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Publications

Publications by HumanISE

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.

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

The hierarchical importance of patent's characteristics to licensing: An analysis through Random Forest

Authors
Reis, AA; Leite, RAS; Walter, CE; Reis, IB; Goncalves, R; Martins, J; Branco, F; Au Yong Oliveira, M;

Publication
EXPERT SYSTEMS

Abstract
The purpose of this study is to ascertain the hierarchical importance of a patent's characteristics to licensing. This research has a causal-exploratory purpose, in that it sought to establish relationships between variables. This research aims to identify which characteristics are influential in the licensing of Brazilian academic patents in the biotechnology and pharmaceutical technology fields, based on the mining of data contained in licensed and unlicensed patent documents. Which characteristics of Brazilian academic patents are most influential in their licensing potential? An analysis through Random Forest was performed. To the best of our knowledge, there are no studies in Brazil using machine learning to identify which characteristics are influential in licensing a particular academic patent, especially given the difficulty of gathering this information. We found that regardless of the measure used, the three most critical licensing characteristics for the Biotechnology and Pharmaceutical patents analysed are Patent Scope, Life Cycle, and Claims. At the same time, the least important is the Patent Cooperation Treaty. The relevance of this research is based on the fact that after identifying which intrinsic characteristics influence the final value and licensing probabilities of a given patent, it will be possible to develop mathematical models that provide accurate information for establishing technology transfer agreements. In practical terms, the results suggest that greater patent versatility, combined with lifecycle management and a technical effort to build strong claims, increases the licensing potential of academic biopharmaceutical patents.

2025

The impact of digital influencers on product/service purchase decision making-An exploratory case study of Portuguese people

Authors
Caiado, F; Fonseca, J; Silva, J; Neves, S; Moreira, A; Gonçalves, R; Martins, J; Branco, F; Au Yong Oliveira, M;

Publication
EXPERT SYSTEMS

Abstract
The growing use of technology and social media has resulted in the emergence of digital influencers, a new profession capable of changing the mentalities and behaviours of those who follow them. This study arises to better understand the potential impact digital influencers might have on the Portuguese population's purchase behaviour and patterns, and for this purpose, seven hypotheses were formulated. An online questionnaire was conducted to respond to these theoretical assumptions and collected data from 175 respondents. A total of 129 valid answers were considered. It was possible to conclude that purchase intention does not necessarily translate into a purchase action. It was also concluded that the relationship between social network use and the purchase of products/services recommended by influencers is only statistically significant for Instagram. Furthermore, the individuals' generation is not statistically significant / linked with purchasing a product/service recommended by influencers. Yet further, a small percentage of respondents have also identified themselves as impulsive shoppers and perceived Instagram as their favourite social network. With the results of this study, it is also possible to state that the influencer's opinion was classified as the last factor considered in the purchase decision process. Additionally, there is a weak negative association between purchasing a product/service recommended by influencers with sponsorship disclosure and remunerated partnership, which decreases credibility and discourages purchasing, in Portugal, a feminine culture which dislikes materialism.

2025

Bridging the gaps: an updated mapping of the uses of immersive learning environments

Authors
Morgado, L; Beck, D; O'Shea, P;

Publication
VIRTUAL REALITY

Abstract
Since publication of the 2020 survey of surveys, Finding the gaps about uses of immersive learning environments: a survey of surveys, the field of immersive learning environments has experienced substantial growth and diversification. This updated review systematically maps recent developments by analyzing 64 new literature surveys published after the original corpus date, significantly expanding the corpus from 47 to 111 reviews. Through thematic content analysis, our study identifies and integrates five new educational use themes-Games, Observation, Personification, Storytelling, and Student Authoring-and revises existing categories based on recent research. We observed shifts in the prevalence of themes, most notably an increase in uses related to data collection, interactive exploration and manipulation, contextual/media integration, and physical world simulation. We also discussed these changes in relation to recent technological advancements and the influence of emergency remote teaching during the COVID-19 pandemic. Moreover, our results provide an updated representation of immersive learning uses within the conceptual framework of immersion dimensions (system, narrative, agency), updating current research clusters and persistent gaps. By illustrating areas with limited exploration, such as highly interactive narrative experiences, or low-technology interactive uses, this paper informs future research directions and contributes to an understanding of how immersive environments are being employed for learning. This comprehensive mapping thus serves as a resource for researchers and educators aiming to leverage immersive learningenvironments. This paper builds on a shorter version accepted for inclusion in the proceedings of the iLRN 2025 conference, offering expanded results, additional analyses, and extended discussion that clarifies and deepens the original findings.

2025

How Museums Are Changing Their Visitors’ Experience with New Formats and Approaches to Digital Storytelling

Authors
Lacet, D; van Zeller, M; Martins, P; Morgado, LC;

Publication
Communications in Computer and Information Science

Abstract
This study focuses on exploring new formats and innovative approaches to digital storytelling in museums, offering a critical analysis of existing formats and proposing new perspectives. Initially, current digital storytelling formats are examined, ranging from mobile applications and augmented reality to interactive and multimedia exhibitions. Next, new paradigms and strategies are discussed that aim to expand the possibilities of public engagement and enrich museum experiences. Using a detailed method, careful selections, in-depth analyses and presentation of results are made that highlight both the potential and challenges of these new approaches. The final discussion contextualizes these practices in the current scenario of digital culture and suggests paths for future investigations and developments in the field of digital storytelling in museums. © 2025 Elsevier B.V., All rights reserved.

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