Paulo Veloso Gomes | Instituto Politecnico do Porto (original) (raw)

Books by Paulo Veloso Gomes

Research paper thumbnail of Assessing the efficacy of the ‘Bicho De 7 Cabeças’ B-learning school-based program in enhancing mental health literacy and reducing stigma

BMC Psychology, 2024

The prevalence of mental disorders in adolescents has a considerable impact on daily life, restri... more The prevalence of mental disorders in adolescents has a considerable impact on daily life, restricting tasks and diminishing overall quality of life while potentially leading to stigmatization. This study aims to measure the impact of a mental health literacy intervention program, called “Bicho de 7 Cabeças” project, in b-learning format, on the increase of knowledge and the decrease of stigma in young people from Póvoa de Varzim, in Portugal. A quasi-experimental study was conducted, from November 2022 to May 2023, involving an experimental group (“Bicho de 7 Cabeças” protocol) and an active control group (informational brochures), utilizing a pre-test/post-test design. Mental Health Literacy Measure-MHLM, Mental Health Promoting Knowledge Scale-MHPK-10, Mental Illness Knowledge Schedule-MAKS, Reported and Intended Behaviour Scale-RIBS, and Community Attitudes toward People with Mental Illness-CAMI were used. A total of 504 young students from the 9th grade enroll in this study, with a mean age around 14 years old. There is a significant difference between stigma (p <.001) and knowledge (p <.001) scores at baseline and follow-up. The results of this study shows that interventions aimed at young people for the promotion of mental health literacy and stigma reduction are needed and more initiatives should be implemented in schools to address these problems.

Research paper thumbnail of Autonomous Creative Learning Strategy Directed to Higher Education Students in Health Area

Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications, 2023

As digital native learners, Z and Alpha generation students upcoming new challenges for Higher Ed... more As digital native learners, Z and Alpha generation students upcoming new challenges for Higher Education Institutions. Their early contact with technological devices does not in itself confer the necessary digital skills to correctly apply technology in academic or professional contexts. Digital skills are fundamental to the future health professionals, improving their academic performance and prepares them for their integration into the labor market. The integration of information and communication technologies in the curricula of higher education courses in the health area is a differentiating factor for academic and professional enhancement. The Autonomous Creative Learning Strategy directed to higher education students in the health area is based on project-oriented approaches, combined with interactive and immersive based-gaming learning activities that appeal to creativity, autonomy and encourage proactivity, self-learning, and the constant search for continuous improvement.

Research paper thumbnail of Ensinar em Timor-Leste, uma vivência, uma aprendizagem

Testemunhos de quatro anos de Forças Nacionais destacadas em Terras do Sol Nascente, 2000-2004, 2022

Livro: Testemunhos de quatro anos de Forças Nacionais destacadas em Terras do Sol Nascente, 2000-... more Livro: Testemunhos de quatro anos de Forças Nacionais destacadas em Terras do Sol Nascente, 2000-2004.

Tenente General Xavier de Sousa; Coronel Miguel Pimenta; Tenente-Coronel Luis Pimenta.

ISBN: 9789895384020.

Editor: Fronteira do Caos.

Research paper thumbnail of Software Requirements Definition Processes in Gamification Development for Immersive Environments

Handbook of Research on Solving Modern Healthcare Challenges With Gamification, 2021

The implementation of gamification in immersive environments is a complex and multidimensional pr... more The implementation of gamification in immersive environments is a complex and multidimensional process. A socio-technical approach is necessary to cover all the specifications that the system needs to satisfy the needs and the purpose of its genesis. The use of virtual reality (VR) technologies in mental healthcare associated with gamification mechanisms has been gaining popularity. Two projects were developed using VR, one that allows people to experience and better understand mental health conditions through empathy construct and the other can be used to help patients with social phobia or Arachnophobia to reduce their phobias using VR solutions and real-time biofeedback. The authors analyze the aspects that influence the development of immersive environments and gamification mechanisms and propose a socio-technical methodology based on actor-network theory for the survey and definition of requirements.

