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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.
- 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.
- 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.
- Software requirements definition processes in gamification development for immersive environmentsPublication . Gomes, Paulo Veloso; Donga, João; Sá, Vítor J.The implementation of gamification in emmersive environments is a complex and multidimensional process. A socio-technical approach is necessary to cover all the specifications that the system needs to satisfy the needs and the purpose of its genesis. The use os virtual reality (VR) techonologies in mental healthcare associated with gamification mechanisms has been gaining popularity. Two projects were deveoped using VR, one that allows people to experience and better understand mental health conditions through empathy construct ant the other can be used to help patients with social phobia or Arachnophobia to reduce their phobias using VR solutions and real-time bbiofeedback. The authors analyze the aspects that influence the development of immersive environments and gamification mechanisms and propose a socio-technical methodology baser on actor-network theory for the survey and definition requirements. (68-78)
- 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.
- 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.
- 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.
- Using immersive environments in e-mental health rehabilitation programs directed to future health professionals to promote empathy and health literacy about SchizophreniaPublication . Gomes, Paulo Veloso; Marques, António; Pereira, Javier; Pimenta, Rui; Donga, João; Almeida, Raquel Simões de; Machado Veloso Gomes, Paulo Sérgio; Pereira da Silva Marques, António José; Pimenta, Rui; Rucha das Dores da Costa Donga, João Paulo; Simões de Almeida, RaquelRehabilitation involves all types of patients, including people with schizophrenia. Schizophrenia is considered a complex syndrome characterized in general by fundamental and characteristic distortions of thinking and perception. The quality of life of a person with schizophrenia can be compromised by difficulty in carrying out their daily tasks and by the social stigma of their condition. The importance of training and sensitizing students in rehabilitation areas to this type of problem to improve the rehabilitation processes in which they will participate as future professionals involves empathy and the ability to communicate with these populations. It is possible through virtual reality to create immersive environments to simulate some psychotic symptoms characteristic of people with schizophrenia, such as visual hallucinations and hearing voices. The aim of this study was to test the effect of exposure to experiences characteristic of schizophrenia through two different types of immersive environments, graphical computational virtual reality and 360° video, on students from areas of social rehabilitation regarding empathy, social distance, and attitudes towards people with schizophrenia. Although the results were positive for the three parameters under study, no significant differences were found for each of them between the environments to which the participants were exposed. This study concluded that the choice between the two types of immersive environments should be based on the project’s objectives, the target audience’s needs, and available resources, rather than the type of environment itself, as their impact was similar.
- 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.
