2025
Autores
Oliveira, R; Pedras, S; Veiga, C; Moreira, L; Santarem, D; Guedes, D; Paredes, H; Silva, I;
Publicação
INFORMATICS FOR HEALTH & SOCIAL CARE
Abstract
This study presents the development and assessment of a mobile application - the WalkingPAD app - aimed at promoting adherence to physical exercise among patients with Peripheral Arterial Disease (PAD). The assessment of adherence, acceptability, and usability was performed using mixed methods. Thirty-eight patients participated in the study with a mean age of 63.4 years (SD = 6.8). Thirty patients used the application for three months, responded to a semi-structured interview, and completed a task test and the System Usability Scale (SUS, ranging from 0 to 100). The application's adherence rate was 73%. When patients were asked about their reasons for using the app, the main themes that emerged were motivation, self-monitoring, and support in fulfilling a commitment. The average SUS score was 82.82 (SD = 18.4), indicating high usability. An upcoming version of the WalkingPAD app is expected to redesign both tasks - opening the app and looking up the walking history - which were rated as the most difficult tasks to accomplish. The new version of the WalkingPAD app will incorporate participants' comments and suggestions to enhance usability for this population.
2025
Autores
Caiado, F; Fonseca, J; Silva, J; Neves, S; Moreira, A; Gonçalves, R; Martins, J; Branco, F; Au Yong Oliveira, M;
Publicação
EXPERT SYSTEMS
Abstract
The growing use of technology and social media has resulted in the emergence of digital influencers, a new profession capable of changing the mentalities and behaviours of those who follow them. This study arises to better understand the potential impact digital influencers might have on the Portuguese population's purchase behaviour and patterns, and for this purpose, seven hypotheses were formulated. An online questionnaire was conducted to respond to these theoretical assumptions and collected data from 175 respondents. A total of 129 valid answers were considered. It was possible to conclude that purchase intention does not necessarily translate into a purchase action. It was also concluded that the relationship between social network use and the purchase of products/services recommended by influencers is only statistically significant for Instagram. Furthermore, the individuals' generation is not statistically significant / linked with purchasing a product/service recommended by influencers. Yet further, a small percentage of respondents have also identified themselves as impulsive shoppers and perceived Instagram as their favourite social network. With the results of this study, it is also possible to state that the influencer's opinion was classified as the last factor considered in the purchase decision process. Additionally, there is a weak negative association between purchasing a product/service recommended by influencers with sponsorship disclosure and remunerated partnership, which decreases credibility and discourages purchasing, in Portugal, a feminine culture which dislikes materialism.
2025
Autores
Kasapakis, V; Morgado, L;
Publicação
CoRR
Abstract
2025
Autores
Morgado, L;
Publicação
CoRR
Abstract
2025
Autores
Lacet, D; Cassola, F; Valle, A; Oliveira, M; Morgado, L;
Publicação
IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2025 - Abstracts and Workshops, Saint Malo, France, March 8-12, 2025
Abstract
This paper presents a solution for visualizing oil spills at sea by combining satellite data with virtual choreographies. The system enables dynamic, interactive visualization of oil slicks, reflecting their shape, movement, and interaction with environmental factors like currents and wind. High-resolution geospatial data supports a multiplatform experience with aerial and underwater perspectives. This approach promotes independence, interoperability, and multiplatform compatibility in environmental disaster monitoring. The results validate virtual choreographies as effective tools for immersive exploration and analysis, offering structured data narratives beyond passive visualization - especially valuable for mixed reality applications. © 2025 IEEE.
2025
Autores
Beck, D; Morgado, L;
Publicação
IMMERSIVE LEARNING RESEARCH NETWORK, ILRN 2024, PT I
Abstract
Current descriptions of immersive learning cases are often difficult or impossible to compare. This is due to a myriad of different options on what details to include, which aspects are relevant, and on the descriptive approaches employed. Also, these aspects often combine very specific details with more general guidelines or indicate intents and rationales without clarifying their implementation. In this paper we provide a method to describe immersive learning cases that is structured to enable comparisons, yet flexible enough to allow researchers and practitioners to decide which aspects to include. This method leverages a taxonomy that classifies educational aspects at three levels (uses, practices, and strategies) and then utilizes two frameworks, the Immersive Learning Brain and the Immersion Cube, to enable a structured description and interpretation of immersive learning cases. The method is then demonstrated on a published immersive learning case on training for wind turbine maintenance using virtual reality. Applying the method results in a structured artifact, the Immersive Learning Case Sheet, that tags the case with its proximal uses, practices, and strategies, and refines the free text case description to ensure that matching details are included. This contribution is thus a case description method in support of future comparative research of immersive learning cases. We then discuss how the resulting description and interpretation can be leveraged to change immersion learning cases, by enriching them (considering low-effort changes or additions) or innovating (exploring more challenging avenues of transformation). The method holds significant promise to support better-grounded research in immersive learning.
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