Research paper thumbnail of Creating Emotions Through Digital Media Art: Building Empathy in Immersive Environments

Multidisciplinary Perspectives on New Media Art, 2020

Art has a power different from all other human actions; it can produce a variety of human emotion... more Art has a power different from all other human actions; it can produce a variety of human emotions like nothing else. The main purpose of this chapter is to study the relation between media arts and emotions. Virtual environments are increasingly being used by artists; the use of immersive environments allows the media art artist to go further than express himself, allows that through contemplation and interaction
the participant also becomes part of the artistic artefact. Immersive environments can induce emotional changes capable of generating states of empathy. Considering an immersive environment as a socio-technical system, where human and non-human elements interact, establishing strong relationships, the authors used actor-network
theory as an approach to design an immersive artifact of digital media art. The use of neurofeedback mechanisms during the participant’s exposure to immersive environments opens doors to new types of interaction, allowing to explore emotional states to generate empathy.

Papers by Paulo Veloso Gomes

Research paper thumbnail of Assessing the efficacy of the ‘Bicho De 7 Cabeças’ B-learning school-based program in enhancing mental health literacy and reducing stigma

BMC psychology, Feb 23, 2024

Research paper thumbnail of Self-management Web Application for Persons with Schizophrenia

Research paper thumbnail of Interactive Virtual Reality Public Speaking Training Simulator to Empower Confident Communicators

Public speaking is a valuable skill that plays a crucial role in personal, academic and professio... more Public speaking is a valuable skill that plays a crucial role in personal, academic and professional success. Many individuals struggle with anxiety and lack confidence when facing an audience. To address this challenge, a virtual reality public speaking simulator has been developed to empower individuals and enhance their public speaking abilities. The virtual reality simulator offers a dynamic platform for immersive practice and training, incorporating distinct modes. Autonomous mode and interactive real-time intervention by physiological biofeedback mechanism and/or a therapist. By leveraging the immersive nature of virtual reality, this simulator aims to boost users confidence, enhance their articulation, persuasion skills and foster their ability to connect with diverse audiences.

Research paper thumbnail of Mixed Reality in Surgery – a Delphi study

Kalpa publications in computing, Feb 16, 2023

Research paper thumbnail of The use of Virtual Reality in Public Speaking Training Programs

Kalpa publications in computing, Feb 16, 2023

Research paper thumbnail of m-Health System for the Self-management of Patients with Heart Failure

Research paper thumbnail of The Use of Artificial Intelligence in Interactive Virtual Reality Adaptive Environments with Real-Time Biofeedback Applied to Phobias Psychotherapy

Congreso XoveTIC: impulsando el talento científico (6º. 2023. A Coruña)

Exposure therapy is a type of psychotherapy where the patient is gradually exposed to a fear situ... more Exposure therapy is a type of psychotherapy where the patient is gradually exposed to a fear situation. Patients may present different degrees of phobia, and the degree of phobia of each patient changes throughout the treatment. The use of Interactive Virtual Reality Adaptive Environments, where the interaction is personalized through real-time biofeedback mechanisms, allows the environment to adapt to the patients and their evolution throughout the treatment. The Artificial Intelligence affective algorithms continuously monitor the patient’s behavioral data and physiological responses to adjust the intensity and number of the stimuli. This real-time adaptation aims to personalize and optimize the exposure process, gradually desensitizing patients to their fears

Research paper thumbnail of Virtual Reality Cognitive-Behavioral Therapy Biofeedback System for Glossophobia

Kalpa publications in computing, Feb 16, 2023

The fear of public speaking is one of the most common social phobias causing anxiety problems in ... more The fear of public speaking is one of the most common social phobias causing anxiety problems in many people. In this context, this project focuses on developing a tool capable of helping mental health professionals using virtual reality as a controlled environment in expository therapies, in this case applied to Glossophobia. To enhance the creation of self-control mechanisms in these patients, the use of virtual reality is explored with the aid of Neuro and Biofeedback, allowing the visualization in real time of the physiological response to the stimuli of the virtual environment.

