Fernando Cassola Marques | INESC Porto (original) (raw)

Papers by Fernando Cassola Marques

Research paper thumbnail of A Novel Tool for Immersive Authoring of Experiential Learning in Virtual Reality

2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)

Training in VR can reduce risks and costs while allowing frequent and diversified experiential le... more Training in VR can reduce risks and costs while allowing frequent and diversified experiential learning activities. We present a novel VR immersive authoring tool for experiential learning courses with industrial machinery. A trainer can create a course from scratch, defining all its components (structure, models, tools, and settings). The actions which trainees should perform can be specified by demonstration. After completing the course, trainees' actions will be matched against the trainer's.

Research paper thumbnail of Using Virtual Choreographies to Identify Office Users’ Behaviour-Change Priorities with Greater Impact Potential on Energy Consumption

Reducing office buildings’ energy consumption can contribute significantly towards carbon reducti... more Reducing office buildings’ energy consumption can contribute significantly towards carbon reduction commitments since it represents 10% of total energy consumption. Major components are lighting (40% of consumption), electrical equipment (35%), and heating and central cooling systems (25\%). Occupants’ behaviours impact these energy consumption components, with solid evidence on the role of individual behaviours. In this work, we propose a methodology that uses virtual choreographies to identify and prioritize behaviour-change interventions towards office users based on the potential impact on energy consumption. The data shows that some behaviours with significant consumption have little potential for behavioural change impact, while other behaviours hold substantial potential for lowering energy consumption via behavioural change.

Research paper thumbnail of Design and Evaluation of a Choreography-Based Virtual Reality Authoring Tool for Experiential Learning in Industrial Training

IEEE Transactions on Learning Technologies, 2022

Research paper thumbnail of Using choreographies to support the gamification process on the development of an application to reduce electricity costs

Research paper thumbnail of GReSBAS project: A gamified approach to promote more energy efficient behaviours in buildings

The GReSBAS project (2016–2019) aims to enable the active participation of buildings in DR progra... more The GReSBAS project (2016–2019) aims to enable the active participation of buildings in DR programs through gamified competition between building owners. In case of large buildings, gamified competition can be established within the building for its occupants, for instance having different floors of the building competing between them. This approach will allow building owners to reduce electricity costs and increase energy efficiency by motivating/rewarding building occupants for participating in DR programs. The concepts and tools developed under GReSBAS will be tested in two demonstration sites: a corporate building in Portugal and a residential building in Turkey. This paper presents the Portuguese demonstration site and describes how the energy consumption, temperature and building occupancy data will be collected, processed and used by the tools developed in GReSBAS.

Research paper thumbnail of Screening and Evaluation Platform for Depression and Suicidality in Primary Healthcare

Proceedings of the 3rd International Conference on Information and Communication Technologies for Ageing Well and e-Health, 2017

This work presents a screening and evaluation platform for depression and suicidality that has be... more This work presents a screening and evaluation platform for depression and suicidality that has been tested in the scope of primary healthcare. The main objective is to improve the efficiency and effectiveness of screening processes. A web-based, decision support platform was provided for qualified healthcare professionals. The platform provides several assessment tools for patient evaluation and monitoring of their treatment, along with follow up appointment management. A preliminary evaluation process was carried out to understand the health professional's satisfaction. This revealed there was general satisfaction with its integrated functions and all the provided methods of assessment. In conclusion, the project sustains the goal of improving the treatment outcomes for clinical depression by refining the screening methods and consequently increase the screening effectiveness and efficiency.

Research paper thumbnail of A gamification platform to foster energy efficiency in office buildings

Energy and Buildings, 2020

Abstract Office buildings consume a significant amount of energy that can be reduced through beha... more Abstract Office buildings consume a significant amount of energy that can be reduced through behavioral change. Gamification offers the means to influence the energy consumption related to the activities of the office users. This paper presents a new mobile gamification platform to foster the adoption of energy efficient behaviors in office buildings. The gamification platform is a mobile application with multiple types of dashboards, such as (1) an information dashboard to increase the awareness of the users about their energy consumption and footprint, (2) a gaming dashboard to engage users in real-time energy efficiency competitions, (3) a leaderboard to promote peer competition and comparison, and (4) a message dashboard to send tailor-made messages about energy efficiency opportunities. The engagement and gamification strategies embedded in these dashboards exploit economic, environmental, and social motivations to stimulate office users to adopt energy efficient behaviors without compromising their comfort and autonomy levels. The gamification platform was demonstrated in an office building environment. The results suggest electricity savings of 20%.

