A carregar...
22 resultados
Resultados da pesquisa
A mostrar 1 - 10 de 22
- 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.
- 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.
- 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.
- Financial DreamScape: puzzle narrative games for financial educationPublication . Santos, Ana; Freitas, Constança; Bala, Paulo; Campos, Pedro; Dionisio, Mara; Bala, Paulo; Campos, Pedro; Dionisio, MaraFinancial literacy is essential for personal and national economic well-being, demanding attention in today’s dynamic society. How ever, a concerning trend persists where individuals may lack basic fnancial knowledge; this is common even among individuals with a high level of education. This gap is especially concerning for young adults, as it prevents them from making informed decisions, managing fnances efectively, and securing a stable future. This paper presents the development and pilot evaluation of a serious puzzle game prototype to enhance fnancial literacy among young adults. The pilot evaluation (N=7) explores various game mechan ics to deliver engaging fnancial education. Initial fndings indicate promising potential for serious puzzle games in facilitating fnancial literacy. The research aims to contribute insights into pedagogi cal strategies and game design enhancements, fostering informed decision-making and economic stability among young adults.
- FitFest: designing a narrative-driven exergame to engage active seniors in physical activityPublication . Freitas, Eva; Noronha, Hildegardo; França, Cíntia; Gouveia, Élvio; Bala, Paulo; Campos, Pedro; Dionísio, Mara; França, Cíntia; Gouveia, Elvio Rúbio; Gouveia, Elvio Rúbio; Gouveia, Élvio Rúbio; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, MaraExergaming is a modern approach frequently used to promote physical activity at all ages while playing digital games. Given that physical health deteriorates with age, that older people tend to live sedentary lifestyles and that they get tired faster due to lack of physical stimulation, maintaining a healthy lifestyle and regular exercise routine is important to avoid unintentional injuries. Taking into account interviews and a focus group with seniors and fitness professionals, this paper reports on the design and development of an exergame for seniors to complement their weekly exercise classes. Fit Fest is an exergame for seniors that leverages narra tive and sociocultural connections to create an engaging exercise experience.
- 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.
- From monitoring to assisting: a systematic review towards healthier workplacesPublication . Lopes, Laís; Rodrigues, Ana; Cabral, Diogo; Campos, Pedro; dos Santos Lopes, Laís; Campos, PedroLong-term stress is associated with a decline in global health, affecting social, intellectual, and economic development alike. Although comprehensive action plans have been implemented to provide people access to mental health services and promote mental well-being, employees’ mental health generally takes second place to productivity and profit in business settings. This review paper offers an overview of the current interactive approaches used for relieving work-related stress associated with mental health. Results from the 38 included studies show that affective computing is used mainly for monitoring purposes and is usually combined with tangible interfaces that collect workers’ physiological changes. Although the ability to sense and predict employees’ affective states can potentially improve mental health in the workplace, there is a substantial disparity between monitoring one’s health and the delivery of practical interventions to mitigate stress found in the surveyed studies. Designing systems that capitalize on embodied interaction principles is paramount, especially in the post-pandemic context, as the concepts of physical and mental safety take on new meanings that must be consciously and carefully addressed, particularly in workplace settings. Finally, this paper highlights the main design implications for the effective implementation of interfaces to help mitigate stress in the workplace.
- Many cues, few clues: identifying design opportunities for digital cues in physical rehabilitation processesPublication . Peres, Beatriz; Ader, Lilian G. Motti; Campos, Pedro F.; Pereira Campos, Pedro Filipe; Campos, PedroCueing is defined as the use of external temporal or spatial stimuli to facilitate the initiation and continuation of movement. For gait rehabilitation, cues can take the form of multimodal stimuli, providing metrics and instructions for patients to correct their movements, and can be used in multiple contexts and objectives. Therefore, the design space of interactive systems for rehabilitation is quite broad and there is a lack of systematic guidance for designers who are interested in creating and evaluating novel assistive tools. We performed a systematic literature review on the usage of cues in gait rehabilitation. In this paper, we present the preliminary results of this review, focusing on the use of digital and non-digital cues combined with mobility aid such as crutches. We discuss some considerations for future studies evaluating the design of assistive devices in physical rehabilitation and provide initial recommendations for context-adaptive digital cues, opening new perspectives for tailored and personalised gait training and rehabilitation.
- The use of interactive technologies for education in pandemic and post-pandemic contexts: design implicationsPublication . Sousa, Duarte L.; Campos, Pedro; Matos, Sónia; Sousa, Duarte Luis; Campos, Pedro; Matos, SóniaThis study investigates COVID-19’s impact on the educationsystem. It captures a multidimensional representation of teachers, students, and parents’ use of information communication technologies (ICTs) Sónia Matos ITI / LARSyS, University of Edinburgh sonia.matos@iti.larsys.pt According to UNESCO [1], compulsory confinement as a response to the COVID-19 pandemic [2], [3] and the consequent school clo sures affected 94% of the world’s student population with uncertain to mitigate this disruption caused by school closures. The study analyzes the evolving influences on individual and collective be haviour amid the pandemic. The methods consisted of a 5-week longitudinal study that included a survey and multiple interviews with the three stakeholder groups. The qualitative and quantitative data yielded the analysis of ICTs usage before and during social confinement. Further to our analysis, we categorize and discuss our findings. We also interpret results to capture design implications and generate a new concept for design. To finalize, we identified students’ learning loss and learning variability as pressing issues, despite the availability of technological mediums. We believe that a collaborative learning system could mitigate such a challenge. We believe that such a system could connect students to a teaching community and imbue a sense of togetherness within the context of distance education.
- Inside the solution diamond: the role of CSTs supporting divergent and convergent thinkingPublication . Rodrigues, Ana; Cabral, Diogo; Campos, Pedro; Rodrigues, Ana Isabel; Pereira Campos, Pedro Filipe; Campos, PedroInspired by the growing development of Creativity Support Tools (CSTs) to enhance creative work over the past ten years, we in vestigate the evolution of these tools in supporting divergent and convergent thinking based on the Double Diamond model. How ever, the approaches developed so far do not represent the complete design space, indicating the existence of a limitation during the creative process. This article presents the Divergent-Convergent Thinking Framework (DCTF) to support an understanding of the composition of the creative spectrum. Based on a literature review (N=96), our framework synthesizes key categories of creativity and, particularly, research on CSTs. We propose six dimensions and four challenges and opportunities to guide the analysis of already developed CSTs, the development of future CSTs, and how to inte grate them into users’ workflow. To test its relevance, we present a possible scenario for the framework’s applicability in the context of sustainable design-oriented creativity. We demonstrate how the framework guides the selection of ideas, supporting the cyclical transition between divergent and convergent thinking.
- «
- 1 (current)
- 2
- 3
- »