Research paper thumbnail of Individual Resilience Interventions: A Systematic Review in Adult Population Samples over the Last Decade

International Journal of Environmental Research and Public Health, 2021

Resilience interventions have been gaining importance among researchers due to their potential to... more Resilience interventions have been gaining importance among researchers due to their potential to provide well-being and reduce the prevalence of mental disorders that are becoming an increasing concern, especially in Western countries, because of the costs associated. The purpose of this systematic review is to identify the intervention studies carried out in the last decade in adult population samples, evaluate their methodological quality and highlight the trends of these types of interventions. This review was performed using systematic literature searches in the following electronic databases: B-on, PubMed, PsycNet and Science Direct. The application of eligibility criteria resulted in the inclusion of 38 articles, of which 33 were randomized controlled trials and the other five were nonrandomized controlled studies. Although most studies showed statistical significance for their results, these were constrained by the great heterogeneity of the studies, the lack of power of the...

Research paper thumbnail of Mixed Reality in an Operating Room Using Hololens 2—The Use of the Remote Assistance from Manufacturers Techinicians during the Surgeries

Engineering Proceedings, 2021

The aim of this work is that the participants, using HoloLens 2 and Dynamics 365 Remote Assistanc... more The aim of this work is that the participants, using HoloLens 2 and Dynamics 365 Remote Assistance, can receive all the training and information necessary for the correct application of prosthesis and medical devices remotely, from a support center of the manufacturers, avoiding the displacement and presence of these technicians during surgeries. After implementing this method, an analysis will be made on its impact, avoiding displacement and the presence of technicians during surgery, in terms of increasing satisfaction and improving the experience of the participants, reduction of various risks (including the risk of infection) and on reduction of some economic and environmental costs.

Research paper thumbnail of The Effect of Music on Brain Activity an Emotional State

Engineering Proceedings, 2021

This study explores the potential of music as a therapy element in digital therapy programs to im... more This study explores the potential of music as a therapy element in digital therapy programs to improve mental health and well-being. Music induces an emotional component in the individual that translates into changes in their brain activity, which can be monitored through electroencephalography. A scoping review was conducted to identify the most recent relevant publications related to the effect of music on brain activity and emotional state in digital therapy programs. From 585 identified publications, six relevant publications were selected that meet all the requirements defined in the study.

Research paper thumbnail of The Influence of Brain Activity on the Interactive Process through Biofeedback Mechanisms in Virtual Reality Environments

Engineering Proceedings, 2021

This work focuses on the development of a software link interface tool between the Looxid Link De... more This work focuses on the development of a software link interface tool between the Looxid Link Device coupled to the HTC Vive Pro VR HeadSets and the Unity platform, to generate real-time interactivity in virtual reality applications. The software incorporates a dynamic and parameterizable algorithm to be used as a core-engine in the real-time Biofeedback process, recognizing the values of the biological signals registered in each of the EEG channels of the Looxid Link device. The values of EEG frequencies detected in real time can be used to generate elements of interactivity, with different frequencies and intensities.

Research paper thumbnail of Autonomous Creative Learning Strategy Directed to Higher Education Students in Health Area

Advances in higher education and professional development book series, Jun 30, 2023

Research paper thumbnail of EEG Analysis of the Construction of Empathy Towards People with Schizophrenia, After Exposure to Virtual Reality Environments

Kalpa publications in computing, Feb 16, 2023

Schizophrenia is considered a complex syndrome, with multifactorial neurodevelopmental alteration... more Schizophrenia is considered a complex syndrome, with multifactorial neurodevelopmental alterations. Empathy is a complex fundamental component of human emotional experience, which influences one's emotions and behavior. On the Electroencephalogram, an activation of the dorsolateral prefrontal cortex is characterized by a decrease in alpha activity. The main objective of this work is to understand if the immersive tools of Virtual Reality influence the electrical activity of the brain and the heart. The two immersive tools were able to increase empathy, mainly by altering prefrontal brain activity as well as heart rate.

