Percorrer por autor "Teixeira, Bruno"
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- 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.
- A virtual reality game to support cognitive stimulation in elderly people with Alzheimer's and Mild DementiaPublication . Barbosa, Alice; Melro, Henrique; Pacheco, Rodrigo; Almeida, Raquel Simões; Teixeira, Bruno; Sá, Vitor J.; Simões de Almeida, Raquel; Sá, Vítor J.This article presents the development of ReLembra, an immersive Virtual Reality game designed to support elderly people with Alzheimer's and mild dementia in preserving their cognitive abilities, that is, in preventing activities and some motor functions for daily life. Through interactive activities in calm and familiar virtual environments, the games promote the stimulation of memory, language, organization and spatial orientation. The application was developed in the Unity 3D tool and optimized for the Meta Quest 3 device. Tests were carried out with five participants, evaluating presence (IPQ), cybersickness (SSQ), usability (SUS) and performance metrics. The results indicate high usability and excellent acceptance. However, some limitations related to the digital literacy of users and the difficulty in distinguishing between the virtual and the real world were identified. This project represents an innovative and promising tool to support health professionals and caregivers, with potential for future expansion.
