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  <title>DSpace Community:</title>
  <link rel="alternate" href="http://hdl.handle.net/10174/19" />
  <subtitle />
  <id>http://hdl.handle.net/10174/19</id>
  <updated>2026-06-18T16:32:50Z</updated>
  <dc:date>2026-06-18T16:32:50Z</dc:date>
  <entry>
    <title>Science Communication: Pitch your PhD</title>
    <link rel="alternate" href="http://hdl.handle.net/10174/42218" />
    <author>
      <name>Oliveira, Hernâni</name>
    </author>
    <author>
      <name>Godinho, Carlos</name>
    </author>
    <author>
      <name>Pires, Cesaltina</name>
    </author>
    <author>
      <name>Reis, Susana</name>
    </author>
    <author>
      <name>Gil, Adriana</name>
    </author>
    <author>
      <name>Machado, Ana Paula</name>
    </author>
    <author>
      <name>Gomes, Aramid</name>
    </author>
    <author>
      <name>Macêdo, Bruno</name>
    </author>
    <author>
      <name>Silva, Carmo</name>
    </author>
    <author>
      <name>Guerreiro, Daniela</name>
    </author>
    <author>
      <name>Silvério, Gonçalo</name>
    </author>
    <author>
      <name>Ricardo, João</name>
    </author>
    <author>
      <name>Melgão, Laura</name>
    </author>
    <author>
      <name>Advinha, Miguel</name>
    </author>
    <author>
      <name>Vaz, Sara</name>
    </author>
    <author>
      <name>Martins, Vânia Lúcia</name>
    </author>
    <id>http://hdl.handle.net/10174/42218</id>
    <updated>2026-06-18T09:07:08Z</updated>
    <published>2025-10-19T23:00:00Z</published>
    <summary type="text">Title: Science Communication: Pitch your PhD
Authors: Oliveira, Hernâni; Godinho, Carlos; Pires, Cesaltina; Reis, Susana; Gil, Adriana; Machado, Ana Paula; Gomes, Aramid; Macêdo, Bruno; Silva, Carmo; Guerreiro, Daniela; Silvério, Gonçalo; Ricardo, João; Melgão, Laura; Advinha, Miguel; Vaz, Sara; Martins, Vânia Lúcia
Abstract: This ebook is dedicated to the art and practice of science communication in&#xD;
contemporary academia. Developed within the framework of the EU GREEN&#xD;
Alliance, it explores why and how research must be communicated beyond academic circles, emphasizing clarity, narrative, and engagement as es-&#xD;
sential skills for today’s researchers. The chapters guide readers through the construction of impactful research stories, the mastery of verbal and non-&#xD;
verbal delivery, and the strategic use of visual aids and recorded pres-&#xD;
entations.&#xD;
&#xD;
A highlight of the book is the inclusion of twelve recorded presentations by&#xD;
doctoral students from the University of Évora, produced for the inaugural&#xD;
edition of the EU GREEN “3-Minute Fame” competition in 2025. These cases illustrate how young researchers transformed complex projects into con-&#xD;
cise, accessible, and compelling narratives under the strict three-minute format. They serve as practical examples for reflection, inspiration, and empirical analysis, demonstrating how science communication can enrich public dialogue, strengthen trust, and build bridges between research and&#xD;
society. This ebook is therefore both a practical manual and a repository of exam-&#xD;
ples, designed to support doctoral candidates, early-career researchers, and educators in fostering communication that is socially robust and aligned with the needs of the communities science serves.</summary>
    <dc:date>2025-10-19T23:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Research protocol for BootStRaP assessment phase: A nine-nation study on boosting societal adaptation and mental health in a rapidly digitalising, post-pandemic Europe</title>
    <link rel="alternate" href="http://hdl.handle.net/10174/42217" />
    <author>
      <name>Naomi, Fineberg</name>
    </author>
    <author>
      <name>Annika, Brandtner</name>
    </author>
    <author>
      <name>Nana, Lochner</name>
    </author>
    <author>
      <name>Christopher, Kannen</name>
    </author>
    <author>
      <name>Megan, Smith</name>
    </author>
    <author>
      <name>Simon, Foster</name>
    </author>
    <author>
      <name>Anita, Meinke</name>
    </author>
    <author>
      <name>Kristin, Mosler</name>
    </author>
    <author>
      <name>Shai, Fine</name>
    </author>
    <author>
      <name>Célia, Sales</name>
    </author>
    <author>
      <name>Hernâni, Oliveira</name>
    </author>
    <id>http://hdl.handle.net/10174/42217</id>
    <updated>2026-06-18T09:06:36Z</updated>
    <published>2025-12-19T00:00:00Z</published>
    <summary type="text">Title: Research protocol for BootStRaP assessment phase: A nine-nation study on boosting societal adaptation and mental health in a rapidly digitalising, post-pandemic Europe
Authors: Naomi, Fineberg; Annika, Brandtner; Nana, Lochner; Christopher, Kannen; Megan, Smith; Simon, Foster; Anita, Meinke; Kristin, Mosler; Shai, Fine; Célia, Sales; Hernâni, Oliveira
