2025
Autores
Amarti, K; Schulte, MHJ; Kleiboer, A; van Genugten, C; Oudega, M; Rocha, A; Riper, H;
Publicação
Abstract Depressive symptoms are common among older adults and can significantly impact their quality of life. Yet, many older adults face barriers to accessing psychological treatment. Internet-based cognitive behavioural therapy (iCBT) is a promising alternative to face-to-face treatments, but its feasibility among older adults is less researched. This study evaluated the feasibility of guided iCBT for adults aged 55 and older with mild to moderate depressive symptoms recruited from the general population. Single-group, pretest-post-test design (N = 21) in which all participants received guided iCBT for 8 weeks. Assessments were taken at baseline (T0), and postintervention (T1). The primary outcome is feasibility conceptualized as satisfaction, usability, engagement and uptake with iCBT. Secondary outcome measures included depression severity, working alliance, and technical alliance. Participants were mostly highly educated (62%), female (86%), had an average age of 59.85 (range 55 – 68), and reported moderate digital literacy on average. Feasibility outcomes indicated high satisfaction and engagement, and moderate usability. Working alliance was rated as good by both participants and coaches and technical alliance was rated as moderate by the participants. There was a non-significant modest decrease in depressive symptoms (Cohen’s d=0.47). Of the 20 participants that started the intervention, all completed the first two modules, but completion declined across the remaining six modules, with only one participant completing all modules. This study found that guided iCBT can be a feasible option for older adults experiencing depressive symptoms, with participants reporting generally positive satisfaction, engagement and a moderate therapeutic bond with their coaches. However, below average usability ratings and a moderate technical alliance suggest that some aspects of the platform require improvement. Future research should focus on improving usability, adherence, and testing the intervention in larger, more diverse population.
2025
Autores
Ala, RR; Gonçalves, G; Lopes, LS; Dantas, TF; Paulino, D; Netto, AT; Guimarães, D; Rocha, A; Vivacqua, AS; Paredes, H;
Publicação
SMC
Abstract
Large Language Models (LLMs) are widely used today in virtual assistants and content generation. However, there are suspicions that LLMs present confirmation bias, responding in a way that reinforces beliefs or assumptions embedded in users' questions, which can lead to erroneous decision-making, especially in sensitive areas such as healthcare. The objective of this research is to determine how often and under what conditions LLMs present confirmation bias and to identify the causes of this effect. The methodology involves conducting an experiment in which 52 biased healthcare questions are presented to 10 of the most popular models and analyzing whether their responses were biased. This work proves with statistical power the behavior of confirmation bias. We show that confirmation bias in LLMs occurs in all LLMs with a frequency of 20% to 60% of the occasions. The evidence suggests that the bias arises from the training database, the Transformer architecture itself, and the instructions in the fine-tuning phase by the companies behind the LLMs. This research explores pathways for the development of trustworthy LLMs.
2025
Autores
Cassola, F; Cavaleiro, V; Lacet, D; Correia, M; Oliveira, MA; de Carvalho, AV; Morgado, L;
Publicação
OCEANS 2025 BREST
Abstract
Digital Twins (DTs) for the ocean are rapidly emerging as essential tools for understanding, forecasting, and managing environmental phenomena. However, most existing DT visualization solutions are tightly coupled to specific platforms and lack semantic coherence and interoperability-challenges that are particularly critical in federated and distributed DT systems. Furthermore, visualizing dynamic and spatio-temporal behaviors, such as oil spills, across multiple rendering environments remains a complex, platform-dependent task. In this paper, we present VChor, a domain-agnostic virtual choreography framework designed to address these limitations. Our approach integrates model-driven engineering, semantic web technologies, and platform-independent representations to support the declarative specification of behaviors and visual mappings. A single VChor instance describes spatio-temporal dynamics and associated actions, and can be interpreted by multiple visualization engines (e.g., Unity3D and CesiumJS) without the need for code recompilation or platform-specific programming. We demonstrate our approach through a real-world oil spill monitoring use case, developed in the context of the ILIAD H2020 project, and encapsulated within a modular Application Package. This package automates the generation, validation, and transformation of virtual choreographies from raw data to platform-specific outputs. The framework promotes interoperability, reusability, and scalability, while supporting FAIR principles in environmental Digital Twin workflows. The findings highlight VChor's potential to streamline scenario modeling, enable cross-platform visualization, and support decision-makers with accurate, flexible, and reusable visual representations of ocean dynamics.
2025
Autores
Paulino, D; Carvalho, A; Cassola, F; Paredes, H; Lopes, J; Oliveira, M;
Publicação
2025 28TH INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED COOPERATIVE WORK IN DESIGN, CSCWD
Abstract
In recent years, the development of Decision Support Systems (DSS) has played an instrumental role in the advancement of offshore renewable energy projects, particularly within the blue energy sector. Notwithstanding the technological advancements that have been made, the acceleration of such projects continues to be impeded by significant obstacles related to stakeholder engagement, feasibility assessment, and policy compliance. The objective of this study is to propose a design for a DSS for accelerating the construction of blue offshore energy platforms. This is to address the aforementioned challenges by integrating insights from stakeholder feedback and innovation trends. A participatory action study was conducted through a workshop with a diverse group of experts (n=20), including policymakers, practitioners, researchers, and public entities involved in offshore energy projects. The evaluation facilitated the determination of the DSS's efficacy in addressing user requirements and the identification of areas for enhancement. This study proposes a model for integrating stakeholder insights into technological solutions for offshore energy installations, thus offers significant contributions to the domain of sustainable blue energy development.
2025
Autores
Lacet, D; Cassola, F; Valle, A; Oliveira, M; Morgado, L;
Publicação
2025 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS, VRW
Abstract
This paper presents a solution for visualizing oil spills at sea by combining satellite data with virtual choreographies. The system enables dynamic, interactive visualization of oil slicks, reflecting their shape, movement, and interaction with environmental factors like currents and wind. High resolution geospatial data supports a multiplatform experience with aerial and underwater perspectives. This approach promotes independence, interoperability, and multiplatform compatibility in environmental disaster monitoring. The results validate virtual choreographies as effective tools for immersive exploration and analysis, offering structured data narratives beyond passive visualization especially valuable for mixed reality applications.
2025
Autores
Ribeiro, R; de Carvalho, AV; Rodrigues, NB;
Publicação
IEEE TRANSACTIONS ON GAMES
Abstract
Creating content for digital video game is an expensive segment of the development process, and many techniques have been explored to automate it. Much of the generated content is graphical, ranging from textures and sprites to typographical elements and user interfaces. Numerous techniques have been explored to automate the generation of these assets, with recent advancements incorporating artificial intelligence methodologies, such as deep learning generative models. This study comprehensively surveys the literature from 2016 onward, focusing on using machine learning to generate image-based assets for video game development, reviewing the deep learning approaches employed, and analyzing the specific challenges found. Specifically, the deep learning approaches employed, the problems addressed within the domain, and the metrics used for evaluating the results. The study demonstrates a knowledge gap in generative methods for some types of video game assets. In addition, applicability and effectiveness of the most used evaluation metrics in the literature are studied. As future research prospects, with the increase in popularity of generative AI, the adoption of such techniques will be seen in automation processes.
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