612/s-5002-058-009
Vanessa Cesário, Paulo Bala, Shuhao Ma, and Valentina Nisi. 2023.
Fostering social inclusion: empathic approaches for migrant-centred design. In
Proceedings of the International Association of Societies of Design Research (IASDR'23)
https://doi.org/10.21606/iasdr.2023.122
Vanessa Cesário, João Freitas and Pedro Campos. 2023.
Empowering Cultural Heritage Professionals: Designing Interactive Exhibitions with Authoring Tools. In
International Journal of Museum Management and Curatorship (MMC'23)
https://doi.org/10.1080/09647775.2023.2209896
Valentina Nisi, Paulo Bala, Hollie Bostock,
Vanessa Cesário and Nuno Nunes. 2023.
“Before gentrification, we claim for habitation”: Eliciting Values and Assets through Cultural Heritage Storytelling. In
Proceedings of the ACM Designing Interactive Systems (DIS'23)
https://doi.org/10.1145/3563657.3596124
Vanessa Cesário. 2023.
Vintage Meets Modern: A Retro-Inspired Audio Guestbook for Event Communication. In
Proceedings of the 11th International Conference on Communities & Technologies (C&T'23)
https://doi.org/10.48340/ct2023-8666
Valentina Nisi, Paulo Bala,
Vanessa Cesário, Stuart James, Alessio Del Bue and Nuno Nunes. 2023.
Connected to the people”: Social Inclusion & Cohesion in Action through a Cultural Heritage Digital Tool. In
Proceedings of the 26th ACM Conference on Computing-Supported Cooperative Work and Social Computing (CSCW'23)
https://doi.org/10.1145/3610168
Vanessa Cesário, Mariana Ribeiro and António Coelho. 2023.
Exploring the Intersection of Storytelling, Localisation, and Immersion in Video Games - A Case Study of The Witcher III: Wild Hunt. In
Proceedings of the 25th International Conference on Human-Computer Interaction (HCI'23)
https://doi.org/10.1007/978-3-031-35989-7_69
Paulo Bala, Pedro Sanches,
Vanessa Cesário, Sarah Leão, Catarina Rodrigues, Nuno Nunes and Valentina Nisi. 2023.
Towards Critical Heritage in the wild: Analysing Discomfort through Collaborative Autoethnography. In
Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI'23)
https://doi.org/10.1145/3544548.3581274
Duarte Sousa,
Vanessa Cesário and Pedro Campos. 2023.
Enabling Genuine Connections in a Digital Learning Environment for Students through Information Communication Technologies. In
Proceedings of the International Conference on Arts and Technology, Interactivity & Game Creation (ArtsIT'22)
https://doi.org/10.1007/978-3-031-28993-4_40
Duarte Sousa, Pedro Campos and
Vanessa Cesário. 2022.
Design Implications for Interactive and Analogue Technologies supporting Distance Education: A Longitudinal Mixed-Method Study during the Pandemic. In
International Journal of Interaction Design and Architecture(s) (IxDA'22)
https://doi.org/10.55612/s-5002-052-001
Vanessa Cesário and Valentina Nisi. 2022.
A Co-Design Method for Museums to Engage Migrant Communities with Cultural Heritage. In
Proceedings of the Design Research Society Conference (DRS'22)
https://doi.org/10.21606/drs.2022.523
Vanessa Cesário and Valentina Nisi. 2022.
Designing with Teenagers: A Teenage Perspective on Enhancing Mobile Museum Experiences. In
International Journal of Child-Computer Interaction: vol 33 (IJCCI'22)
https://doi.org/10.1016/j.ijcci.2022.100454
Vanessa Cesário, Albert Acedo, Nuno Nunes and Valentina Nisi. 2021.
Promoting Social Inclusion Around Cultural Heritage Through Collaborative Digital Storytelling. In
Proceedings of the International Conference on Arts and Technology, Interactivity & Game Creation (ArtsIT'21)
https://doi.org/10.1007/978-3-030-95531-1_17
Vanessa Cesário, Albert Acedo, Nuno Nunes and Valentina Nisi. 2021.
People-Place Interactions: From Pictures and Stories to Place and Sense of Place. In
Proceedings of the International Association of Societies of Design Research (IASDR'21)
https://doi.org/10.1007/978-981-19-4472-7_60
Vanessa Cesário and Valentina Nisi. 2021.
