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Publicações

Publicações por HumanISE

2024

Assessing the Clinical Efficacy of Virtual Reality Interventions in Post-Intensive Care Syndrome: A Systematic Review

Autores
Oliveira, I; Torneiro, A; Reis, R; Oliveira, E; Ferreira Coimbra, J; Paredes, H; Brugada Ramentol, V; Morgenstern, NA; Coelho, A; Rodrigues, NF;

Publicação

Abstract

2024

LITERATURE REVIEW ON THE APPLICATION OF ENTRECOMP FRAMEWORK IN UNIVERSITY SETTINGS

Autores
Osipovskaya, E; Coelho, A; Tasi, P;

Publicação
EDULEARN Proceedings - EDULEARN24 Proceedings

Abstract

2024

COMPARATIVE ANALYSIS OF EXISTING FRAMEWORKS ON TRANSVERSAL COMPETENCES FOR HIGHER EDUCATION

Autores
Elizaveta Osipovskaya; António Coelho;

Publicação
INTED2024 Proceedings

Abstract

2024

The creation and impact of visual narratives for science and health communication

Autores
Magalhaes, J; Coelho, A; Jarreau, P;

Publicação
FRONTIERS IN COMMUNICATION

Abstract
[No abstract available]

2024

Melanoma prevention using an augmented reality-based serious game

Autores
Ribeiro, N; Tavares, P; Ferreira, C; Coelho, A;

Publicação
PATIENT EDUCATION AND COUNSELING

Abstract
Objectives: The purpose of this study was to field-test a recently developed AR-based serious game designed to promote SSE self-efficacy, called Spot. Methods: Thirty participants played the game and answered 3 questionnaires: a baseline questionnaire, a second questionnaire immediately after playing the game, and a third questionnaire 1 week later (follow-up). Results: The majority of participants considered that the objective quality of the game was high, and considered that the game could have a real impact in SSE promotion. Participants showed statistically significant increases in SSE self-efficacy and intention at follow-up. Of the 24 participants that had never performed a SSE or had done one more than 3 months ago, 12 (50.0%) reported doing a SSE at follow-up. Conclusions: This study provides supporting evidence to the use of serious games in combination with AR to educate and motivate users to perform SSE. Spot seems to be an inconspicuous but effective strategy to promote SSE, a cancer prevention behavior, among healthy individuals. Practice implications: Patient education is essential to tackle skin cancer, particularly melanoma. Serious games, such as Spot, have the ability to effectively educate and motivate patients to perform a cancer prevention behavior.

2024

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

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

Publicação
PROCEEDINGS OF THE 11TH INTERNATIONAL CONFERENCE ON SOFTWARE DEVELOPMENT AND TECHNOLOGIES FOR ENHANCING ACCESSIBILITY AND FIGHTING INFO-EXCLUSION, DSAI 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.

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