ESS - LRP - Comunicações em eventos científicos
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- Impact of a virtual reality-based simulation on empathy and knowledge toward MisophoniaPublication . Lopes, Inês; Simões De Almeida, Raquel; Marques, AntónioVirtual Reality (VR) is considered a powerful resource for developing empathy and pro-social behaviors since it allows individuals to experience a situation that is close to reality from another person's perspective. This quasi-experimental study was designed to measure the impact that a VR simulation which mimics the experience of misophonic symptoms, while performing a cognitive task, has on empathy and knowledge for this condition, compared to simply reading the descriptive vignette of the same simulation. The sample consisted of 98 higher education health students, randomly assigned to the experimental and control groups. The impact of the program was measured by filling out questionnaires on levels of empathy and knowledge about misophonia. Both methods (VR and vignette) were effective. However, the vignette proved to be more effective in some domains. These results suggest that not only VR, but also vignette texts may be interesting strategies for increasing empathy and knowledge towards people with misophonia in this population.
- Projeto ForPharmacy: a tecnologia ao serviço da saúdePublication . Dores, Artemisa Rocha; Peixoto, Miguel; Marques, AntónioAs farmácias comunitárias são o último elo da cadeia da dispensa do medicamento. Estão também na linha da frente na procura de aconselhamento, beneficiando da sua ampla implantação e proximidade das comunidades. Apesar da qualidade dos serviços existentes, estes podem ser potenciados através das Tecnologias da Informação e da Comunicação e da Inteligência Artificial. O projeto ForPharmacy pretende desenvolver soluções tecnológicas inovadoras que permitam novos e melhores serviços, a partir da perceção dos profissionais da farmácia (farmacêuticos e técnicos de farmácia) das necessidades e potencialidades destes espaços de saúde (ForPharmacy Project, 2022).
- A Farmácia do Futuro: perceção e contributos dos profissionais de farmáciaPublication . Dores, Artemisa Rocha; Peixoto, Miguel; Jesus, Ângelo; Moreira, Fernando; Gomes, Filipe; Monteiro, Stéphane; Severino, Ricardo; Marques, AntónioA utilização das tecnologias da informação e da comunicação (TIC), das tecnologias digitais e da inteligência artificial (IA) tem revolucionado a prestação de serviços na área da saúde, frequentemente designados por eHealth (Dores et al., 2020; Therapy 2.0). As Farmácias Comunitárias, beneficiando dos potenciais contributos destas tecnologias, podem agora oferecer novos serviços e em formatos inovadores, designadamente a Telefarmácia. No entanto, a investigação das adaptações de recursos materiais e humanos é crucial para que se garanta maior recetividade dos profissionais e demais agentes envolvidos, maior sucesso das soluções desenvolvidas com recurso a tecnologia eHealth e sua efetiva implementação. Neste processo não se podem descurar questões relativas à ciber-segurança e à interoperabilidade destas tecnologias com os sistemas de informação pré-existentes.
- Consumo de fármacos, suplementos e fitoterápicos, e risco de interações: revisão sistemática do impacto das crenças e do conhecimentoPublication . Dores, Artemisa Rocha; Peixoto, Miguel; Castro, Maria; Sã, Catarina; Martins, Andreia; Maia, Eva; Praça, Isabel; ForPharmacy team; Marques, AntónioO aumento do consumo de diversos produtos naturais e em particular de suplementos para fins diversos, como melhoria do desempenho físico e/ou intelectual, tem aumentando nos últimos anos, com consequências negativas para a saúde, algumas fatais. A falta de conhecimento sobre estes produtos, crenças erradas, a aquisição sem aconselhamento e em locais pouco seguros parecem contribuir para esta realidade que precisa de investigação adicional (Dores et al., 2021)
- Virtual reality cognitive-behavioral therapy biofeedback system for glossophobiaPublication . Correia, António; Gomes, Paulo Veloso; Donga, João; Marques, António; Pereira, JavierThe fear of public speaking is one of the most common social phobias causing anxiety problems in many people. In this context, this project focuses on developing a tool capable of helping mental health professionals using virtual reality as a controlled environment in expository therapies, in this case applied to Glossophobia. To enhance the creation of self-control mechanisms in these patients, the use of virtual reality is explored with the aid of Neuro and Biofeedback, allowing the visualization in real time of the physiological response to the stimuli of the virtual environment.
