Browsing by Author "Gomes, Paulo Veloso"
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- Adaptive model for biofeedback data flows management in the design of interactive immersive environmentsPublication . Gomes, Paulo Veloso; Marques, António; Donga, João; Sá, Catarina; Correia, António; Pereira, JavierThe interactivity of an immersive environment comes up from the relationship that is established between the user and the system. This relationship results in a set of data exchanges between human and technological actors. The real-time biofeedback devices allow to collect in real time the biodata generated by the user during the exhibition. The analysis, processing and conversion of these biodata into multimodal data allows to relate the stimuli with the emotions they trigger. This work describes an adaptive model for biofeedback data flows management used in the design of interactive immersive systems. The use of an affective algorithm allows to identify the types of emotions felt by the user and the respective intensities. The mapping between stimuli and emotions creates a set of biodata that can be used as elements of interaction that will readjust the stimuli generated by the system. The real-time interaction generated by the evolution of the user’s emotional state and the stimuli generated by the system allows him to adapt attitudes and behaviors to the situations he faces.
- Assessing the efficacy of the ‘Bicho De 7 Cabeças’ B-learning school-based program in enhancing mental health literacy and reducing stigmaPublication . Meilsmeidth, Gislene; Trigueiro, Maria João; Simões-Silva, Vítor; Simões de Almeida, Raquel; Portugal, Paula; Gomes, Paulo Veloso; Sousa, Sara; Campos, Filipa; Monteiro, Pedro; Soutelo, Ana Paula; Marques, AntónioThe prevalence of mental disorders in adolescents has a considerable impact on daily life, restricting tasks and diminishing overall quality of life while potentially leading to stigmatization. This study aims to measure the impact of a mental health literacy intervention program, called “Bicho de 7 Cabeças” project, in b-learning format, on the increase of knowledge and the decrease of stigma in young people from Póvoa de Varzim, in Portugal. A quasi-experimental study was conducted, from November 2022 to May 2023, involving an experimental group (“Bicho de 7 Cabeças” protocol) and an active control group (informational brochures), utilizing a pre-test/post-test design. Mental Health Literacy Measure-MHLM, Mental Health Promoting Knowledge Scale-MHPK-10, Mental Illness Knowledge Schedule-MAKS, Reported and Intended Behaviour Scale-RIBS, and Community Attitudes toward People with Mental Illness-CAMI were used. A total of 504 young students from the 9th grade enroll in this study, with a mean age around 14 years old. There is a significant difference between stigma (p <.001) and knowledge (p <.001) scores at baseline and follow-up. The results of this study shows that interventions aimed at young people for the promotion of mental health literacy and stigma reduction are needed and more initiatives should be implemented in schools to address these problems.
- Autonomous creative learning strategy directed to higher education students in health areaPublication . Gomes, Paulo Veloso; Magalhães, Renato; Donga, João; Sá, Vítor J.; Ferreira, SandraAs digital native learners, Z and Alpha generation students upcoming new challenges for Higher Education Institutions. Their early contact with technological devices does not in itself confer the necessary digital skills to correctly apply technology in academic or professional contexts. Digital skills are fundamental to the future health professionals, improving their academic performance and prepares them for their integration into the labor market. The integration of information and communication technologies in the curricula of higher education courses in the health area is a differentiating factor for academic and professional enhancement. The Autonomous Creative Learning Strategy directed to higher education students in the health area is based on project-oriented approaches, combined with interactive and immersive based-gaming learning activities that appeal to creativity, autonomy and encourage proactivity, self-learning, and the constant search for continuous improvement.
- Creating emotions through digital media art: building empathy in immersive environmentsPublication . Gomes, Paulo Veloso; Sá, Vítor J.; Marques, António; Donga, João; Correia, António; Loureiro, Javier PereiraArt has a power different from all other human actions; it can produce a variety of human emotions like nothing else. The main purpose of this chapter is to study the relation between media arts and emotions. Virtual environments are increasingly being used by artists; the use of immersive environments allows the media art artist to go further than express himself, allows that through contemplation and interaction the participant also becomes part of the artistic artefact. Immersive environments can induce emotional changes capable of generating states of empathy. Considering an immersive environment as a socio-technical system, where human and non-human elements interact, establishing strong relationships, the authors used actor-network theory as an approach to design an immersive artifact of digital media art. The use of neurofeedback mechanisms during the participant's exposure to immersive environments opens doors to new types of interaction, allowing to explore emotional states to generate empathy.
- Distributed database model for mobile health telemonitoring applicationsPublication . Gomes, Paulo Veloso; Curado, Henrique; Marques, António; Gomes, Bárbara; Pereira, JavierTelemonitoring interventions in patients allow to collect and transmit information to health professionals bringing recognized advantages in the personalization of health care services. Those applications deal with sensitive data, raising ethical and legal issues that must be considered. Guarantee the quality and accuracy of the data collected in telemonitoring and ensure confdentiality to protect the patient privacy is a fundamental requirement. The patient’s informed consent implies that he is aware of the potential benefts and risks of the system, how telemonitoring will be used, what data will be collected and with whom it will be shared. This work proposes a database model ensuring that sensitive data is handled securely and accessible only to authorized health professionals.
