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- The athlete’s perception of parents behaviors in sport context: a study in youth handball players of the Madeira Handball AssociationPublication . Sousa, Duarte; Sousa, Duarte; Cardoso, Américo; Ramos Cardoso, Américo; Rodrigues, Ana; Rodrigues, Ana; Noite, João; Lopes, Helder; Fernando, Catarina; Fernando, Catarina; Prudente, João; Prudente, João FilipeThe participation of parents in their children's sports is very important. However, many parents end up having negative and deviant behaviours in sports and social context, generating this participation some controversy and misunderstandings. With this study, we intend to assess the perception of the athletes about the behaviour of the parents in the sport context, considering the demographic characteristics of the athletes (gender and age). The sample is composed by young handball players from the Madeira Handball Association, aged 9-16 years of both sexes (n=284, male n=122, female n=162) registered by ten clubs and with a minimum of one year of organized sports practice. For the collection of data, a questionnaire previously constructed and duly validated was used. The results confirm the perception of the role of parents in supporting their children 's sports practices, as well as motivating them for the sport. There is also a perception of the young players of a pressure exerted by the parents in obtaining immediate results and little appreciation of the progress of learning.
- CBT-Darts: identifying cognitive distortions in an immersive VR gamePublication . Camacho, Élton; Campos, Pedro; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Bala, Paulo; Camacho, ÉltonCognitive Behavioral Therapy is a empirically validated treatment for anxiety and depression. By identifying negative thinking pat terns (cognitive distortions), individuals are able to reevaluate and reframe thinking patterns for better mental health. Building on pre vious research in digital health interventions, we explore the use of games and VR for increasing awareness of cognitive distortions. CBT-Darts is an immersive VR game where players match state ments to cognitive distortions by throwing darts at balloons. By mixing a physical and cognitive task, we hope to create an engaging and fun way to teach how to identify cognitive distortions.
- Co-designing companions in virtual natural environments for enhanced well-being: insights from dementia informal caregiversPublication . Peres, Beatriz; Lopes, Daniel S; Jorge, Joaquim; Campos, Pedro F.; Rodrigues Jardim Rino Peres, Beatriz; Pereira Campos, Pedro Filipe; Campos, PedroInformal caregivers of family members with Alzheimer’s Disease and Related Dementias (ADRD) perform an often difficult and emo tionally demanding task. The combination of Virtual Natural Envi ronments (VNEs) and some form of social interaction could help meet some caregiver needs but remains unexplored. In this study, we investigate how ADRD informal caregivers envision compan ionship in the context of VR nature. Through co-design sessions with 15 ADRD informal caregivers, the thematic analysis identified four main themes: companionship needs, physical presence, vir tual presence, and characteristics and behaviors. Diverse types of companions were suggested, with a preference for empathetic, cred ible, and authentic companionship. Design opportunities include integrating physical and virtual companionship within VNEs. This research highlights the importance of designing companions that help caregivers feel understood. Considering informal caregivers’ perspectives is integral to developing interventions that effectively address their emotional and social well-being.
- Collaboration meets interactive surfaces (CMIS): walls, tables, mobiles, and wearablesPublication . Anslow, Craig; Campos, Pedro; Grisoni, Laurent; Lucero, Andres; Pereira Campos, Pedro FilipeThis workshop proposes to bring together researchers who are interested in improving collaborative experiences through the combination of multiple interaction surfaces with diverse sizes and formats, ranging from large-scale walls, to tables, mobiles, and wearables. The opportunities for innovation exist, but the ITS, CHI, CSCW, and other HCI communities have not yet thoroughly addressed the prob lem of bringing effective collaboration activities together using multiple interactive surfaces, especially in complex work domains. Of particular interest is the potential synergy that one can obtain by effectively combining different-sized surfaces and sharing information between devices.
- College tales: pilot study on Large Language Models generated narratives for mental health literacyPublication . Sousa, José Pedro Vieira; Campos, Pedro; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Bala, PauloMental health, while a crucial component of health, has often been neglected and stigmatised. University students, considering their unique situations and stressors, are more vulnerable to experienc ing mental health challenges and being affected by stigma. The use of Large Language Models (LLMs) creates an opportunity to impart knowledge through digital interventions to address stigma, misinformation, and increase Mental Health Literacy in univer sity students. Using a LLM generated prompt game, we conducted a pilot study with 5 mental health professionals. Through semi structured interviews about the prototype and the narrative, we identified several narrative problems, such as missing information or overly simplified concepts. While the prototype has limitations, the participants considered it to have potential to be integrated as a tool for professionals.