Abstract: Background: There is increasing global concern about the harms associated with problematic usage of the internet (PUI) affecting young people. Various risk factors have been proposed, but there is a scarcity of reliable evidence on the extent of the problem, who is most at risk of developing PUI and why, and how best to tackle it. Objectives: BootStRaP (ISRCTN59576080) is a five-year multinational research programme designed to boost young people's health and resilience by determining, through prospective longitudinal assessment, the risk factors associated with PUI and its health economic impact and designing and testing preventative selfmanagement interventions tailored to individual risk factors. Methods: This paper describes the first phase of the project (i.e., Cohort 1). A sample of over 2500 schoolchildren aged 12–16 years was recruited across nine European countries. They were prospectively monitored over a 6- month period using a dedicated smartphone application (BootstrApp), through which their internet use habits, health and wellbeing were measured. Young people were involved in the co-design of aspects of the protocol including the recruitment plan and elements of the app design. The components of the assessment battery were chosen to investigate specific individual, clinical, cognitive and environmental risk determinants as defined a priori in an evidence-based logic-model. Participants were assessed using a combination of standardised demographic and clinical questionnaires, ambulatory assessment techniques, cognitive testing and passive digital monitoring. Multimodal data is analysed according to machine learning and structured equation modelling. Expected outcomes: Our findings will contribute toward A) developing algorithms for predicting individuals at risk for PUI, B) identifying actionable variables for application to subjects as interventions for testing in the second phase of the project, C) validating risk hypotheses stated in the logic model of PUI including the interplay between predisposing risk factors (e.g., impulsivity, compulsivity), affective and cognitive processes (e.g., rewardrelated attentional biases), and executive functions (e.g., inhibitory control), D) calculating the health economic cost and impact of PUI in young people across Europe.</summary>
    <dc:date>2025-12-19T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Strategic communication for youth awareness during a Covid-19 outbreak: when the target becomes the creator</title>
    <link rel="alternate" href="http://hdl.handle.net/10174/42180" />
    <author>
      <name>Oliveira, Hernâni</name>
    </author>
    <id>http://hdl.handle.net/10174/42180</id>
    <updated>2026-06-12T13:24:43Z</updated>
    <published>2025-01-01T00:00:00Z</published>
    <summary type="text">Title: Strategic communication for youth awareness during a Covid-19 outbreak: when the target becomes the creator
Authors: Oliveira, Hernâni
Abstract: During Covid-19 pandemic, a communication campaign promoted by a municipality&#xD;
in Portugal was unable to modify the risk behaviour of teenagers in schools. With the increase in&#xD;
safety rules, the exhaustion of teenagers gave way to revolt and disrespect - students started to&#xD;
remain at the school gates without masks and sharing cigarettes among themselves. The “Every&#xD;
Day Counts” campaign was developed to fix the extremely top-down orientation of the first&#xD;
campaign and to increase the impact of target-oriented communication via local government.&#xD;
Based on a Manifesto to other schools, the students with deviant behaviours were invited to cocreate this new initiative. Three complementary products were developed: an animated film; a&#xD;
set of physical billboards distributed throughout the city; and a collection of bracelets that the&#xD;
participants used to promote the campaign. The materials were shared by 80 schools and 7 of&#xD;
them asked for help to replicate the same participatory methodology with their students.&#xD;
Furthermore, reports of deviant behaviour at the municipal school became residual.</summary>
    <dc:date>2025-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>AI and Marketing: Bridging the Gap Through a Game-based Tool Among Higher Education Students</title>
    <link rel="alternate" href="http://hdl.handle.net/10174/42179" />
    <author>
      <name>Oliveira, Hernâni</name>
    </author>
    <id>http://hdl.handle.net/10174/42179</id>
    <updated>2026-06-12T13:24:23Z</updated>
    <published>2025-07-27T23:00:00Z</published>
    <summary type="text">Title: AI and Marketing: Bridging the Gap Through a Game-based Tool Among Higher Education Students
Authors: Oliveira, Hernâni
Abstract: Artificial Intelligence has a very important impact on a company’s marketing strategy. From personalization, decision-making or content development, there are several value-creation instruments that can increase the notoriety of a brand. However, literature shows that Higher Education students do not fully understand the opportunities and threats that AI applied to Marketing has on their future jobs. This paper describes the conceptualization and validation of a game-based tool to promote knowledge about AI applied to marketing. Aimed at Higher Education Students who are about to enter the job market, this solution was designed to increase users’ critical sense of the opportunities and dangers of using automatic technologies. Four co-creation sessions were organized using a Design Thinking approach to increase participation and creativity of all participants. Trailblazer AI, a prototype of a boardgame with 300 questions, was produced in the following categories: AI Marketing Fundamentals; Tools and Platforms; Ethics and Privacy; Metrics and Analysis; Case Studies and Success Stories; and AI Powered Content Creation. The prototype was validated with a different group of 25 students. The results suggest that game-based tools developed with students in co creation environments can promote motivation and knowledge in AI applied to Marketing. About 92,00% of the respondents consider it as a good tool to promote knowledge about AI, and 72,00% of the students are revealed to be motivated to play the game in recreative contexts.</summary>
    <dc:date>2025-07-27T23:00:00Z</dc:date>
  </entry>
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