- Strategy for data cybersecurity in european health data ecosystemPublication . Curado, Henrique; Gomes, Paulo Veloso; Jacquinet, Marc; Marques, António; Pereira, JavierThis study aims to analyze the Strategy for Data Cybersecurity in the European Health Data Ecosystem, to be implemented in 2025. The document analysis was carried out to map the different proposals for a regulation of the European Parliament and of the Council, regarding the sharing of the Electronic Health Record in the European space, and the General Data Protection Regulation implemented in the European Union. After an exhaustive documentary analysis, inconsistencies or flaws were detected that could compromise the rights of citizens enshrined in the General Data Protection Regulation.
- Utilização de substâncias psicadélicas para o tratamento da perturbação obsessivo-compulsiva: uma análise de escopoPublication . Monteiro, Pedro; Simões de Almeida, Raquel; Marques, AntónioA utilização de substâncias psicadélicas ou psicoativas para tratar doenças mentais, como a Perturbação Obsessivo-Compulsiva (POC), é cada vez mais procurada. Há relatos de que opções alternativas de tratamento têm sido usadas para reduzir a sintomatologia, embora a investigação realizada seja escassa e dispersa, sendo necessário o mapeamento e identificação dos estudos realizados.
- The use of artificial intelligence in interactive virtual reality adaptive environments with real-time biofeedback applied to phobias psychotherapyPublication . Gomes, Paulo Veloso; Sá, Vítor J.; Donga, João; Marques, António; Gomes, Bárbara; Almeida, Raquel Simões de; Pereira, JavierExposure therapy is a type of psychotherapy where the patient is gradually exposed to a fear situation. Patients may present different degrees of phobia, and the degree of phobia of each patient changes throughout the treatment. The use of Interactive Virtual Reality Adaptive Environments, where the interaction is personalized through real-time biofeedback mechanisms, allows the environment to adapt to the patients and their evolution throughout the treatment. The Artificial Intelligence affective algorithms continuously monitor the patient’s behavioral data and physiological responses to adjust the intensity and number of the stimuli. This real-time adaptation aims to personalize and optimize the exposure process, gradually desensitizing patients to their fears
- Reimagining art: Virart, a platform using virtual reality for creative expression and cultural engagementPublication . Donga, João; Azevedo, João; Carrapa, Marta; Gomes, Paulo VelosoVirart is an immersive experience that showcase the potential of Virtual Reality in recreating artistic works. By leveraging the capabilities of VR, users can explore and interact with digital recreations of Julio Maria dos Reis Pereira artistic creations. The VR environment enhances the sense of presence and enables viewers to explore the art from different angles, offering a deeper level of engagement compared to traditional mediums. By showcasing the possibilities of virtual reality in recreating artistic works, Virart opens new avenues for artists, art enthusiasts, and the general public to appreciate and engage with art in innovative ways. It demonstrates the potential of virtual reality technology in preserving and promoting cultural heritage, allowing art to be experienced beyond physical limitations.
- Interactive virtual reality public speaking training simulator to empower confident communicatorsPublication . Donga, João; Gomes, Paulo Veloso; Marques, António; Pereira, JavierPublic speaking is a valuable skill that plays a crucial role in personal, academic and professional success. Many individuals struggle with anxiety and lack confidence when facing an audience. To address this challenge, a virtual reality public speaking simulator has been developed to empower individuals and enhance their public speaking abilities. The virtual reality simulator offers a dynamic platform for immersive practice and training, incorporating distinct modes. Autonomous mode and interactive real-time intervention by physiological biofeedback mechanism and/or a therapist. By leveraging the immersive nature of virtual reality, this simulator aims to boost users confidence, enhance their articulation, persuasion skills and foster their ability to connect with diverse audiences.