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Publications

Publications by Hugo Paredes

2024

3D Modelling to Address Pandemic Challenges: A Project-Based Learning Methodology

Authors
Rocha, T; Ribeiro, A; Oliveira, J; Nunes, RR; Carvalho, D; Paredes, H; Martins, P;

Publication
CoRR

Abstract
The use of 3D modelling in medical education is a revolutionary tool during the learning process. In fact, this type of technology enables a more interactive teaching approach, making information retention more effective and enhancing students’ understanding. 3D modelling allows for the creation of precise representations of the human body, as well as interaction with three-dimensional models, giving students a better spatial understanding of the different organs and systems and enabling simulations of surgical and technical procedures. This way, medical education is enriched with a more realistic and safe educational experience. The goal is to understand whether, when students and schools are challenged, they play an important role in addressing health issues in their community. School-led projects are directed towards educational scenarios that emphasize STEM education, tackling relevant public health problems through open-school initiatives. By implementing an educational scenario focused on 3D modelling and leveraging technology, we aim to raise community awareness on public health issues. © 2025 Elsevier B.V., All rights reserved.

2025

Adherence, acceptability, and usability of a smartphone app to promote physical exercise in patients with peripheral arterial disease and intermittent claudication

Authors
Oliveira, R; Pedras, S; Veiga, C; Moreira, L; Santarem, D; Guedes, D; Paredes, H; Silva, I;

Publication
INFORMATICS FOR HEALTH & SOCIAL CARE

Abstract
This study presents the development and assessment of a mobile application - the WalkingPAD app - aimed at promoting adherence to physical exercise among patients with Peripheral Arterial Disease (PAD). The assessment of adherence, acceptability, and usability was performed using mixed methods. Thirty-eight patients participated in the study with a mean age of 63.4 years (SD = 6.8). Thirty patients used the application for three months, responded to a semi-structured interview, and completed a task test and the System Usability Scale (SUS, ranging from 0 to 100). The application's adherence rate was 73%. When patients were asked about their reasons for using the app, the main themes that emerged were motivation, self-monitoring, and support in fulfilling a commitment. The average SUS score was 82.82 (SD = 18.4), indicating high usability. An upcoming version of the WalkingPAD app is expected to redesign both tasks - opening the app and looking up the walking history - which were rated as the most difficult tasks to accomplish. The new version of the WalkingPAD app will incorporate participants' comments and suggestions to enhance usability for this population.

2025

Virtual reality solution to promote adapted physical activity in older adults: outcomes from VR2Care project exploratory study

Authors
De Luca, V; Qbilat, M; Cuomo, A; Bianco, A; Cesaroni, F; Lanari, C; van Berlo, A; Mota, T; Pannese, L; Brandstötter, M; Arendse, M; Mota, V; van Staalduinen, W; Paredes, H; Iaccarino, G; Illario, M;

Publication
FRONTIERS IN PUBLIC HEALTH

Abstract
Background Insufficient physical activity is one of the leading risk factors for death worldwide. Regular exercise can improve physical performance and quality of life, reduce the risks of falls and depressive symptoms, and reduce the likelihood of cognitive decline in older adults. Virtual reality (VR) and serious games (SG) are promising tools to improve physical and cognitive functioning. As part of the VR2Care project activities, four pilot sites explored the capabilities of the VR environment in a remote psychomotor training with SG and a hybrid approach with local groups of older adults performing physical activity.Objective The present study aimed to explore and measure the impact on older adults' quality of life and physical activity of using VR2Care solution and the level of usability, satisfaction and acceptance.Methods The study is a mixed method study, using qualitative and quantitative surveys to evaluate quality of life and physical activity of older users, and usability, satisfaction and acceptance of the solution. The data collection is a mix of investigator site data entry and users' self-reported data through the solutions or through online and paper-based means. Data were collected at baseline and after a follow-up of 6 weeks. Data are expressed as mean +/- standard deviation (SD) unless otherwise stated. Within the group, baseline to end of observation differences were assessed by paired sample t-test. A p = 0.05 was considered significant.Results No significant improvements in quality of life and physical activity were found. Little improvement, although not significant, in physical activity was found, comparing the Total MET average value of users who participated in phase I and II, therefore using SmartAL and Rehability. Little improvement, although not significant, in physical activity applies in >= 76 population. Users' feedback on usability, satisfaction and acceptance of VR2Care is generally positive. VR2Care was appreciated mostly for its usefulness in managing physical activity and the capacity to influence the consistency of attending physical activity sessions as prescribed by doctors.Conclusion Our results suggest that randomized controlled trial will be needed to assess correlations between specific features of the solution and health outcomes.