Research paper thumbnail of Meta-theoretic Assumptions and Bibliometric Evidence Assessment on 3-D Virtual Worlds as Collaborative Learning Ecosystems

Journal For Virtual Worlds Research, 2014

Computer-supported online 3-D virtual world environments have been waxed and waned in interest an... more Computer-supported online 3-D virtual world environments have been waxed and waned in interest and representativeness for supporting collaborative- and simulation-based practices. In a post-modern societal framework that requires inexpensive solutions for high-risk situations, research efforts in virtual worlds have developed a basis for understanding the use of virtual reality for multidisciplinary scenarios such as distance learning, training, therapy treatments, and social interaction. Complex relationships can be established simultaneously between several students functioning as integrated learning units using different media, and interacting with their physical environment in the context of real-world settings. In this sense, a recurrently updated research agenda for virtual worlds can characterize the current needs at a systematic way. This paper presents a meta-analysis of 35 publications to identify gaps and opportunities for research in collaborative three-dimensional envir...

Research paper thumbnail of The use of Second Life in the teaching of religion: a case study in the monotheist religions teaching

In this time of technology along with all the social changes brought by, also in the teaching/lea... more In this time of technology along with all the social changes brought by, also in the teaching/learning processes we can see nowadays how useful it is to break with the old school model and to adapt the traditional curricula to a brand new generation of students, who are perfectly aware of this digital world. According to this idea, some research that is being made in the educational field using didactic games, 3D platforms and settings can predict a powerful tool, since these virtual immersive 3D settings will become the most common way to meet one another, both in distance learning and business. Therefore, we used one of the most common 3D platforms, the Second Life (SL), to study its use for religious teaching. The following goals were defined: verify if the SL can be used in the educational context; identify the advantages and disadvantages in using the SL for teaching purposes; analyze how useful it is for a brief overview in the monotheist religions teaching. For this purpose w...

Research paper thumbnail of Online Gym Presentation at the VSGames2014 conference

Research paper thumbnail of Online gym: um ginásio virtual 3D integrando a kinect: análise comparativa de bibliotecas de suporte

A sincronização online de ginástica potencia novas possibilidades para melhorar o bem-estar físic... more A sincronização online de ginástica potencia novas possibilidades para melhorar o bem-estar físico e social das pessoas com restrições de deslocação. A nossa proposta passa pela criação de uma plataforma 3D-Online Gym-que permita que os utilizadores interajam e participem em sessões online de ginástica em grupo através do Microsoft Kinect. No presente artigo, com vista à concretização desta proposta, analisamos três alternativas tecnológicas para a implementação de serviços de deteção de movimentos que possam ser integrados em plataformas gráficas multiutilizador. Nos resultados, expõem-se as características de cada uma e o impacte respetivo para sua utilização na concretização desta proposta ou outras iniciativas similares.

Research paper thumbnail of Online-Gym: Multiuser Virtual Gymnasium Using RINIONS and Multiple Kinect Devices

2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), 2014

To enhance older citizen's practice of physical exercise, we present the architecture, developmen... more To enhance older citizen's practice of physical exercise, we present the architecture, development, and pilot testing of a multiuser online gymnasium based on Kinect motion capture and OpenSimulator, which aims to enable socialization and supervision of exercise practice without travel requirements. The prototype was tested simultaneously with 4 elders at different locations, providing data on the feasibility of the approach and informing subsequent development and research.

Research paper thumbnail of Exploring the Usage of 3D Virtual Worlds and Kinect Interaction in Exergames with Elderly

Lecture Notes in Computer Science, 2014

Research paper thumbnail of Proceedings of the SLACTIONS 2012 International research conference on virtual worlds–Life, imagination, and work using metaverse platforms

The MKAC, a virtual museum, helps artists to show their art works to the entire world through the... more The MKAC, a virtual museum, helps artists to show their art works to the entire world through the virtual world of Second Life, approaching culture to this metaverse environment at the time that promotes and helps artists to innovate in the way they can arrive to international public. The Direction of the museum has tried with the organization of this II Summit of Latin American Art to spread the art made inside Hispanic culture context to an international audience, to promote "real life" Latin American artists, to establish professional bonds between all the taking part artists and to offer, across the exposed works, a varied and rich sample of styles, subject-matters, skills and diverse and different resources. Other purpose was to establish a comparison with the I Summit, celebrated in 2009-2010 and that was exposed in SLACTIONS 2010, revealing the evolution and differences between them. of techniques, styles, media, materials used, and to highlight the creative and artistic dynamism but especially the activity performed by artists in space and time.