Collecting Qualitative Data During COVID-19. In
Proceedings of the 18th International Conference on Human-Computer Interaction (INTERACT'21)
https://doi.org/10.1007/978-3-030-85607-6_41
Valentina Nisi, Hollie Bostock,
Vanessa Cesário, Albert Acedo and Nuno Nunes. 2021.
Impalpable Narratives: How to Capture Intangible Cultural Heritage of Migrant Communities. In
Proceedings of the 10th International Conference on Communities & Technologies (C&T'21)
https://doi.org/10.1145/3461564.3461575
Vanessa Cesário, Sandra Olim and Valentina Nisi. 2020.
A Natural History Museum Experience: Memories of Carvalhal’s Palace – Turning Point. In
Proceedings of the 13rd International Conference on Interactive Digital Storytelling (ICIDS'20)
https://doi.org/10.1007/978-3-030-62516-0_31
Vanessa Cesário, Daniela Petrelli and Valentina Nisi. 2020.
Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums. In
Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI'20)
https://doi.org/10.1145/3313831.3376334
Valentina Nisi,
Vanessa Cesário and Nuno Nunes 2019.
Augmented Reality Museum’s Gaming for Digital Natives: Haunted Encounters in the Carvalhal’s Palace. In
Proceedings of the Entertainment Computing and Serious Games (ICEC-JCSG'19)
https://doi.org/10.1007/978-3-030-34644-7_3
Vanessa Cesário, António Coelho and Valentina Nisi. 2019.
“This Is Nice but That Is Childish”: Teenagers Evaluate Museum-Based Digital Experiences Developed by Cultural Heritage Professionals. In
Proceedings of the 2019 CHI Conference Extended Abstracts on Human Factors in Computing Systems, Fun and Games and Gamification (CHIPLAY EA'19)
https://doi.org/10.1145/3341215.3354643
Vanessa Cesário, Rui Trindade, Sandra Olim and Valentina Nisi. 2019.
Memories of Carvalhal’s Palace: Haunted Encounters, a Museum Experience to Engage Teenagers. In
Proceedings of the 17th International Conference on Human-Computer Interaction (INTERACT'19)
https://doi.org/10.1007/978-3-030-29390-1_36
Vanessa Cesário, António Coelho and Valentina Nisi. 2019.
Word Association: Engagement of Teenagers in a Co-design Process. In
Proceedings of the 17th International Conference on Human-Computer Interaction (INTERACT'19)
https://doi.org/10.1007/978-3-030-29390-1_65
Vanessa Cesário. 2019.
Guidelines for Combining Storytelling and Gamification: Which Features Would Teenagers Desire to Have a More Enjoyable Museum Experience? In
Proceedings of the 2019 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA'19)
https://doi.org/10.1145/3290607.3308462
Vanessa Cesário, António Coelho and Valentina Nisi. 2018.
Co-Designing Gaming Experiences for Museums with Teenagers. In
Proceedings of the 07th EAI International Conference: ArtsIT, Interactivity and Game Creation (ArtsIT'18)
https://doi.org/10.1007/978-3-030-06134-0_5
Vanessa Cesário, António Coelho and Valentina Nisi. 2018.
Cultural Heritage Professionals Developing Digital Experiences Targeted at Teenagers in Museum Settings: Lessons Learned. In
Proceedings of the 32nd British Human-Computer Interaction Conference (BHCI'18)
http://dx.doi.org/10.14236/ewic/HCI2018.58
Vanessa Cesário, António Coelho and Valentina Nisi. 2018.
Design Patterns to Enhance Teens’ Museum Experiences. In
Proceedings of the 32nd British Human-Computer Interaction Conference (BHCI'18)
http://dx.doi.org/10.14236/ewic/HCI2018.160
Vanessa Cesário. 2018.
Analysing Texts and Drawings: The Teenage Perspective on Enjoyable Museum Experiences. In
Proceedings of the 32nd British Human-Computer Interaction Conference (BHCI'18)
http://dx.doi.org/10.14236/ewic/HCI2018.215
Vanessa Cesário, António Coelho and Valentina Nisi. 2017.
