Browsing by Author "Gomes, Paulo Sérgio Machado Veloso"
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- A-Frame as a tool to create artistic collective installations in virtual realityPublication . Azevedo, João; Gomes, Paulo Sérgio Machado Veloso; Donga, João; Marques, António da SilvaVirtual Reality, due to its complexity and technological requirements, has a set of frictions that hinder its dissemination. The main ones can be summarized in the requirement to learn complex developing environments, like game engines, then we need to install applications, specific to each operating system and according to the means through which they can be accessed.
- Analysis and definition of data flows generated by bio stimuli in the design of interactive immersive environmentsPublication . Gomes, Paulo Sérgio Machado Veloso; Donga, João; Marques, António da Silva; Azevedo, João; Pereira, JavierThis work focuses on interactivity as one of the essential factors for creating immersive environments, particularly interactivity that generates involuntary responses over which the user does not have conscious control. A dynamic and adaptive model was designed to analyze and define the data flow generated by bio stimuli for the design of interactive immersive environments.
- Application of adaptive virtual environments through biofeedback for the treatment of phobiasPublication . Donga, João; Gomes, Paulo Sérgio Machado Veloso; Marques, António da Silva; Pereira, Javier; Azevedo, JoãoThis study proposes solutions to help people with phobias through the use of virtual environments that allow a contact between the subjects and these phobias. Using neurofeedback, the systems, depending on the emotional state of the user, adapt the scenarios allowing more or less intensity. The phobias these systems treat are social phobia, entomophobia and claustrophobia. The solutions have been developed using Unity, Muse 2 and Vive HTC.
- e-EMOTION CAPSULE: as artes digitais na criação de emoçõesPublication . Gomes, Paulo Sérgio Machado Veloso; Marques, António da Silva; Pereira, Javier; Correia, António; Donga, João; Sá, Vitor J.O presente trabalho descreve o processo de criação do artefacto multidimensional “e-EMotion-Capsule” que explora a imersividade para gerar emoções através da criação de ambientes impactantes. A perspetiva multidimensional da e-EMotion Capsule permite ao participante experienciar diferentes ambientes criados recorrendo a tecnologias imersivas como o vídeo a 360, ambientes de realidade virtual e plataformas de realidade mista. O participante coloca os óculos RV para interagir com o artefacto e EMotion-Capsule, passando ele próprio a fazer parte do universo imersivo em que se envolveu. As suas próprias emoções desencadeiam as funções cognitivas de processamento percetivo, simbólico e lógico determinantes para construir a sua interpretação. O artefacto recorre ao inovador conceito de narrativa a 360 em que o movimento do corpo proporciona uma experimentação interativa, autónoma e personalizada, associada a estímulos visuais e sonoros que se fundem com o próprio participante. A arte digital ao incorporar este tipo de narrativa induz o participante a assumir o papel do personagem principal, desencadeando neste a dualidade entre reagir e agir, entre observar e provocar, quebrando a indiferença e gerando inquietação
- Os sistemas de inteligência num contexto de Homeland Defence e a tutela da privacidadePublication . Curado, Henrique; Gomes, Paulo Sérgio Machado VelosoA utilização crescente das Tecnologias da Comunicação e Informação (TIC) como ferramenta privilegiada dos sistemas de inteleigência (instrumentos de salvaguarda da defesa e segurança nacional) pressupondo o tratamento de dados pessoais, veio trazer à colação a indispensabilidade de uma reflexão sobre tais operações face à necessária protecção da privacidade.
- The ifluence of immersive environments on the empathy construct about schizophreniaPublication . Gomes, Paulo Sérgio Machado Veloso; Marques, António da Silva; Pereira, Javier; Donga, JoãoThis work explores the potential of the use of interactive and immersive technologies to create impactful experiences that generate emotions, contributing to the process of activation or somatic excitation that triggers links that strengthen cognitive functions. It is intended to demonstrate to what extent the use of immersive environments, by generating a strong emotional load, contribute in a more effective way to the empathy construct about Schizophrenia.
- The sense of presence through the humanization created by virtual environmentsPublication . Donga, João; Marques, António da Silva; Pereira, Javier; Gomes, Paulo Sérgio Machado VelosoThis work focus on the study of solutions that using video 360 and virtual reality that allow children’s and older people that are away of their family environments for various reasons to be able to feel they are participating at family or school events. The solutions proposed should deliver a strong sense of presence to the users and the interface must be friendly. The validation will be made by user observation and inquiries.
- The use of portable EEG devices in development of immersive virtual reality environments for converting emotional states into specific commandsPublication . Sá, Catarina; Gomes, Paulo Sérgio Machado Veloso; Marques, António da Silva; Correia, AntónioThe application of electroencephalography electrodes in Virtual Reality (VR) glasses allows users to relate cognitive, emotional, and social functions with the exposure to certain stimuli. The development of non-invasive portable devices, coupled with VR, allows for the collection of electroencephalographic data. One of the devices that embraced this new trend is Looxid LinkTM, a system that adds electroencephalography to HTC VIVETM, VIVE ProTM, VIVE Pro EyeTM, or Oculus Rift STM glasses to create interactive environments using brain signals. This work analyzes the possibility of using the Looxid LinkTM device to perceive, evaluate and monitor the emotions of users exposed to VR.