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Publicações

Publicações por HumanISE

2022

Designing a Music-Based Game for Training Pattern Recognition Control of a Myoelectric Prosthesis

Autores
Bessa, D; Rodrigues, NF; Oliveira, E; Kolbenschlag, J; Prahm, C;

Publicação
Biosystems and Biorobotics

Abstract
Access to early myoelectric training can be a crucial step in mastering prosthesis control. Controlling a prothesis is a cognitively demanding task with high rejection rates. Serious games not only provide patients with an opportunity to train their myoelectric control, but also help maintain their engagement throughout the extensive rehabilitation process. This work proposes a novel serious game design to train machine learning based myoelectric control, implemented in the form of a music-based app. The prototype of the game was evaluated by seven able-bodied participants and three clinical professionals with regard to system usability and motivation. Results showed positive outcomes in motivation, and a need for specific system usability improvements. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

2022

Design principles for cognitive and physical rehabilitation of ICU patients using Virtual Reality (VR)

Autores
Oliveira, I; Afonso, A; Oliveira, E; Coimbra, J; Rodrigues, NF;

Publicação
2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)

Abstract

2022

11th Symposium on Languages, Applications and Technologies, SLATE 2022, July 14-15, 2022, Universidade da Beira Interior, Covilhã, Portugal

Autores
Cordeiro, J; Pereira, MJ; Rodrigues, NF; Pais, S;

Publicação
SLATE

Abstract

2022

Virtual Reality Video Game for Depression Awareness

Autores
Morim, F; Oliveira, E; Braga, C; Rodrigues, N;

Publicação
2022 IEEE 10TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH(SEGAH' 22)

Abstract
Depression is a mental disease that affects over 264 million people worldwide and is responsible for causing great suffering, work dysfunction, faulty education, family relationships and can lead to suicide. Depression stigma prevents over half of the people who suffer from major depression from seeking professional help. Stigma mostly results from a deficient understanding of the mental disease. Research indicates that first-hand experiences of the perceptions of an individual diagnosed with a mental disorder in a simulated virtual reality environment can increase empathy and positive attitudes towards the individual. Interactive VR experiences have been described as a human-computer interface that enables users to immerse themselves in a computer generated, multi-dimensional environment. This project aims at examining the impact of a VR-assisted experience on reducing stigma and increase empathy towards individuals with depression. Following a methodology based on well-established results from psychology about common depression misunderstandings, we present a VR experience that simulates some of the most common difficulties encountered by people diagnosed with depression.

2022

COVID-19 Impact on Forecasting Emergency Department Visits Performance

Autores
Silva, E; Ferreira-Coimbra, J; Oliveira, E; Henriques, M; Rodrigues, NF;

Publicação
SSRN Electronic Journal

Abstract

2022

Sea of Cells: Learn Biology Through Virtual Reality

Autores
Monteiro, R; Rodrigues, NF; Martinho, J; Oliveira, E;

Publicação
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST

Abstract
Driven by the high fidelity and low cost of the latest head-mounted devices reaching the consumer market, Virtual Reality (VR) is a technology upon which rests increased expectations for improving education and training outcomes. The unique capacity of VR to produce experiences with high levels of immersion, presence, and interactivity, opens a series of prospects to improve the learning of declarative, procedural, and practical knowledge through a new modality of educational content. This paper explores some of the most promising opportunities of VR through the development and evaluation of Sea of Cells, an immersive VR interactive experience to enhance the learning of the prokaryotic cell. Methodologies to introduce the VR experience, both inside and outside classes, were also explored by analysing assessments from several Portuguese biology teachers. A test pilot made through video demonstration, shows a promising future for VR in education. Despite the physical limitations of the pilot study, due to Covid, after presenting the project to 7 10th grade Biology teachers, it was concluded that VR might be a relevant and innovative tool for educational settings. © 2022, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

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