Research paper thumbnail of A Pattern-based Classification Model for 3-D Virtual Environments: From ‘Building Blocks’ to Religious Buildings

SLACTIONS2012

This paper presents a classification model that includes a set of pattern-based categories to exa... more This paper presents a classification model that includes a set of pattern-based categories to examine the architectural elements and interaction capabilities of the current 3-D virtual environments' buildings, upon the conceptual framework of building blocks. These blocks can be used to accurate a more specific answer to the technical issues, including styles (eg, gothic) and other architectural elements. Furthermore, it is presented a case study of a religious island with a comparative analysis of the different components of the buildings. ...

Research paper thumbnail of An Exploratory Research Agenda for 3-D Virtual Worlds as Collaborative Learning Ecosystems: Extracting Evidences from Literature

SLACTIONS2012

Computer-supported online 3-D virtual world environments have been waxed and waned in interest an... more Computer-supported online 3-D virtual world environments have been waxed and waned in interest and representativeness for supporting collaborative-and simulation-based practices. In a post-modern societal framework that requires inexpensive solutions for high-risk situations, research efforts in virtual worlds have developed a basis for understanding the use of virtual reality for multidisciplinary scenarios such as distance learning, training, therapy treatments, and social interaction. In this context, a recurrently updated research ...

Research paper thumbnail of FEEdBACk: An ICT-Based Platform to Increase Energy Efficiency through Buildings’ Consumer Engagement

Energies, 2021

Energy efficiency in buildings can be enhanced by several actions: encouraging users to comprehen... more Energy efficiency in buildings can be enhanced by several actions: encouraging users to comprehend and then adopt more energy-efficient behaviors; aiding building managers in maximizing energy savings; and using automation to optimize energy consumption, generation, and storage of controllable and flexible devices without compromising comfort levels and indoor air-quality parameters. This paper proposes an integrated Information and communications technology (ICT) based platform addressing all these factors. The gamification platform is embedded in the ICT platform along with an interactive energy management system, which aids interested stakeholders in optimizing “when and at which rate” energy should be buffered and consumed, with several advantages, such as reducing peak load, maximizing local renewable energy consumption, and delivering more efficient use of the resources available in individual buildings or blocks of buildings. This system also interacts with an automation mana...

Research paper thumbnail of Online-Gym: A 3D Virtual Gymnasium Using Kinect Interaction

Procedia Technology, 2014

Research paper thumbnail of A case study of teaching religion using the Second Life®

With all the social changes brought by the technology, also in the teaching/learning processes we... more With all the social changes brought by the technology, also in the teaching/learning processes we need to adapt the traditional curricula to a brand new generation of students, who are perfectly aware of this digital world. According to this idea and based on some research that is being made in the educational field using didactic games and 3D platforms, can predict that those platforms will become the most common way to meet one another, both in distance learning and business. Therefore, we used one of the most common 3D platforms, the Second Life (SL), to study its use for religious teaching. For this purpose we carried out a case study, during 3 different lessons and involving 4 different grade classes. At the end students were asked to answer a questionnaire. The results obtained are quite positive showing a wide range of opportunities for future usage and implementation of this kind of 3D and virtual world material, such as Second Life.

Research paper thumbnail of Screening and Evaluation Platform for Depression and Suicidality in Primary Healthcare

This work presents a screening and evaluation platform for depression and suicidality that has be... more This work presents a screening and evaluation platform for depression and suicidality that has been tested in the scope of primary healthcare. The main objective is to improve the efficiency and effectiveness of screening processes. A web-based, decision support platform was provided for qualified healthcare professionals. The platform provides several assessment tools for patient evaluation and monitoring of their treatment, along with follow up appointment management. A preliminary evaluation process was carried out to understand the health professional's satisfaction. This revealed there was general satisfaction with its integrated functions and all the provided methods of assessment. In conclusion, the project sustains the goal of improving the treatment outcomes for clinical depression by refining the screening methods and consequently increase the screening effectiveness and efficiency.