Research paper thumbnail of Strategy for data Cybersecurity in European Health Data Ecosystem

Kalpa publications in computing, Feb 16, 2023

This study aims to analyze the Strategy for Data Cybersecurity in the European Health Data Ecosys... more This study aims to analyze the Strategy for Data Cybersecurity in the European Health Data Ecosystem, to be implemented in 2025. The document analysis was carried out to map the different proposals for a regulation of the European Parliament and of the Council, regarding the sharing of the Electronic Health Record in the European space, and the General Data Protection Regulation implemented in the European Union. After an exhaustive documentary analysis, inconsistencies or flaws were detected that could compromise the rights of citizens enshrined in the General Data Protection Regulation.

Research paper thumbnail of Assessing the efficacy of the ‘Bicho De 7 Cabeças’ B-learning school-based program in enhancing mental health literacy and reducing stigma

BMC Psychology, 2024

The prevalence of mental disorders in adolescents has a considerable impact on daily life, restri... more The prevalence of mental disorders in adolescents has a considerable impact on daily life, restricting tasks and diminishing overall quality of life while potentially leading to stigmatization. This study aims to measure the impact of a mental health literacy intervention program, called “Bicho de 7 Cabeças” project, in b-learning format, on the increase of knowledge and the decrease of stigma in young people from Póvoa de Varzim, in Portugal. A quasi-experimental study was conducted, from November 2022 to May 2023, involving an experimental group (“Bicho de 7 Cabeças” protocol) and an active control group (informational brochures), utilizing a pre-test/post-test design. Mental Health Literacy Measure-MHLM, Mental Health Promoting Knowledge Scale-MHPK-10, Mental Illness Knowledge Schedule-MAKS, Reported and Intended Behaviour Scale-RIBS, and Community Attitudes toward People with Mental Illness-CAMI were used. A total of 504 young students from the 9th grade enroll in this study, with a mean age around 14 years old. There is a significant difference between stigma (p <.001) and knowledge (p <.001) scores at baseline and follow-up. The results of this study shows that interventions aimed at young people for the promotion of mental health literacy and stigma reduction are needed and more initiatives should be implemented in schools to address these problems.

Research paper thumbnail of Autonomous Creative Learning Strategy Directed to Higher Education Students in Health Area

Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications, 2023

As digital native learners, Z and Alpha generation students upcoming new challenges for Higher Ed... more As digital native learners, Z and Alpha generation students upcoming new challenges for Higher Education Institutions. Their early contact with technological devices does not in itself confer the necessary digital skills to correctly apply technology in academic or professional contexts. Digital skills are fundamental to the future health professionals, improving their academic performance and prepares them for their integration into the labor market. The integration of information and communication technologies in the curricula of higher education courses in the health area is a differentiating factor for academic and professional enhancement. The Autonomous Creative Learning Strategy directed to higher education students in the health area is based on project-oriented approaches, combined with interactive and immersive based-gaming learning activities that appeal to creativity, autonomy and encourage proactivity, self-learning, and the constant search for continuous improvement.

Research paper thumbnail of Ensinar em Timor-Leste, uma vivência, uma aprendizagem

Testemunhos de quatro anos de Forças Nacionais destacadas em Terras do Sol Nascente, 2000-2004, 2022

Livro: Testemunhos de quatro anos de Forças Nacionais destacadas em Terras do Sol Nascente, 2000-... more Livro: Testemunhos de quatro anos de Forças Nacionais destacadas em Terras do Sol Nascente, 2000-2004.

Tenente General Xavier de Sousa; Coronel Miguel Pimenta; Tenente-Coronel Luis Pimenta.

ISBN: 9789895384020.

Editor: Fronteira do Caos.

Research paper thumbnail of Software Requirements Definition Processes in Gamification Development for Immersive Environments

Handbook of Research on Solving Modern Healthcare Challenges With Gamification, 2021

The implementation of gamification in immersive environments is a complex and multidimensional pr... more The implementation of gamification in immersive environments is a complex and multidimensional process. A socio-technical approach is necessary to cover all the specifications that the system needs to satisfy the needs and the purpose of its genesis. The use of virtual reality (VR) technologies in mental healthcare associated with gamification mechanisms has been gaining popularity. Two projects were developed using VR, one that allows people to experience and better understand mental health conditions through empathy construct and the other can be used to help patients with social phobia or Arachnophobia to reduce their phobias using VR solutions and real-time biofeedback. The authors analyze the aspects that influence the development of immersive environments and gamification mechanisms and propose a socio-technical methodology based on actor-network theory for the survey and definition of requirements.