2024

Do we know how to develop XR applications for ASD users?

Authors
Bages, MS; Ribera, M; Paredes, H;

Publication
Proceedings of the 11th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion, DSAI 2024, Abu Dhabi, United Arab Emirates, November 13-15, 2024

Abstract
This research's aim is to check if computer engineers have an appropriate set of rules on how to develop eXtended Reality (XR) applications for users with Autism Spectrum Disorder (ASD). In order to answer this question, a literature review has been performed on the main computer science association publishing avenues: the Digital Library of the Association for Computer Machinery (ACM DL), and the Institute of Electrical and Electronics Engineers (IEEE). The research findings are synthesized in 12 recommendations, but a gap is identified in established methodologies and consolidated knowledge. © 2025 Elsevier B.V., All rights reserved.

2024

Human-Computer Interaction: empowering adults with Autism and ADHD in higher education and employability

Authors
de Raposo, JF; Paulino, D; Paredes, H;

Publication
Proceedings of the 11th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion, DSAI 2024, Abu Dhabi, United Arab Emirates, November 13-15, 2024

Abstract
Attention Deficit Hyperactivity Disorder (ADHD) and Autism Spectrum Disorder (ASD) in adults can present challenges in learning and work environments, by impacting focus, organization, social interaction, and self-esteem. The aim of this study is the potential of Human-Computer Interaction (HCI) in the empowerment of adults with ADHD and ASD. Specific difficulties faced in educational and professional settings were found through qualitative interviews with six participants. HCI seems to offer a pathway towards a more inclusive future, as educational technology solutions built on HCI principles can create better and alternative learning environments with fewer distractions and gamification for increased engagement. Assistive technologies can address challenges related to focus and organization (like task management apps, time tracking tools). Additionally, features promoting social interaction and communication can empower individuals with ASD. Technologies arising nowadays like Augmented and Virtual Reality (AR/VR) can create interactive learning experiences. Through the use of Human-Computer Interaction principles, more inclusive learning and work environments that empower individuals with ADHD and ASD can originate, while improving engagement and efficiency for all. © 2025 Elsevier B.V., All rights reserved.

2024

Leveraging WebTraceSense for User Interaction Log Analysis: A Case Study on a Visual Data Analysis Tool for the Visualization of User Interactions Logs

Authors
Paulino, D; Netto, ATC; Pinto, B; Sousa, F; Silva, G; Marinho, J; Apolinário, M; Magalhães, R; Kumar, A; Pereira, L; Rocha, A; Paredes, H;

Publication
Proceedings of the 11th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion, DSAI 2024, Abu Dhabi, United Arab Emirates, November 13-15, 2024

Abstract
The current surge in the development of web applications highlights the necessity of incorporating user-specific preferences into the design process. An innovative approach to improving these applications involves the analysis of interaction data recorded by browsers, such as the number of mouse clicks and keystrokes. The data thus obtained provides valuable insight into user behavior, enabling effective personalization of web applications. The WebTraceSense project proposes the development of a web platform designed to facilitate the customization of the visualization of interaction data from websites. The platform will include a dynamic visualization component, which will support the identification of user behaviors, and a DevOps cycle, which will help streamline software cycle processes. This article presents a case study for the examination of user interaction logs from a visual data analysis tool, utilizing the functionalities of the WebTraceSense platform to facilitate the identification of behavioral trace patterns. © 2025 Elsevier B.V., All rights reserved.

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