Fábio Soares | ULHT - Universidade Lusofona de Humanidades e Tecnologias (original) (raw)

Fábio Soares

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Papers by Fábio Soares

Research paper thumbnail of Training presence: the importance of virtual reality experience on the “sense of being there”. Stud Health Technol Inform. 154, 128-33

Nature and origin of presence are still unclear. Although it can be characterized, under a neurop... more Nature and origin of presence are still unclear. Although it can be characterized, under a neurophysiological perspective, as a process resulting from a synchrony between cognitive and perceptive systems, the multitude of associated processes reduces the chances of brain mapping presence. In this way, our study was designed in order to understand the possible role of VR experience on presence in a virtual environment. For that 16 participants (M=28.39 years; SD=13.44) of both genders without computer experience were selected. The study design consisted of two assessments (initial and final), where the participants were evaluated with the BFI, PQ, ITQ, QC, MCSDS-SF, STAI, visual attention and behavioral measures after playing an FPS (first person shooter) game. In order to manipulate the level of VR experience the participants were trained on a different FPS during 12 weekly sessions of 30 minutes. Results revealed significant differences between the first and final assessment for presence (F(1,15)=11.583;MSE=775.538; p<.01) and immersion scores (F(1,15)=6.234; MSE=204.962; p<.05), indicating higher levels of presence and immersion in the final assessment. No statistical significant results were obtained for cybersickness neither for the behavioral measures. In sum, our results showed that training and the subsequent higher computer experience levels can increase immersion and presence.

Research paper thumbnail of Traumatic Brain Injury memory training: a Virtual Reality online solution. Journal on Disability and Human Development, 10, 3, 309-312

This study aims at assessing an online portal where patients with traumatic brain injury (TBI) ca... more This study aims at assessing an online portal where patients with traumatic brain injury (TBI) can carry on memory and attention exercises outside clinic premises. The training took place in a VR setup where one TBI patient had to complete a set of 10 online VR sessions. The neuropsychological evaluation was carried out with the PASAT (Paced Auditory Serial Addition Task) at pre, during and after treatment assessments. The results showed an increase in working memory and attention levels from the first to the final assessment, which can suggest that VR applications may promote the autonomy and increase in overall quality of life of these patients. The average time for task conclusion was of 5 minutes.

Research paper thumbnail of Grabbing attention while reading website pages: the influence of verbal emotional cues in advertising. Journal of Eye Tracking, Visual Cognition and Emotion, 1, 64-68

The increasing use of the World Wide Web has promised a huge advertising platform for marketers. ... more The increasing use of the World Wide Web has promised a huge advertising platform for marketers. Investment in online advertising is growing and is expected to overcome traditional media. However, recent studies have reported that users avoid looking at advertising displayed on the World Wide Web. This study aimed at examining the impact of verbal emotional cues (negative/neutral/positive) to capture attention on website's advertising areas through an eye tracker system. The results revealed significant statistical differences between fixations to negative, positive words and neutral words. Significant differences between the number of fixations and recognition of the target words were found only for the negative valence words. We conclude that negative emotional words could play a major role on user attention to advertising.

Research paper thumbnail of Training presence: the importance of virtual reality experience on the “sense of being there”. Stud Health Technol Inform. 154, 128-33

Nature and origin of presence are still unclear. Although it can be characterized, under a neurop... more Nature and origin of presence are still unclear. Although it can be characterized, under a neurophysiological perspective, as a process resulting from a synchrony between cognitive and perceptive systems, the multitude of associated processes reduces the chances of brain mapping presence. In this way, our study was designed in order to understand the possible role of VR experience on presence in a virtual environment. For that 16 participants (M=28.39 years; SD=13.44) of both genders without computer experience were selected. The study design consisted of two assessments (initial and final), where the participants were evaluated with the BFI, PQ, ITQ, QC, MCSDS-SF, STAI, visual attention and behavioral measures after playing an FPS (first person shooter) game. In order to manipulate the level of VR experience the participants were trained on a different FPS during 12 weekly sessions of 30 minutes. Results revealed significant differences between the first and final assessment for presence (F(1,15)=11.583;MSE=775.538; p<.01) and immersion scores (F(1,15)=6.234; MSE=204.962; p<.05), indicating higher levels of presence and immersion in the final assessment. No statistical significant results were obtained for cybersickness neither for the behavioral measures. In sum, our results showed that training and the subsequent higher computer experience levels can increase immersion and presence.

Research paper thumbnail of Traumatic Brain Injury memory training: a Virtual Reality online solution. Journal on Disability and Human Development, 10, 3, 309-312

This study aims at assessing an online portal where patients with traumatic brain injury (TBI) ca... more This study aims at assessing an online portal where patients with traumatic brain injury (TBI) can carry on memory and attention exercises outside clinic premises. The training took place in a VR setup where one TBI patient had to complete a set of 10 online VR sessions. The neuropsychological evaluation was carried out with the PASAT (Paced Auditory Serial Addition Task) at pre, during and after treatment assessments. The results showed an increase in working memory and attention levels from the first to the final assessment, which can suggest that VR applications may promote the autonomy and increase in overall quality of life of these patients. The average time for task conclusion was of 5 minutes.

Research paper thumbnail of Grabbing attention while reading website pages: the influence of verbal emotional cues in advertising. Journal of Eye Tracking, Visual Cognition and Emotion, 1, 64-68

The increasing use of the World Wide Web has promised a huge advertising platform for marketers. ... more The increasing use of the World Wide Web has promised a huge advertising platform for marketers. Investment in online advertising is growing and is expected to overcome traditional media. However, recent studies have reported that users avoid looking at advertising displayed on the World Wide Web. This study aimed at examining the impact of verbal emotional cues (negative/neutral/positive) to capture attention on website's advertising areas through an eye tracker system. The results revealed significant statistical differences between fixations to negative, positive words and neutral words. Significant differences between the number of fixations and recognition of the target words were found only for the negative valence words. We conclude that negative emotional words could play a major role on user attention to advertising.

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