Research paper thumbnail of Creating Emotions Through Digital Media Art: Building Empathy in Immersive Environments

Multidisciplinary Perspectives on New Media Art, 2020

Art has a power different from all other human actions; it can produce a variety of human emotion... more Art has a power different from all other human actions; it can produce a variety of human emotions like nothing else. The main purpose of this chapter is to study the relation between media arts and emotions. Virtual environments are increasingly being used by artists; the use of immersive environments allows the media art artist to go further than express himself, allows that through contemplation and interaction
the participant also becomes part of the artistic artefact. Immersive environments can induce emotional changes capable of generating states of empathy. Considering an immersive environment as a socio-technical system, where human and non-human elements interact, establishing strong relationships, the authors used actor-network
theory as an approach to design an immersive artifact of digital media art. The use of neurofeedback mechanisms during the participant’s exposure to immersive environments opens doors to new types of interaction, allowing to explore emotional states to generate empathy.

Research paper thumbnail of Assessing the efficacy of the ‘Bicho De 7 Cabeças’ B-learning school-based program in enhancing mental health literacy and reducing stigma

BMC psychology, Feb 23, 2024

Research paper thumbnail of Self-management Web Application for Persons with Schizophrenia

Research paper thumbnail of Interactive Virtual Reality Public Speaking Training Simulator to Empower Confident Communicators

Public speaking is a valuable skill that plays a crucial role in personal, academic and professio... more Public speaking is a valuable skill that plays a crucial role in personal, academic and professional success. Many individuals struggle with anxiety and lack confidence when facing an audience. To address this challenge, a virtual reality public speaking simulator has been developed to empower individuals and enhance their public speaking abilities. The virtual reality simulator offers a dynamic platform for immersive practice and training, incorporating distinct modes. Autonomous mode and interactive real-time intervention by physiological biofeedback mechanism and/or a therapist. By leveraging the immersive nature of virtual reality, this simulator aims to boost users confidence, enhance their articulation, persuasion skills and foster their ability to connect with diverse audiences.

Research paper thumbnail of Mixed Reality in Surgery – a Delphi study

Kalpa publications in computing, Feb 16, 2023

Research paper thumbnail of The use of Virtual Reality in Public Speaking Training Programs

Kalpa publications in computing, Feb 16, 2023

Research paper thumbnail of m-Health System for the Self-management of Patients with Heart Failure

Research paper thumbnail of The Use of Artificial Intelligence in Interactive Virtual Reality Adaptive Environments with Real-Time Biofeedback Applied to Phobias Psychotherapy

Congreso XoveTIC: impulsando el talento científico (6º. 2023. A Coruña)

Exposure therapy is a type of psychotherapy where the patient is gradually exposed to a fear situ... more Exposure therapy is a type of psychotherapy where the patient is gradually exposed to a fear situation. Patients may present different degrees of phobia, and the degree of phobia of each patient changes throughout the treatment. The use of Interactive Virtual Reality Adaptive Environments, where the interaction is personalized through real-time biofeedback mechanisms, allows the environment to adapt to the patients and their evolution throughout the treatment. The Artificial Intelligence affective algorithms continuously monitor the patient’s behavioral data and physiological responses to adjust the intensity and number of the stimuli. This real-time adaptation aims to personalize and optimize the exposure process, gradually desensitizing patients to their fears

Research paper thumbnail of Virtual Reality Cognitive-Behavioral Therapy Biofeedback System for Glossophobia

Kalpa publications in computing, Feb 16, 2023

The fear of public speaking is one of the most common social phobias causing anxiety problems in ... more The fear of public speaking is one of the most common social phobias causing anxiety problems in many people. In this context, this project focuses on developing a tool capable of helping mental health professionals using virtual reality as a controlled environment in expository therapies, in this case applied to Glossophobia. To enhance the creation of self-control mechanisms in these patients, the use of virtual reality is explored with the aid of Neuro and Biofeedback, allowing the visualization in real time of the physiological response to the stimuli of the virtual environment.

