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Publicações

Publicações por CRIIS

2025

Developing a Serious Video Game to Engage the Upper Limb Post-Stroke Rehabilitation

Autores
Silva, JA; Silva, MF; Oliveira, HP; Rocha, CD;

Publicação
APPLIED SCIENCES-BASEL

Abstract
Stroke often leads to severe motor impairment, especially in the upper limbs, greatly reducing a patient's ability to perform daily tasks. Effective rehabilitation is essential to restore function and improve quality of life. Traditional therapies, while useful, may lack engagement, leading to low motivation and poor adherence. Gamification-using game-like elements in non-game contexts-offers a promising way to make rehabilitation more engaging. The authors explore a gamified rehabilitation system designed in Unity 3D using a Kinect V2 camera. The game includes key features such as adjustable difficulty, real-time and predominantly positive feedback, user friendliness, and data tracking for progress. The evaluations were conducted with 18 healthy participants, most of whom had prior virtual reality experience. About 77% found the application highly motivating. While the gameplay was well received, the visual design was noted as lacking engagement. Importantly, all users agreed that the game offers a broad range of difficulty levels, making it accessible to various users. The results suggest that the system has strong potential to improve rehabilitation outcomes and encourage long-term use through enhanced motivation and interactivity.

2025

Post-stroke upper limb rehabilitation: clinical practices, compensatory movements, assessment, and trends

Autores
Rocha, CD; Carneiro, I; Torres, M; Oliveira, HP; Pires, EJS; Silva, MF;

Publicação
PROGRESS IN BIOMEDICAL ENGINEERING

Abstract
Stroke, a vascular disorder affecting the nervous system, is the third-leading cause of death and disability combined worldwide. One in every four people aged 25 and older will face the consequences of this condition, which typically causes loss of limb function, among other disabilities. The proposed review analyzes the mechanisms of stroke and their influence on the disease outcome, highlighting the critical role of rehabilitation in promoting recovery of the upper limb (UL) and enhancing the quality of life of stroke survivors. Common outcome measures and the specific targeted UL features are described, along with emerging supplementary therapies found in the literature. Stroke survivors often develop compensatory strategies to cope with limitations in UL function, which must be detected and corrected during rehabilitation to facilitate long-term recovery. Recent research on the automated detection of compensatory movements has explored pressure, wearable, marker-based motion capture systems, and vision sensors. Although current approaches have certain limitations, they establish a strong foundation for future innovations in post-stroke UL rehabilitation, promoting a more effective recovery.

2025

Motivating Safe Street Crossings – An EPS@ISEP 2024 Project

Autores
Högkvist, C; Haack, F; de Vries, J; Durnwalder, M; Geirnaert, M; Cordier, S; Duarte, J; Malheiro, B; Ribeiro, C; Justo, J; Silva, F; Ferreira, P; Guedes, P;

Publicação
Lecture Notes in Educational Technology

Abstract
Pedestrian safety is a pressing subject in urban areas. The disorderly sharing of streets and roads between pedestrians and vehicles leads to potentially serious accidents for pedestrians. This student project aims to tackle the issue by placing an interactive gaming device at traffic lights. SMASHY by Stempe Safety offers pedestrians an amusing and active way to discourage jaywalking. The multipurpose solution features a smashing game with buttons on one side and a screen displaying useful information on the other side. While the traffic light remains red for pedestrians, the module buttons light up and the players can start smashing the buttons as fast as possible, until the light turns green and consequently, the game ends. Ultimately, the modules are connected to an app where, if desired by the player, scores can be tracked and difficulty can vary based on user performance. Multiple modules can be placed around the city and the app will track player scores by location. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2025.

2025

Promoting Fun and Social Interaction in Public Spaces – An EPS@ISEP 2023 Project

Autores
Faber, A; Torres, Â; Boucher, E; Ljungkvist, F; Hauspie, L; Spaas, S; Duarte, J; Malheiro, B; Ribeiro, C; Justo, J; Silva, F; Ferreira, P; Guedes, P;

Publicação
Lecture Notes in Educational Technology

Abstract
In the spring of 2023, a team of European Project Semester (EPS) students enrolled at the Instituto Superior de Engenharia do Porto (ISEP) chose to foster socialisation in urban spaces. Public spaces are ideal sites to promote social interaction and community involvement. The aim of this project is then to use such places to divert attention from smartphones by promoting physical social interaction. In recent years, the combination of interactive games and technology has emerged as a potential strategy to increase the use and allure of public areas. The proposed solution, named Shift it, is a puzzle game that combines technology with old school gaming, providing a fun and unique socialising experience. The game, to be installed in public areas, has as key features inclusiveness (invites all people to play), fun (creates a healthy competitive setup) and empathy (creates puzzles by taking and scrambling user pictures). This paper presents the proposed design, which was based on state-of-the-art, ethics, market and sustainability analyses, followed by the development and testing of a proof-of-concept prototype. © The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2025.

2025

An Educational Robotics Competition - The Robotics@ISEP Open Experience

Autores
Silva, MF; Dias, A; Guedes, P; Barbosa, R; Estrela, J; Moura, A; Cerqueira, V;

Publicação
2025 IEEE INTERNATIONAL CONFERENCE ON AUTONOMOUS ROBOT SYSTEMS AND COMPETITIONS, ICARSC

Abstract
There is a strong need to motivate students to learn science, technology, engineering, and mathematics (STEM) subjects. This is a problem not only at lower educational levels, but also at college institutions. With this idea in mind, the School of Engineering of the Porto Polytechnic (ISEP) Electrical Engineering Department decided, in 2021, to launch a robotics competition in order to foster students' interest in the areas of robotics and automation. This event, named Robotics@ISEP Open, aims to raise awareness of the area of electronics, computing, and robotics among students, involving them in the use of techniques and tools in this area, and encompasses three distinct robotics competitions covering both manipulator arms and mobile robots. It is based on two main points of interest: (i) robotic competitions and (ii) outside class training in robotics, aimed at students who want support to participate in competitions. Since its first edition, the event has grown and internationalized and has already become a milestone in the academic life of ISEP. This paper presents the motivations that led to the creation of this event, its main organizational aspects, and the competitions that are part of it, as well as some results gathered from the experience accumulated in organizing it.

2025

Smart Pill Dispenser for Children - An EPS@ISEP 2024 Project

Autores
Ehrenhofer, L; Borowski, L; Oliveira, N; Steyaert, S; Kronshagen, T; Clauwaert, T; Duarte, AJ; Malheiro, B; Ribeiro, C; Justo, J; Silva, MF; Ferreira, P; Guedes, P;

Publicação
FUTUREPROOFING ENGINEERING EDUCATION FOR GLOBAL RESPONSIBILITY, ICL2024, VOL 3

Abstract
People around the globe struggle with health issues requiring regular medication. Children, in particular, suffer more and more from chronic illnesses. In 2024, a team of six EPS@ISEP students chose to design a solution for this problem, followed by the assembly and testing of the corresponding proof-of-concept prototype. The aim was to design a solution for children to take the right medication, at the right time and in the right dose, in a pleasant and engaging way, based on technical, ethical, sustainability and market analyses. Focusing on children between the ages of 8 and 12, the team decided to incorporate a motivational system based on rewards to ensure that they take their medication correctly. The outcome is billy, a pill dispenser controlled via an app which allows carers to plan doses and release rewards, and children to autonomously take their medication. The system dispenses up to 21 doses of medication to the child through fingerprint authentication, and photographs the child taking the medication to reassure carers.

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