Detalhes
Nome
Bruno GiesteiraCargo
Investigador Colaborador ExternoDesde
01 julho 2016
Nacionalidade
PortugalCentro
Computação Centrada no Humano e Ciência da InformaçãoContactos
+351222094199
bruno.giesteira@inesctec.pt
2022
Autores
Guedes, C; Giesteira, B; Nunes, S;
Publicação
ACM JOURNAL ON COMPUTING AND CULTURAL HERITAGE
Abstract
In this article, we present solutions to visualize and interact with linked data in historical archives considering three different scenarios: search, individual record view, and creation of relationships. The created solutions were designed using nonfunctional mockups and were based on the CIDOC-CRM model, a model created and applied in the museums community liable to be extended to other cultural heritage institutions, being our solutions an application of this model to archives. A sample of 20 archival professionals was selected to evaluate the elements included in the proposed solutions. The evaluation sessions consisted in structured interviews supported by an introductory video and a survey. The think-aloud protocol was applied during the sessions. We conducted both a quantitative and qualitative analysis to the collected answers. From this analysis, we conclude that the majority of the participants showed great receptivity to the solutions presented and recognized many benefits in the application of linked data. Our contributions also include an exploratory study of some existing linked data systems, giving particular attention to their visualization and interaction modes.
2021
Autores
Cardoso, P; Peçaibes, V; Giesteira, B; Castro, LCd;
Publicação
Advances in Medical Technologies and Clinical Practice - Handbook of Research on Solving Modern Healthcare Challenges With Gamification
Abstract
2021
Autores
Giesteira, B; Silva, J; Sarmento, T; Abreu, P; Restivo, MT;
Publicação
Advances in Medical Technologies and Clinical Practice - Handbook of Research on Solving Modern Healthcare Challenges With Gamification
Abstract
2021
Autores
Peçaibes, V; Cardoso, P; Castro, L; Giesteira, B; Lopes, L; Junqueira, C;
Publicação
Springer Series in Design and Innovation
Abstract
Today, games play active roles in diverse stages of the treatment of various mental illnesses. Despite this favourable context, their use as tools in the treatment of anorexia nervosa is still quite unexplored. We are developing playful and gamified tools that can be used as instruments in the prevention, treatment and monitoring of this complex disease. The objective of this paper is to present the initial process of design and development of a card-based game called How do I feel when… Its purpose consists of stimulating empathy among family members of patients with anorexia nervosa. Play sessions are to be mediated by health professionals and are supposed to occur in the context of support and therapeutic groups for family members of people suffering from eating disorders or in clinical consultations. Preliminary tests and expert reviews showed that the game is effective in establishing free association of subjects in players’ reasonings, and in inciting the externalisation and sharing of players’ feelings. It also demonstrated that, because players usually read the cards in accordance to their life experience, the game is able to circumscribe and personalise the subjects to be discussed. © 2021, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.
2019
Autores
Peçaibes, V; Cardoso, P; Giesteira, B;
Publicação
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
Abstract
This article presents preliminary findings on the application of both Speculative Design and Game Design towards the conception of two prototypes of serious games with focus on anorexia. The first prototype focuses on psychoeducation of school-age youth, and the second aims to support research and sharing of knowledge about the disease, able to be used in focus groups and interviews. Anorexia is a complex and often fatal disease that has no cure, and by conceiving and playing these first prototypes we were able get a glimpse of the its context, making us more ready for this research’s next stages. © 2019, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.
Teses supervisionadas
2022
Autor
Rui Miguel da Costa Monteiro
Instituição
UP-FBAUP
2022
Autor
Viviane Peçaibes de Mello
Instituição
UP-FBAUP
2022
Autor
Ana Paula Oliveira Rosas
Instituição
UP-FBAUP
2022
Autor
Isabella Barbosa Silva
Instituição
UP-FBAUP
2022
Autor
Luis Fernando Castro e Costa
Instituição
UP-FBAUP
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