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About

About

Nuno Feixa Rodrigues is an Associate Professor of Science and Technology of Programming at the School of Technology of the Polytechnic Institute of Cávado e Ave (EST-IPCA). He was the Director of EST-IPCA and the DIGARC - Digital Games Research Center between 2011 and 2017. He graduated in Mathematics and Computer Science in 2003 and obtained a PhD in Computer Engineering in 2009, both at the University of Minho. Between 2009 and 2010, he received a post-doctorate grant for researching programming methods to support the validation of cryptographic software in the European project CACE (Computer Aided Cryptography Engineering). Between 2019 and 2021, he was a member of the Board of Directors of the Foundation for Science and Technology (FCT) and General Coordinator of the National Initiative for Digital Skills (INCoDe.2030). During this period, he coordinated several national digital projects of strategic interest, namely the National Artificial Intelligence Strategy and the National Advanced Computing Strategy. He is currently the Portuguese representative in several international digital forums, namely the OECD Blockchain Expert Policy Advisory Board, the European Commission Digital Single Market Strategic Group, and the OECD Network of AI Experts. Nuno Rodrigues coordinated and participated in several research projects in different application areas of computer science and digital technologies, having published more than 50 scientific articles and participated in several international scientific committees. His main research interest is the study of human behaviour and computing technologies for the design of new systems in real world settings to improve the quality of everyday life.

Interest
Topics
Details

Details

  • Name

    Nuno Feixa Rodrigues
  • Cluster

    Computer Science
  • Role

    External Research Collaborator
  • Since

    01st November 2011
001
Publications

2022

Designing a Music-Based Game for Training Pattern Recognition Control of a Myoelectric Prosthesis

Authors
Bessa, D; Rodrigues, NF; Oliveira, E; Kolbenschlag, J; Prahm, C;

Publication
Biosystems and Biorobotics

Abstract
Access to early myoelectric training can be a crucial step in mastering prosthesis control. Controlling a prothesis is a cognitively demanding task with high rejection rates. Serious games not only provide patients with an opportunity to train their myoelectric control, but also help maintain their engagement throughout the extensive rehabilitation process. This work proposes a novel serious game design to train machine learning based myoelectric control, implemented in the form of a music-based app. The prototype of the game was evaluated by seven able-bodied participants and three clinical professionals with regard to system usability and motivation. Results showed positive outcomes in motivation, and a need for specific system usability improvements. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

2022

Design principles for cognitive and physical rehabilitation of ICU patients using Virtual Reality (VR)

Authors
Oliveira, I; Afonso, A; Oliveira, E; Coimbra, J; Rodrigues, NF;

Publication
2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)

Abstract

2022

11th Symposium on Languages, Applications and Technologies, SLATE 2022, July 14-15, 2022, Universidade da Beira Interior, Covilhã, Portugal

Authors
Cordeiro, J; Pereira, MJ; Rodrigues, NF; Pais, S;

Publication
SLATE

Abstract

2021

Hand Rehabilitation with Virtual Reality: Preliminary learning results

Authors
Pereira, MF; Oliveira, E; Rodrigues, NF; Bressler, M; Kolbenschlag, J; Prahm, C;

Publication
SeGAH 2021 - 2021 IEEE 9th International Conference on Serious Games and Applications for Health

Abstract
This work reports on preliminary findings about the learning process of a diverse set of users playing an immersive Virtual Reality serious game based on hand tracking to complement conventional occupational therapy in hand rehabilitation. Two test sessions with a one-day break between them were carried out with seven able-bodied participants. Participants went through twenty minutes guided functional task practice followed by a Semi-structured interview. The System Usability Scale (SUS) scores obtained for the first (75.36) and second (76.43) test sessions positioned the serious game above the average in terms of usability. Insights about the learning process., SUS and the obtained trial results., confirm the potential of the developed solution as a viable complement to conventional hand rehabilitation and highlight possible points for improvement. © 2021 IEEE.

2020

Guest Editorial: Special Issue on Serious Games for Health

Authors
Duque, D; Vilaca, JL; Zielke, MA; Dias, N; Rodrigues, NF; Thawonmas, R;

Publication
IEEE TRANSACTIONS ON GAMES

Abstract