Research paper thumbnail of A Novel Tool for Immersive Authoring of Experiential Learning in Virtual Reality

2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)

Training in VR can reduce risks and costs while allowing frequent and diversified experiential le... more Training in VR can reduce risks and costs while allowing frequent and diversified experiential learning activities. We present a novel VR immersive authoring tool for experiential learning courses with industrial machinery. A trainer can create a course from scratch, defining all its components (structure, models, tools, and settings). The actions which trainees should perform can be specified by demonstration. After completing the course, trainees' actions will be matched against the trainer's.

Research paper thumbnail of Using Virtual Choreographies to Identify Office Users’ Behaviour-Change Priorities with Greater Impact Potential on Energy Consumption

Reducing office buildings’ energy consumption can contribute significantly towards carbon reducti... more Reducing office buildings’ energy consumption can contribute significantly towards carbon reduction commitments since it represents 10% of total energy consumption. Major components are lighting (40% of consumption), electrical equipment (35%), and heating and central cooling systems (25\%). Occupants’ behaviours impact these energy consumption components, with solid evidence on the role of individual behaviours. In this work, we propose a methodology that uses virtual choreographies to identify and prioritize behaviour-change interventions towards office users based on the potential impact on energy consumption. The data shows that some behaviours with significant consumption have little potential for behavioural change impact, while other behaviours hold substantial potential for lowering energy consumption via behavioural change.

Research paper thumbnail of Design and Evaluation of a Choreography-Based Virtual Reality Authoring Tool for Experiential Learning in Industrial Training

IEEE Transactions on Learning Technologies, 2022

Research paper thumbnail of Using choreographies to support the gamification process on the development of an application to reduce electricity costs

Research paper thumbnail of GReSBAS project: A gamified approach to promote more energy efficient behaviours in buildings

The GReSBAS project (2016–2019) aims to enable the active participation of buildings in DR progra... more The GReSBAS project (2016–2019) aims to enable the active participation of buildings in DR programs through gamified competition between building owners. In case of large buildings, gamified competition can be established within the building for its occupants, for instance having different floors of the building competing between them. This approach will allow building owners to reduce electricity costs and increase energy efficiency by motivating/rewarding building occupants for participating in DR programs. The concepts and tools developed under GReSBAS will be tested in two demonstration sites: a corporate building in Portugal and a residential building in Turkey. This paper presents the Portuguese demonstration site and describes how the energy consumption, temperature and building occupancy data will be collected, processed and used by the tools developed in GReSBAS.

Research paper thumbnail of Screening and Evaluation Platform for Depression and Suicidality in Primary Healthcare

Proceedings of the 3rd International Conference on Information and Communication Technologies for Ageing Well and e-Health, 2017

This work presents a screening and evaluation platform for depression and suicidality that has be... more This work presents a screening and evaluation platform for depression and suicidality that has been tested in the scope of primary healthcare. The main objective is to improve the efficiency and effectiveness of screening processes. A web-based, decision support platform was provided for qualified healthcare professionals. The platform provides several assessment tools for patient evaluation and monitoring of their treatment, along with follow up appointment management. A preliminary evaluation process was carried out to understand the health professional's satisfaction. This revealed there was general satisfaction with its integrated functions and all the provided methods of assessment. In conclusion, the project sustains the goal of improving the treatment outcomes for clinical depression by refining the screening methods and consequently increase the screening effectiveness and efficiency.

Research paper thumbnail of A gamification platform to foster energy efficiency in office buildings

Energy and Buildings, 2020

Abstract Office buildings consume a significant amount of energy that can be reduced through beha... more Abstract Office buildings consume a significant amount of energy that can be reduced through behavioral change. Gamification offers the means to influence the energy consumption related to the activities of the office users. This paper presents a new mobile gamification platform to foster the adoption of energy efficient behaviors in office buildings. The gamification platform is a mobile application with multiple types of dashboards, such as (1) an information dashboard to increase the awareness of the users about their energy consumption and footprint, (2) a gaming dashboard to engage users in real-time energy efficiency competitions, (3) a leaderboard to promote peer competition and comparison, and (4) a message dashboard to send tailor-made messages about energy efficiency opportunities. The engagement and gamification strategies embedded in these dashboards exploit economic, environmental, and social motivations to stimulate office users to adopt energy efficient behaviors without compromising their comfort and autonomy levels. The gamification platform was demonstrated in an office building environment. The results suggest electricity savings of 20%.

