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- Fostering collaboration in kindergarten through an augmented reality gamePublication . Campos, Pedro; Pessanha, Sofia; Jorge, JoaquimKindergarten children are a very special class of users, since they are in a primary stage of life, when they must learn how to live in society, e.g. to listen and respect the others’ opinions, share the same objects and also help each other. This study presents an Augmented Reality game, in which kinder garten children were able to collaborate in a spontaneous way supported by motivation, enjoyment and curiosity. This game allows children to explore concepts like the animals and the en vironments they live in by using Augmented Reality markers and a wooden board. These markers are the game pieces and through them children are able to manipulate 3D virtual models. Experiments were performed with several classes of students in different schools. Results suggest that the game is effective in maintaining high levels of motivation and collaboration among children, particularly when using immediate feedback.
- The challenges of designing for diverse users: an interactive tourism officePublication . Campos, PedroPublic information systems face unique design challenges that sometimes arise from the need to support a diverse range of users, e.g. tourists, senior users, passers-by, children and teenagers. This case study presents a design approach towards the development of a fully interactive tourism information office. More effort should be put into how we can more effectively work collaboratively with stakeholders in order to better define the interaction design aspects of this kind of projects. In this context, we argue that human work interaction design can be a solid, useful approach to better support the diversity of public information systems’ users.
- Interactive installations: tales from the trenchesPublication . Campos, Pedro; Campos, Miguel; Jorge, Joaquim A.Breakthrough innovation can be interpreted as research translated in to products that the market accepts. The process of market translation of several products developed by WowSystems, a Portuguese company specialized in novel interaction paradigms, is explained in this paper as a case study shedding some light into how innovation centers can better promote innovation, in the form of well-succeeded products. We describe two paradigmatic “tales from the trenches” and conclude with some guidelines that were outlined on the basis of more than three years delivering fifty interactive installations.
- Virtual reality gaming in rehabilitation after musculoskeletal injur: user experience pilot studyPublication . Gouveia, Élvio Rúbio; Campos, Pedro; França, Cristiano S.; Rodrigues, Louis M.; Martins, Francisco; França, Cíntia; Gonçalves, Frederica; Teixeira, Fernando; Ihle, Andreas; Gouveia, Bruna R.The purposes of this study were twofold: (1) to describe a new technological solution for the rehabilitation of musculoskeletal injuries based on virtual reality (VR) gaming, and (2) to analyze the variation in rated perceived exertion (RPE) and heart rate (HR) of the participants when undergoing a rehabilitation session based on different VR games. Thirty-seven participants aged 23.7 ± 7.0 years tested during five customized VR games to provide a complete rehabilitation session after a musculoskeletal injury. The results of the Friedman test indicated a statistically significant difference in RPE scale and HR across the five VR games throughout a complete rehabilitation session (χ2 (4, n = 35) = 75.59; p < 0.001 and χ2 (4, n = 35) = 27.75, p < 0.001, respectively). RPE and HR increased significantly from Game 1 to Game 2 (z = –5.16, p < 0.001), from Game 1 to Game 3 (z = – 5.05, p < 0.001), from Game 1 to Game 4 (z = –4.87, p < 0.001), and from Game 1 to Game 5 (z = –3.61, p < 0.001). Moreover, the results showed a high perceived usability of the system, greater intrinsic motivation to perform the rehabilitation exercises, a high level of immersion, and a good experience in the VR gaming environment. Our study stimulates extended intervention programs following up on this immersive virtual reality rehabilitation system to support soccer players recovering from musculoskeletal injuries.
- Muscle strength and balance as mediators in the association between physical activity and health-related quality of life in community-dwelling older adultsPublication . Maio Nascimento, Marcelo de; Gouveia, Bruna R.; Gouveia, Élvio Rúbio; Campos, Pedro; Marques, Adilson; Ihle, AndreasLower extremity muscle strength (LEMS) and body balance (BB) are essential for older adults to maintain an upright posture and autonomously perform their basic activities of daily living. This study aimed to examine whether LEMS and BB mediate the relationship between physical activity (PA) and health-related quality of life (HRQoL) in a large sample of community-dwelling older adults. This is a cross-sectional study carried out with 802 individuals, 401 males and 401 females (69.8 ± 5.6 years), residents of the Autonomous Region of Madeira, Portugal. PA and HRQoL were assessed by the Baecke Questionnaire and e SF-36, respectively. LEMS was assessed by the Senior Fitness Test and BB by the Fullerton Advance Balance (FAB). The serial mediation pathway model pointed out that LEMS and BB partially mediated the association between PA and HRQoL in approximately 39.6% and 47%, respectively. The total variance in HRQoL explained by the entire model was 98%. Our findings may indicate the role that LEMS and BB play in the relationship between PA and HRQoL in the older population.
