DigitUMa
Repositório Institucional da Universidade da Madeira
Entradas recentes
Co-designing companions in virtual natural environments for enhanced well-being: insights from dementia informal caregivers
Publication . Peres, Beatriz; Lopes, Daniel S; Jorge, Joaquim; Campos, Pedro F.; Rodrigues Jardim Rino Peres, Beatriz; Pereira Campos, Pedro Filipe; Campos, Pedro
Informal 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.
College tales: pilot study on Large Language Models generated narratives for mental health literacy
Publication . Sousa, José Pedro Vieira; Campos, Pedro; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Bala, Paulo
Mental 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.
FitFest: designing a narrative-driven exergame to engage active seniors in physical activity
Publication . 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, Mara
Exergaming 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 game
Publication . Camacho, Élton; Campos, Pedro; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Bala, Paulo; Camacho, Élton
Cognitive 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.
Financial DreamScape: puzzle narrative games for financial education
Publication . Santos, Ana; Freitas, Constança; Bala, Paulo; Campos, Pedro; Dionisio, Mara; Bala, Paulo; Campos, Pedro; Dionisio, Mara
Financial 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.