Research paper thumbnail of Meta-theoretic Assumptions and Bibliometric Evidence Assessment on 3-D Virtual Worlds as Collaborative Learning Ecosystems

Journal For Virtual Worlds Research, 2014

Computer-supported online 3-D virtual world environments have been waxed and waned in interest an... more Computer-supported online 3-D virtual world environments have been waxed and waned in interest and representativeness for supporting collaborative- and simulation-based practices. In a post-modern societal framework that requires inexpensive solutions for high-risk situations, research efforts in virtual worlds have developed a basis for understanding the use of virtual reality for multidisciplinary scenarios such as distance learning, training, therapy treatments, and social interaction. Complex relationships can be established simultaneously between several students functioning as integrated learning units using different media, and interacting with their physical environment in the context of real-world settings. In this sense, a recurrently updated research agenda for virtual worlds can characterize the current needs at a systematic way. This paper presents a meta-analysis of 35 publications to identify gaps and opportunities for research in collaborative three-dimensional envir...

Research paper thumbnail of The use of Second Life in the teaching of religion: a case study in the monotheist religions teaching

In this time of technology along with all the social changes brought by, also in the teaching/lea... more In this time of technology along with all the social changes brought by, also in the teaching/learning processes we can see nowadays how useful it is to break with the old school model and to adapt the traditional curricula to a brand new generation of students, who are perfectly aware of this digital world. According to this idea, some research that is being made in the educational field using didactic games, 3D platforms and settings can predict a powerful tool, since these virtual immersive 3D settings will become the most common way to meet one another, both in distance learning and business. Therefore, we used one of the most common 3D platforms, the Second Life (SL), to study its use for religious teaching. The following goals were defined: verify if the SL can be used in the educational context; identify the advantages and disadvantages in using the SL for teaching purposes; analyze how useful it is for a brief overview in the monotheist religions teaching. For this purpose w...

Research paper thumbnail of Online Gym Presentation at the VSGames2014 conference

Research paper thumbnail of Online gym: um ginásio virtual 3D integrando a kinect: análise comparativa de bibliotecas de suporte

A sincronização online de ginástica potencia novas possibilidades para melhorar o bem-estar físic... more A sincronização online de ginástica potencia novas possibilidades para melhorar o bem-estar físico e social das pessoas com restrições de deslocação. A nossa proposta passa pela criação de uma plataforma 3D-Online Gym-que permita que os utilizadores interajam e participem em sessões online de ginástica em grupo através do Microsoft Kinect. No presente artigo, com vista à concretização desta proposta, analisamos três alternativas tecnológicas para a implementação de serviços de deteção de movimentos que possam ser integrados em plataformas gráficas multiutilizador. Nos resultados, expõem-se as características de cada uma e o impacte respetivo para sua utilização na concretização desta proposta ou outras iniciativas similares.

Research paper thumbnail of Online-Gym: Multiuser Virtual Gymnasium Using RINIONS and Multiple Kinect Devices

2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), 2014

To enhance older citizen's practice of physical exercise, we present the architecture, developmen... more To enhance older citizen's practice of physical exercise, we present the architecture, development, and pilot testing of a multiuser online gymnasium based on Kinect motion capture and OpenSimulator, which aims to enable socialization and supervision of exercise practice without travel requirements. The prototype was tested simultaneously with 4 elders at different locations, providing data on the feasibility of the approach and informing subsequent development and research.

Research paper thumbnail of Exploring the Usage of 3D Virtual Worlds and Kinect Interaction in Exergames with Elderly

Lecture Notes in Computer Science, 2014

Research paper thumbnail of Proceedings of the SLACTIONS 2012 International research conference on virtual worlds–Life, imagination, and work using metaverse platforms

The MKAC, a virtual museum, helps artists to show their art works to the entire world through the... more The MKAC, a virtual museum, helps artists to show their art works to the entire world through the virtual world of Second Life, approaching culture to this metaverse environment at the time that promotes and helps artists to innovate in the way they can arrive to international public. The Direction of the museum has tried with the organization of this II Summit of Latin American Art to spread the art made inside Hispanic culture context to an international audience, to promote "real life" Latin American artists, to establish professional bonds between all the taking part artists and to offer, across the exposed works, a varied and rich sample of styles, subject-matters, skills and diverse and different resources. Other purpose was to establish a comparison with the I Summit, celebrated in 2009-2010 and that was exposed in SLACTIONS 2010, revealing the evolution and differences between them. of techniques, styles, media, materials used, and to highlight the creative and artistic dynamism but especially the activity performed by artists in space and time.