- EEG analysis of the construction of empathy towards people with Schizophrenia, after exposure to virtual reality environmentsPublication . Marques, André; Gomes, Paulo Veloso; Sá, Catarina; Marques, António; Pereira, JavierSchizophrenia is considered a complex syndrome, with multifactorial neurodevelopmental alterations. Empathy is a complex fundamental component of human emotional experience, which influences one's emotions and behavior. On the Electroencephalogram, an activation of the dorsolateral prefrontal cortex is characterized by a decrease in alpha activity. The main objective of this work is to understand if the immersive tools of Virtual Reality influence the electrical activity of the brain and the heart. The two immersive tools were able to increase empathy, mainly by altering prefrontal brain activity as well as heart rate.
- Effectiveness of virtual reality in reducing public speaking anxiety: A pilot studyPublication . Oliveira, Maria; Almeida, Raquel Simões de; Gomes, Paulo Veloso; Donga, João; Marques, António; Teixeira, Bruno; Pereira, Javier; Simões de Almeida, Raquel; Machado Veloso Gomes, Paulo Sérgio; Rucha das Dores da Costa Donga, João Paulo; Pereira da Silva Marques, António JoséPublic speaking anxiety (glossophobia) is a manifestation of social anxiety that affects a significant portion of the population, jeopardizing performance in academic, professional, and social contexts. This pilot study examines the effectiveness of virtual reality (VR) as a therapeutic tool for reducing public speaking anxiety. Over six VR simulation sessions, the physiological responses of 30 participants, including heart rate (HR) and electrodermal activity, were monitored alongside psychometric assessments. Results demonstrated a significant reduction in HR and improved self-efficacy. These findings recommend combining VR with traditional therapeutic approaches and emerging neuroscience-based methods, such as neurofeedback, to create more personalized treatment interventions.
- Estudo da utilização de deepfakes no ciberespaço, impacto e suas consequências no ambiente socialPublication . Manuel, Garcia Isaías; Sá, Vítor J.; Gomes, Paulo Veloso; Marques, António; Pereira, JavierVivemos numa era inundados por informações vindas de ambos os hemisférios, e em que a economia da atenção nos torna distantes da verdade. O presente estudo tem como âmago estudar a criação, utilização, bem como a partilha de vídeos originados pela inteligência artificial que podem fazer parecer que uma pessoa diz ou faz algo, embora na realidade ela nunca tenha dito ou feito nada desse tipo, esses tipos de conteúdos são denominados Deepfakes. O problema em causa, é a forma como são propagados esses conteúdos que para olho destreinado, podem ser vistos como autênticos. Para elaboração do artigo, optou-se por uma pesquisa quantitativa, por meio de um questionário, e ainda uma revisão bibliográfica em livros, artigos científicos e relatórios. Constatou-se através dos dados obtidos que, muitos utilizadores pretendem verificar a veracidade e a fonte das informações que circulam nas redes sociais digitais.
- Extended reality in the operating room: robot-assisted orthopedics surgery with live and interactive streaming for medical studentsPublication . Magalhães, Renato; Veloso, Rita; Gomes, Paulo Veloso; Marques, António; Pereira, JavierTraditionally, medical education comprises both theoretical learning in classrooms and clinical training in hospitals where students can gain clinical experience. This is mostly done on face-to-face teaching models, focused on the educational philosophy of “see one, do one, teach one”, was the standard teaching methodology in medical education. Medical education is transforming thanks to medical schools adopting innovations to new clinicians, such as immersive prepare techniques (extended reality): virtual reality, augmented reality and virtual reality. Immersive learning technologies, such as extended reality, can provide an engaging and interactive platform to generate a stimulating learning environment and with the recent development and increased accessibility of immersive technologies, educators have the potential to make simulation-based training more effective. By using holographic devices, such as Microsoft HoloLens 2®, and 5G wireless communications we intent to explore the innovative experience of a robot-assisted orthopaedic surgery, where the procedures were transmitted live stream to Pregraduate Medical Students using the Microsoft Remote Assist®. In addition, students had the opportunity to interact directly from a classroom to the operating room, asking to the surgeon about the procedures performed during surgery and get involved in the surgery, even remotely. At the end, students completed a questionnaire to evaluate the experience and the preliminary results made possible to assess the effectiveness of this experience and identify areas for improvement for future surgery transmission, revolutionizing the teaching and practice of surgery.
- Feedback em tempo real para a medição não invasiva da atividade cerebral e frequência cardíaca em ambientes imersivosPublication . Gomes, Paulo Veloso; Sá, Catarina; Marques, António; Pereira, Javier; Correia, António; Donga, JoãoOs ambientes imersivos criam experiências impactantes e têm grande potencial para gerar emoções que incrementam o grau de empatia. O feedback em tempo real permite aferir as reações do utilizador ao ambiente a que é exposto. As emoções são parte do processo de empatia, da capacidade complexa de compartilha do estado afetivo de outro indivíduo. A empatia é uma capacidade indispensável para compreender os pensamentos e emoções da pessoa com doença mental, garantindo uma comunicação eficiente entre esta, o profissional de saúde e o cuidador informal. As emoções são comumente agrupadas em emoções positivas (ativação frontal esquerda) e emoções negativas (ativação frontal direita). Os estados emocionais embora possam refletir uma dinâmica de rede neuronal em larga escala têm vindo a ser estudados para compreender a interpretação e o processamento das emoções a nível cortical. A eletroencefalografia é utilizada conjuntamente com técnicas de neuroimagem como métodos de registo e análise das regiões cerebrais responsáveis pelas emoções básicas, sendo elas a área occipital, o córtex visual e a região frontal.
