2022
Authors
Santos, V; Mamede, HS; Silveira, MC; Reis, L;
Publication
CENTERIS 2022 - International Conference on ENTERprise Information Systems / ProjMAN - International Conference on Project MANagement / HCist - International Conference on Health and Social Care Information Systems and Technologies 2022, Hybrid Event / Lisbon, Portugal, November 9-11, 2022.
Abstract
2022
Authors
Moreira, S; Mamede, HS; Santos, A;
Publication
CENTERIS 2022 - International Conference on ENTERprise Information Systems / ProjMAN - International Conference on Project MANagement / HCist - International Conference on Health and Social Care Information Systems and Technologies 2022, Hybrid Event / Lisbon, Portugal, November 9-11, 2022.
Abstract
2022
Authors
Silveira, C; Santos, V; Reis, L; Mamede, H;
Publication
Journal of Engineering Research and Sciences
Abstract
2022
Authors
Nogueira, N; Mamede, HPS; Santos, V; Malta, PM; Santos, C;
Publication
Proceedings of the 10th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion, DSAI 2022, Lisbon, Portugal, 31 August 2022 - 2 September 2022
Abstract
The purpose of this study is to describe the construction process and the evidence of content validity of SCARA, a prototype of a technological system to support language and communication rehabilitation in people with aphasia, providing a tool that serves both patients and health professionals who accompany the respective recovery process. The process followed four stages: internal phase of the program's organization, with research in the literature and analysis of the materials available in the Portuguese market; construction of the SCARA prototype; evaluation by experts; and data analysis. A Content Validity Index was calculated to determine the level of agreement between the experts. The level of agreement between experts showed the validity of SCARA. SCARA has shown to help the work of the speech-language pathologist and persons with aphasia, contributing to a higher therapeutic quality, enhancing linguistic recovery, and compensating for the impossibility of direct support more frequently and/or prolonged intervention. © 2022 ACM.
2022
Authors
Silva, RP; Mamede, HS;
Publication
Int. J. Innov. Digit. Econ.
Abstract
2022
Authors
Rosal, TA; Mamede, HS; da Silva, MM;
Publication
Information Systems Development: Artificial Intelligence for Information Systems Development and Operations (ISD2022 Proceedings), Cluj-Napoca, Romania, 31 August - 2 September 2022.
Abstract
Serious Games use game strategies to encourage participants to make decisions and face challenges in a training environment; the more interactive the game, the more engaged the participants are with the content. Moreover, the best way to train is to simulate and identify scenarios for decision making, recreating situations, and strategies for learning. The Serious Games for training have this purpose. A Serious Game for Training can be refined with a game narrative, a methodology centered on the player to present independent and straightforward scenarios, giving solutions through the game story. The challenge is to rethink a unique narrative according to the individual player's experience. The present systematic literature review aims to answer which are the benefits of using Design Thinking for serious game narratives; the benefits of learning theories; the Design Thinking benefits for innovative solutions; and how game design elements can create an engaging Serious Game experience.
The access to the final selection minute is only available to applicants.
Please check the confirmation e-mail of your application to obtain the access code.