Teenagers as Experience Seekers Regarding Interactive Museums Tours. In
Proceedings of the 1st International Conference on Design & Digital Communication (DIGICOM'17), 127-134
https://www.researchgate.net
Vanessa Cesário, António Coelho and Valentina Nisi. 2017.
An unlikely seamless combination – future curators designing museum experiences towards the desires of actual teenagers. In
Proceedings of the 1st International Conference on Design & Digital Communication (DIGICOM'17), 101-109
https://www.researchgate.net
Vanessa Cesário, António Coelho and Valentina Nisi. 2017.
Enhancing Museums’ Experiences Through Games And Stories For Young Audiences. In
Proceedings of the 10th International Conference on Interactive Digital Storytelling (ICIDS'17)
https://doi.org/10.1007/978-3-319-71027-3_41
Marko Radeta,
Vanessa Cesário, Sónia Matos and Valentina Nisi. 2017.
Gaming Versus Storytelling: Understanding Children’s Interactive Experiences in a Museum Setting. In
Proceedings of the 10th International Conference on Interactive Digital Storytelling (ICIDS'17)
https://doi.org/10.1007/978-3-319-71027-3_14
Vanessa Cesário, Marko Radeta, Sónia Matos and Valentina Nisi. 2017.
The Ocean Game: Assessing Children’s Engagement and Learning in a Museum Setting Using a Treasure-Hunt Game. In
Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, Fun and Games and Gamification (CHIPLAY EA'17)
https://doi.org/10.1007/10.1145/3130859.3131435
Vanessa Cesário, Marko Radeta, Sónia Matos and Valentina Nisi. 2017.
Designing Interactive Technologies for Interpretive Exhibitions: Enabling Teen Participation through User-Driven Innovation. In
Proceedings of the 16th International Conference on Human-Computer Interaction (INTERACT'17)
https://doi.org/10.1007/978-3-319-67744-6_16
Vanessa Cesário, Marko Radeta, António Coelho and Valentina Nisi. 2017.
Shifting from the Children to the Teens’ Usability: Adapting a Gamified Experience of a Museum Tour. In
Proceedings of the The 16th International Conference on Human-Computer Interaction (INTERACT'17)
https://doi.org/10.1007/978-3-319-68059-0_52
Vanessa Cesário, António Coelho and Valentina Nisi. 2017.
Audio Guides and Human Tour Guides: Measuring Children’s Engagement & Learning at a Museum Setting. In
Proceedings of the The 12th Biannual Conference of the Italian SIGCHI Chapter (CHITALY'17)
http://ceur-ws.org/Vol-1910/paper0208.pdf
Filipa Nóbrega, Eduardo Gomes, Harry Vasanth, Henrique Ferreira,
Vanessa Cesário, Paulino Caetano, Paulo Mendez, Jéssica De Pontes and Gian Spicci. 2017.
Designing Multi-Gateway Interactions In A Multi-Player Strategy Game. In
Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA'17), 226–229.
https://doi.org/10.1145/3027063.3048411
Vanessa Cesário, Valentina Nisi and António Coelho. 2017.
ClueKing: Allowing Parents to Customize an Informal Learning Environment for Children. In
6th Conference on Serious Games, Interaction and Simulation | Springer, Carlos Vaz de Carvalho, Paula Escudeiro and António Coelho (eds.). ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2017 (SGAMES'16)
https://doi.org/10.1007/978-3-319-51055-2_4
Vanessa Cesário, Joel Rodrigues, Helen Li, Iris Wu and Valentina Nisi. 2016.
Crescendo: Routine Learning App for Children with Autism Spectrum Disorders. In
Proceedings of the The 15th International Conference on Interaction Design and Children (IDC'16), 571–576.
https://doi.org/10.1145/2930674.2935997
Vanessa Cesário, Paulo Freitas, Diana Pimentel and Valentina Nisi. 2016.
Children’s Books: Paper VS Digital, What Do They Prefer? In
Proceedings of the The 15th International Conference on Interaction Design and Children (IDC'16), 625–630.
https://doi.org/10.1145/2930674.2936004
Vanessa Cesário. 2015.
Ler, Ver e Ouvir - Estudo sobre narrativas infanto-juvenis em suporte impresso e em suporte digital (e-book e áudio-livro).
Master Thesis in Cultural Management. March 18th, University of Madeira, Portugal.
http://digituma.uma.pt/handle/10400.13/832