- How workstyle transitions influence the tools' perceptions of usePublication . Campos, Pedro
- Raising awareness of smartphone overuse among university students: a persuasive systems approachPublication . Abreu, Carlos; Campos, Pedro F.Smartphone overuse can lead to a series of physical, mental and social disturbances. This problem is more prevalent among young adults as compared to other demographic groups. Additionally, university students are already undergoing high cognitive loads and stress conditions; therefore, they are more susceptible to smartphone addiction and its derived problems. In this paper, we present a novel approach where a conversational mobile agent uses persuasive messages exploring the reflective mind to raise users’ awareness of their usage and consequently induce reduction behaviors. We conducted a four-week study with 16 university students undergoing stressful conditions—a global lockdown during their semester—and evaluated the impact of the agent on smartphone usage reduction and the perceived usefulness of such an approach. Results show the efficacy of self-tracking in the behavior change process: 81% of the users reduced their usage time, and all of them mentioned that having a conversational agent alerting them about their usage was useful. Before this experiment, only 68% of them considered such an approach could be useful. In conclusion, users deemed it essential to have an engaging conversational agent on their smartphones, in terms of helping them become more aware of usage times.
- Mild place illusion: a virtual reality factor to spark creativity in writingPublication . Gonçalves, Frederica; Campos, PedroDevelopments in Virtual Reality (VR) technology have modified the creative potential of each individual. We introduce a new con cept, called "mild place illusion", as a new paradigm for designing VR-based user interfaces targeted at stimulating creativity. We show that for creative tasks - such as creative writing, new product ideation, and brainstorming - a "just-enough" amount of place illu sion leads to a greater self-perception of creativity, as opposed to a "full-level" place illusion. This is a somewhat unexpected result since one would suppose, a priori, to have the full-level place illu sion as the optimal setup for stimulating creativity. We considered that the methodology in this work was fairly complex, but our re sults show – through a data triangulation approach – that we were able to identify more consistent and personal creative experiences. Therefore, the main contribution of this paper is a new paradigm for designing VR user interfaces targeted at stimulating creativity by showing that a “one-illusion interspace” leads to a greater self perception of creativity.
- CreaSenses: fostering creativity through olfactory cuesPublication . Gonçalves, Frederica; Cabral, Diogo; Campos, PedroSmell is a strong trigger of memories and creativity. Different smells can create sensitive environments that can foster creative tasks. In this paper, we present CreaSenses, a study that includes olfactory cues, representing different types of sensitive environ ments such as “food” and “ambience” in a within-subject design. Our aim was to obtain a deeper understanding of which smell cues promote higher levels of creativity during the process of creative writing. We discuss the results in the light of creative senses and potential implications for the design of creativity support tools. In addition, our study was evaluated trough the Creativity Support Index.
- The Mediating Role of Physical Activity and Physical Function in the Association between Body Mass Index and Health-Related Quality of Life: A Population-Based Study with Older AdultsPublication . Nascimento, Marcelo de Maio; Gouveia, Élvio Rúbio; Gouveia, Bruna R.; Marques, Adilson; Campos, Pedro; García-Mayor, Jesús; Przednowek, Krzysztof; Ihle, AndreasThis study aimed (1) to investigate the association between body mass index (BMI), physical activity (PA), and physical function (PF) with health-related quality of life (HRQoL), and (2) to examine in-depth whether PA and PF mediate the relationship between BMI and HRQoL in older adults. We investigated 802 individuals (mean age 69.8 ± 5.6 years), residents of the Autonomous Region of Madeira, Portugal. Harmol and PA were assessed using the SF-36 and Baecke questionnaires, respectively, and PF by the Senior Fitness Test. The prevalence of overweight was 71.3%, 26.5% for normal weight, and 2.1% for underweight. We verified a small correlation between age and sex with BMI, PA, PF, and medium borderline with HRQoL. After adjusting for covariates (i.e., sex, age, comorbidities), the multivariate regression analysis indicated a 93.1% chance of improvement in HRQoL for low BMI, while PA and PF revealed a chance of increasing HRQoL by 91.8% and 60.0%, respectively. According to the serial mediation pathway, PA and PF partially mediated the association between BMI and HRQoL by 32.3% and 81.5%, respectively. The total variance of the model was 90%. It was concluded that BMI can negatively affect HRQoL. On the other hand, PA and PF are able to increase HRQoL levels during the aging process.