Research paper thumbnail of A Pattern-based Classification Model for 3-D Virtual Environments: From ‘Building Blocks’ to Religious Buildings

SLACTIONS2012

This paper presents a classification model that includes a set of pattern-based categories to exa... more This paper presents a classification model that includes a set of pattern-based categories to examine the architectural elements and interaction capabilities of the current 3-D virtual environments' buildings, upon the conceptual framework of building blocks. These blocks can be used to accurate a more specific answer to the technical issues, including styles (eg, gothic) and other architectural elements. Furthermore, it is presented a case study of a religious island with a comparative analysis of the different components of the buildings. ...

Research paper thumbnail of An Exploratory Research Agenda for 3-D Virtual Worlds as Collaborative Learning Ecosystems: Extracting Evidences from Literature

SLACTIONS2012

Computer-supported online 3-D virtual world environments have been waxed and waned in interest an... more Computer-supported online 3-D virtual world environments have been waxed and waned in interest and representativeness for supporting collaborative-and simulation-based practices. In a post-modern societal framework that requires inexpensive solutions for high-risk situations, research efforts in virtual worlds have developed a basis for understanding the use of virtual reality for multidisciplinary scenarios such as distance learning, training, therapy treatments, and social interaction. In this context, a recurrently updated research ...

Research paper thumbnail of FEEdBACk: An ICT-Based Platform to Increase Energy Efficiency through Buildings’ Consumer Engagement

Energies, 2021

Energy efficiency in buildings can be enhanced by several actions: encouraging users to comprehen... more Energy efficiency in buildings can be enhanced by several actions: encouraging users to comprehend and then adopt more energy-efficient behaviors; aiding building managers in maximizing energy savings; and using automation to optimize energy consumption, generation, and storage of controllable and flexible devices without compromising comfort levels and indoor air-quality parameters. This paper proposes an integrated Information and communications technology (ICT) based platform addressing all these factors. The gamification platform is embedded in the ICT platform along with an interactive energy management system, which aids interested stakeholders in optimizing “when and at which rate” energy should be buffered and consumed, with several advantages, such as reducing peak load, maximizing local renewable energy consumption, and delivering more efficient use of the resources available in individual buildings or blocks of buildings. This system also interacts with an automation mana...

Research paper thumbnail of Online-Gym: A 3D Virtual Gymnasium Using Kinect Interaction

Procedia Technology, 2014

Research paper thumbnail of A case study of teaching religion using the Second Life®

With all the social changes brought by the technology, also in the teaching/learning processes we... more With all the social changes brought by the technology, also in the teaching/learning processes we need to adapt the traditional curricula to a brand new generation of students, who are perfectly aware of this digital world. According to this idea and based on some research that is being made in the educational field using didactic games and 3D platforms, can predict that those platforms will become the most common way to meet one another, both in distance learning and business. Therefore, we used one of the most common 3D platforms, the Second Life (SL), to study its use for religious teaching. For this purpose we carried out a case study, during 3 different lessons and involving 4 different grade classes. At the end students were asked to answer a questionnaire. The results obtained are quite positive showing a wide range of opportunities for future usage and implementation of this kind of 3D and virtual world material, such as Second Life.

Research paper thumbnail of Screening and Evaluation Platform for Depression and Suicidality in Primary Healthcare

This work presents a screening and evaluation platform for depression and suicidality that has be... more This work presents a screening and evaluation platform for depression and suicidality that has been tested in the scope of primary healthcare. The main objective is to improve the efficiency and effectiveness of screening processes. A web-based, decision support platform was provided for qualified healthcare professionals. The platform provides several assessment tools for patient evaluation and monitoring of their treatment, along with follow up appointment management. A preliminary evaluation process was carried out to understand the health professional's satisfaction. This revealed there was general satisfaction with its integrated functions and all the provided methods of assessment. In conclusion, the project sustains the goal of improving the treatment outcomes for clinical depression by refining the screening methods and consequently increase the screening effectiveness and efficiency.