DigitUMa
Repositório Institucional da Universidade da Madeira
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Virtual reality exposure treatment in phobias: a systematic review
Publication . Freitas, José Rúben Silva; Velosa, Vitor Hugo Silva; Abreu, Leonardo Tadeu Nunes; Jardim, Ricardo Lucas; Santos, João Artur Vieira; Peres, Beatriz; Campos, Pedro F.; Pereira Campos, Pedro Filipe
We compare the relative efficacy of virtual reality therapy exposure (VRET) versus in
vivo therapy exposure among individuals suffering from phobias. A systematic search
was completed up to 03 April 2020, using the following databases: ACM Digital Library,
ResearchGate, IEEE, Science Direct, MIT PressJournals, Center for Direct Scientific Com
munication (CCSD) and Mary Ann Liebert Publishers. Five authors searched the databases
using the following terms: Virtual Reality, Phobia, Mental health, Computing, Therapy,
HMD, CAVE, Virtual ambient, in virtuo, Avoidance, Exposure, VRET, in vivo, Anxiety,
Agoraphobia, Social Phobia, Stimuli, Cognitive–behaviour. All studies that evaluate the
effect of in virtuo exposure towards phobia rehabilitation were selected. By reviewing
the article, each author then applied the inclusion and exclusion criteria, and 30 articles
were selected. Data extracted included the number of samples, amount of sessions, study
variables that may affect the final outcome, therapy technology. The data provided was
synthesized using a meta-analysis based on the results. The results demonstrated a posi
tive outcome of Virtual Reality Exposure Treatment in the treatment of most phobias. In
contrast, some of these treatments did not work for a few specific phobias in which the
standard procedures were more effective. The findings suggest that for some specific pho
bias treatment, Virtual Reality Exposure Treatment does not reach the in vivo exposure
level of immersion and presence. Further research is needed to perform studies with higher
dimension samples, since many papers report a low sample size and that is probably why
many of them have inconclusive results.
Increasing the museum visitor’s engagement through compelling storytelling based on interactive explorations
Publication . Rodrigues, Ana; Campos, Pedro; Cabral, Diogo; Pereira Campos, Pedro Filipe
Today, technology offers exciting and news possibilities to bring vis
itors closer to museums. The museological universe has developed a lot over the
last years, presenting today with innovative characteristics thanks to the digital
realms, losing the characteristics of traditional and static museums. As a result of
this development, the requirements of visitors increased.
In this paper, we introduce a new approach to making the visitor experience
more immersive and engaging. We present “StoryWall”, a tangible user inter
face. We created a sensorial experience by presenting the content through touch,
vision, and sound. As the main contribution to HCI in museums, we report on the
utilization of this interactive installation as a case study.
Preliminary results bring important design implications for this context: how
can one develop and implement innovative technology in museums without dis
turbing the traditional environment and other constraints? We also report on how
designers can balance the impact brought by technology in museums and ways to
inspire exploratory behaviors as well as promote collaboration among visitors.
How do motivational text messages impact motivation to exercise?
Publication . Duro, Ligia; Campos, Pedro F.; Romão, Teresa; Karapanos, Evangelos; Pereira Campos, Pedro Filipe; Karapanos, Evangelos
We study the motives of regular and non-regular exercisers’
engagement with motivational text messages and the importance
individuals attribute to visual presentation. A total of 160
individuals were surveyed (80 regular exercisers and 80 non
regular exercisers). We found regular exercisers use motivational
text messages in order to encourage their exercise routine. Non
regular exercisers use motivational text messages mainly to try
to boost their exercise motivation. Individuals, independent of
their exercise profile, prefer to see motivational text messages
presented in a mixed way, sometimes as text-only and
sometimes embedded in a visual presentation. Participants
reported that an aesthetically appealing visual presentation helps
instill a positive feeling regarding the text, and the visual
presentation was considered as important as the textual content.
We conclude with a number of implications for the design of
activity trackers.
You're the voice: evaluating user interfaces for encouraging underserved youths to express themselves through creative writing
Publication . Gonçalves, Frederica; Campos, Pedro; Hanna, Julian; Ashby, Simone; Gonçalves, Frederica; Pereira Campos, Pedro Filipe
Minority groups are the fastest growing demographic in the
U.S. In addition, the poverty level in the U.S. is the highest
it has been in the last 50 years. We argue that the communi
ty needs more research addressing this user segment, and
we present a novel study about how underserved youths
react when presented with different UI designs aimed at
promoting creative writing. The act of creative writing per
se can become the driver of change among underserved
teenagers, and researchers should strive to discover novel
UI designs that can effectively increase this target group’s
productivity, creativity and mental well-being. Using MS
Word as baseline, our contribution analyzes the influence of
a Zen-like tool (designed by the authors and called Haven),
a nostalgic but realistic typewriting tool (Hanx Writer), and
a stress-based tool that eliminates writer’s block by provid
ing consequences for procrastination (Write or Die). Our
results suggest that the Zen characteristics of our tool Ha
ven were capable of conveying a sense of calm and concen
tration to the users, making them feel better and also write
more. The nostalgic Hanx typewriter also fared very well
with regard to mental well-being and productivity, as meas
ured by average number of words written. Contrary to our
initial expectations, the stress-based UI (Write or Die) had
the lowest productivity levels.
How does the visual aesthetics of positively-framed messages impact their motivational capacity?
Publication . Duro, Ligia; Romão, Teresa; Karapanos, Evangelos; Campos, Pedro; Karapanos, Evangelos; Pereira Campos, Pedro Filipe
Many people nowadays engage with motivational text messages
embedded in a visual presentation. However, empirical studies of
the impact of textual messages on users’ motivation to exercise
have paid little attention to how their visual appeal impacts their
motivational capacity. We conducted an online experiment to
explore the impact of visual aesthetics on the motivational
capacity of positively-framed textual messages. Participants were
assigned to three conditions: positively-framed messages a)
presented as text-only (no-aesthetics), b) presented with high
visual appeal (beautiful), and c) presented with low visual appeal
(ugly). Contrary to our expectations, the perceived visual appeal
of a message show no impact on its motivational capacity in
terms of how motivating it was perceived to be, nor on extrinsic
identified behavior regulation. The implications of these results
on the design of interactive systems, and physical activity
trackers in particular, are discussed herein.
