Browsing by Author "Pereira, Javier"
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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.
- 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.
- 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.
- 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
- 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.