Research paper thumbnail of Individual Resilience Interventions: A Systematic Review in Adult Population Samples over the Last Decade

International Journal of Environmental Research and Public Health, 2021

Resilience interventions have been gaining importance among researchers due to their potential to... more Resilience interventions have been gaining importance among researchers due to their potential to provide well-being and reduce the prevalence of mental disorders that are becoming an increasing concern, especially in Western countries, because of the costs associated. The purpose of this systematic review is to identify the intervention studies carried out in the last decade in adult population samples, evaluate their methodological quality and highlight the trends of these types of interventions. This review was performed using systematic literature searches in the following electronic databases: B-on, PubMed, PsycNet and Science Direct. The application of eligibility criteria resulted in the inclusion of 38 articles, of which 33 were randomized controlled trials and the other five were nonrandomized controlled studies. Although most studies showed statistical significance for their results, these were constrained by the great heterogeneity of the studies, the lack of power of the...

Research paper thumbnail of Mixed Reality in an Operating Room Using Hololens 2—The Use of the Remote Assistance from Manufacturers Techinicians during the Surgeries

Engineering Proceedings, 2021

The aim of this work is that the participants, using HoloLens 2 and Dynamics 365 Remote Assistanc... more The aim of this work is that the participants, using HoloLens 2 and Dynamics 365 Remote Assistance, can receive all the training and information necessary for the correct application of prosthesis and medical devices remotely, from a support center of the manufacturers, avoiding the displacement and presence of these technicians during surgeries. After implementing this method, an analysis will be made on its impact, avoiding displacement and the presence of technicians during surgery, in terms of increasing satisfaction and improving the experience of the participants, reduction of various risks (including the risk of infection) and on reduction of some economic and environmental costs.

Research paper thumbnail of The Effect of Music on Brain Activity an Emotional State

Engineering Proceedings, 2021

This study explores the potential of music as a therapy element in digital therapy programs to im... more This study explores the potential of music as a therapy element in digital therapy programs to improve mental health and well-being. Music induces an emotional component in the individual that translates into changes in their brain activity, which can be monitored through electroencephalography. A scoping review was conducted to identify the most recent relevant publications related to the effect of music on brain activity and emotional state in digital therapy programs. From 585 identified publications, six relevant publications were selected that meet all the requirements defined in the study.

Research paper thumbnail of The Influence of Brain Activity on the Interactive Process through Biofeedback Mechanisms in Virtual Reality Environments

Engineering Proceedings, 2021

This work focuses on the development of a software link interface tool between the Looxid Link De... more This work focuses on the development of a software link interface tool between the Looxid Link Device coupled to the HTC Vive Pro VR HeadSets and the Unity platform, to generate real-time interactivity in virtual reality applications. The software incorporates a dynamic and parameterizable algorithm to be used as a core-engine in the real-time Biofeedback process, recognizing the values of the biological signals registered in each of the EEG channels of the Looxid Link device. The values of EEG frequencies detected in real time can be used to generate elements of interactivity, with different frequencies and intensities.

Research paper thumbnail of Autonomous Creative Learning Strategy Directed to Higher Education Students in Health Area

Advances in higher education and professional development book series, Jun 30, 2023

Research paper thumbnail of EEG Analysis of the Construction of Empathy Towards People with Schizophrenia, After Exposure to Virtual Reality Environments

Kalpa publications in computing, Feb 16, 2023

Schizophrenia is considered a complex syndrome, with multifactorial neurodevelopmental alteration... more Schizophrenia is considered a complex syndrome, with multifactorial neurodevelopmental alterations. Empathy is a complex fundamental component of human emotional experience, which influences one's emotions and behavior. On the Electroencephalogram, an activation of the dorsolateral prefrontal cortex is characterized by a decrease in alpha activity. The main objective of this work is to understand if the immersive tools of Virtual Reality influence the electrical activity of the brain and the heart. The two immersive tools were able to increase empathy, mainly by altering prefrontal brain activity as well as heart rate.

