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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.