- Creativity support tools and convergent thinking: a preliminary review on idea evaluation and selectionPublication . Rodrigues, Ana; Cabral, Diogo; Campos, Pedro F.; Pereira Campos, Pedro Filipe; Campos, PedroCreativity Support Tools (CSTs) have grown exponentially in the HCI field. However, this growth has always leaned towards diver gent thinking, thus neglecting convergentthinking. Weconfirmthis information based on a preliminary review between 2012 and 2022 in the ACM Digital Library. Our findings confirm that researchers and practitioners have been primarily interested in developing tools to support idea generation, minimizing studies on evaluating and selecting ideas. We focused our research on four major points: i) the domain of the tool, ii) the type of system and interface developed in the tools, iii) the methodology used, and iv) the creative context of Pedro Campos ITI/LARSyS and WowSystems, Lda., University of Madeira pedro.campos@iti.larsys.pt the tools. Based on this information, we contribute six guidelines to support the improvement of existing CSTs and the development of new CSTs.
- DreamScape: fostering financial cognition through a serious gamePublication . Santos, Ana; Freitas, Constança; Bala, Paulo; Campos, Pedro F.; Dionisio, Mara; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, MaraFinancial literacy is critical for economic empowerment, yet access to effective financial education remains uneven. Serious games provide an interactive and accessible approach to financial education, fostering decision-making and cognitive development through im mersive gameplay. In this demonstration, we present DreamScape, a narrative-driven serious game designed to teach financial literacy through interactive storytelling and puzzle-based mini-games. By leveraging narrative immersion and problem-solving mechanics, this online demo illustrates how interactive systems and creative design can foster economic empowerment, contributing to a more financially literate and equitable society.
- Eidolon: exploring the complexities of prolonged grief disorder through a digital gamePublication . Tomé, Filipe Pinheiro; Pires, Ana Cristina; Vasconcelos, Francisco; Campos, Pedro F.; Pereira Campos, Pedro Filipe; Campos, PedroEidolon is an innovative first-person thriller game that explores prolonged grief through a thought-provoking narrative. The digital game integrates escape room mechanics based on the five stages of grief, providing an immersive experience that encourages players to reflect on emotional loss. By combining the realism of Unreal Engine and MetaHumans with live-action footage, Eidolon offers a unique approach to narrative that tackles complex psychological themes. Our game will potentially raise awareness of Prolonged Grief Disorder and contribute to the emerging research on how emotionally challenging video games can positively impact players in meaningful ways.
- Evaluating Mystiria: insights from a pilot study on intergenerational collaborative gameplay for climate change awarenessPublication . Spínola, Joana; Gonçalves, Lígia; Campos, Pedro; Dionísio, Mara; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, Mara; Bala, PauloClimate change education should be an urgent global priority for both adults and children. Usually, the existing interventions focus on one of these groups singularly, instead of engaging intergenera tional audiences. Mystiria harnesses adult-child interactions in a captivating gaming and learning experience that fosters climate change awareness. This paper delves into how Mystiria’s design and gameplay mechanics promote critical thinking and collabo ration while also educating on climate change and sustainability. Through a pretest-posttest pilot study and guided interviews with six adult-child pairs, we unveil the game’s ability to inspire inter generational dialogue, deepen understanding and spark meaningful discussions about the current world’s environmental issues. The findings from our pilot study indicate that collaborative intergener ational gameplay fosters positive learning outcomes, creating an environment for heightened knowledge transfer and awareness of climate change and sustainability. While these results need to be validated with a larger study, they highlight Mystiria’s potential as a model for intergenerational serious games.
- Exploring the creative process in a brainstorming session to develop a web-based system for idea selectionPublication . Rodrigues, Ana; Honório, David; Cabral, Diogo; Campos, Pedro F.; Pereira Campos, Pedro FilipeBetting on new and promising ideas is fundamental for innovation in various sectors, helping the world that faces so many adversi ties. To increase these ideas, the stages of evaluation and selection of ideas in the creative processes need to be improved and not neglected. To minimize this problem and contribute to the scien tific advance in the creativity-oriented HCI, we present a tool for selecting ideas used after brainstorming sessions. Our prototype is inspired by the conclusions of an observational study that we conducted with six students in a classroom, in which the students’ objective was to plan the making of a video for a social institution that helps the neediest people.