Research paper thumbnail of Strategy for data Cybersecurity in European Health Data Ecosystem

Kalpa publications in computing, Feb 16, 2023

This study aims to analyze the Strategy for Data Cybersecurity in the European Health Data Ecosys... more This study aims to analyze the Strategy for Data Cybersecurity in the European Health Data Ecosystem, to be implemented in 2025. The document analysis was carried out to map the different proposals for a regulation of the European Parliament and of the Council, regarding the sharing of the Electronic Health Record in the European space, and the General Data Protection Regulation implemented in the European Union. After an exhaustive documentary analysis, inconsistencies or flaws were detected that could compromise the rights of citizens enshrined in the General Data Protection Regulation.

Research paper thumbnail of Os sistemas de inteligência num contexto de Homeland Defence e a tutela da privacidade

A utilização crescente das Tecnologias da Comunicação e Informação (TIC) como ferramenta privileg... more A utilização crescente das Tecnologias da Comunicação e Informação (TIC) como ferramenta privilegiada dos sistemas de inteleigência (instrumentos de salvaguarda da defesa e segurança nacional) pressupondo o tratamento de dados pessoais, veio trazer à colação a indispensabilidade de uma reflexão sobre tais operações face à necessária protecção da privacidade.info:eu-repo/semantics/publishedVersio

Research paper thumbnail of Creating Emotions Through Digital Media Art

Advances in Media, Entertainment, and the Arts, 2020

Art has a power different from all other human actions; it can produce a variety of human emotion... more Art has a power different from all other human actions; it can produce a variety of human emotions like nothing else. The main purpose of this chapter is to study the relation between media arts and emotions. Virtual environments are increasingly being used by artists; the use of immersive environments allows the media art artist to go further than express himself, allows that through contemplation and interaction the participant also becomes part of the artistic artefact. Immersive environments can induce emotional changes capable of generating states of empathy. Considering an immersive environment as a socio-technical system, where human and non-human elements interact, establishing strong relationships, the authors used actor-network theory as an approach to design an immersive artifact of digital media art. The use of neurofeedback mechanisms during the participant's exposure to immersive environments opens doors to new types of interaction, allowing to explore emotional st...

Research paper thumbnail of Software Requirements Definition Processes in Gamification Development for Immersive Environments

Advances in Medical Technologies and Clinical Practice, 2021

The implementation of gamification in immersive environments is a complex and multidimensional pr... more The implementation of gamification in immersive environments is a complex and multidimensional process. A socio-technical approach is necessary to cover all the specifications that the system needs to satisfy the needs and the purpose of its genesis. The use of virtual reality (VR) technologies in mental healthcare associated with gamification mechanisms has been gaining popularity. Two projects were developed using VR, one that allows people to experience and better understand mental health conditions through empathy construct and the other can be used to help patients with social phobia or Arachnophobia to reduce their phobias using VR solutions and real-time biofeedback. The authors analyze the aspects that influence the development of immersive environments and gamification mechanisms and propose a socio-technical methodology based on actor-network theory for the survey and definition of requirements.

Research paper thumbnail of A importância da segurança e privacidade da informação. Análise do estudo elaborado pelo Estado para a implementação do registo de saúde electrónico

A análise que tem vindo a ser efectuada, paralelamente a experiências diversas de implementação d... more A análise que tem vindo a ser efectuada, paralelamente a experiências diversas de implementação de registos de dados pessoais de utentes das unidades de saúde, em particular no que concerne à protecção da privacidade, enquanto valor intrínseco à pessoa humana, encontra novos contornos face ao recente trabalho realizado no âmbito da Administração Central dos Sistemas de Saúde para a implementação do "Registo de Saúde Electrónico". Este trabalho pretende analisar a bipolarização de interesses em questão. Por um lado o interesse público de adopção de um sistema de informação único, por outro lado a necessária protecção à privacidade do ser humano.

Research paper thumbnail of A importância da segurança e privacidade da informação. Análise do estudo elaborado pelo Estado para a implementação do registo de saúde electrónico