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Publicações

Publicações por HumanISE

2026

Can an LLM Detect Instances of Microservice Infrastructure Patterns?

Autores
Duarte, CE; Harrison, NB; Correia, FF; Aguiar, A; Gonçalves, P;

Publicação
CoRR

Abstract

2026

Co-Design de um Jogo Sério para Tratamento da Percepção de Tempo em Distúrbios Neurobiológicos

Autores
Leinylson Fontinele Pereira; Daniel Lima Sousa; José Everton da Silva Fontenele; António Fernando Vasconcelos Cunha Castro Coelho; Silmar Silva Teixeira;

Publicação
Journal of Health Informatics

Abstract
A percepção temporal é frequentemente comprometida em distúrbios neuropsiquiátricos, impactando a qualidade de vida. Este artigo apresenta o desenvolvimento do ‘Chronos: Odisseias Alternativas’, um jogo sério híbrido e imersivo para reabilitação da percepção temporal. Objetivos: Descrever o processo de co-design e os resultados, destacando a importância da colaboração interdisciplinar na criação de soluções tecnológicas para a saúde. Métodos: O desenvolvimento seguiu uma metodologia de co-design em dois workshops com uma equipe multidisciplinar formada por clínicos e profissionais de Tecnologia da Informação. O jogo integra tarefas cognitivas, treinamento da percepção temporal e autorrelatos emocionais, utilizando uma arquitetura de Metaverse as a Service para modular a percepção do tempo por meio de estímulos multimodais. Resultados: O co-design indicou ampla aceitação interdisciplinar e validação conceitual. Os participantes destacaram o engajamento, o potencial terapêutico para Alzheimer, Parkinson e TDAH, e a inovação da abordagem multimodal. Conclusão: O Chronos demonstra viabilidade técnica e metodológica, configurando-se como um ambiente digital multimodal promissor.

2026

Mapping the Evidence on Virtual Reality for Post-Intensive Care Syndrome: A Systematic Review and a Five-Axis VR-PICS Taxonomy

Autores
Oliveira, I; Torneiro, A; Ferreira-Coimbra, J; Sampaio, A; Morgenstern, NA; Oliveira, E; Coelho, A; Rodrigues, NF;

Publicação
BIOMEDICINES

Abstract
Background: Post-Intensive Care Syndrome (PICS), comprising physical, cognitive, and psychological impairments, affects 50-75% of Intensive Care Unit (ICU) survivors and leads to long-term deficits. Virtual Reality (VR) has emerged as a tool to reduce ICU-related stress and support recovery, yet evidence remains fragmented and heterogeneous. Objective: To systematically review the safety, feasibility, and effects of immersive VR interventions targeting PICS-related outcomes in ICU and post-ICU populations, and to introduce a standardized taxonomy to classify and compare VR interventions in critical care contexts. Methods: This systematic review followed PRISMA 2020 guidelines and was registered in PROSPERO (CRD420251174623). Seven databases (Cochrane Library, PubMed, ScienceDirect, IEEE Xplore, ACM Digital Library, SpringerLink, and Scopus) were searched from inception to 2 August 2025. Eligible studies included ICU patients receiving immersive VR via head-mounted displays and targeting at least one PICS domain. Two reviewers independently screened studies and extracted data. Methodological quality was assessed using the Mixed Methods Appraisal Tool (MMAT, 2018). Due to substantial heterogeneity, findings were synthesized narratively. Results: Eleven studies were included. The most consistent effects concerned acute psychological outcomes, with 63.6% of studies reporting reduced anxiety or distress. Evidence for physical, cognitive, or long-term outcomes was limited and inconsistent, largely due to small samples, non-randomized designs, and brief intervention dosing. Conclusion: Current evidence supports VR as a feasible adjunct for acute psychological support in ICU settings. However, meaningful rehabilitation effects remain underexplored. The Five-Axis VR-PICS taxonomy clarifies intervention heterogeneity and provides a structured framework to guide rehabilitation-oriented VR research in critical care.

2026

Identifying Testing Strategies in Conceptual Modelling Education

Autores
Cammaerts, F; Tramontana, P; Flores, N; Doorn, N; Fasolino, AR; Marin, B; Paiva, ACR; Vos, TEJ; Snoeck, M;

Publicação

Abstract
Context: Software testing is an often used method to ensure software quality, with developers spending a significant amount of time on it. However, software testing education is underrepresented in curricula, particularly with regard to Conceptual Modelling (CM), where model-level validation is important. As a consequence, graduate students are insufficiently prepared for industry-level testing. Objective: We want to understand students' behavioural patterns during model testing and their relationship to testing effectiveness.Method: We use process mining to analyze 554 interaction logs from students using a conceptual model simulation tool.Results: We identify three strategies: the coverage chaser (using feedback iteratively), the problem solver (balancing feedback with requirements focus), and the disconnected tester (avoiding feedback-driven iteration). High-coverage students integrated feedback into test loops; low-coverage students did not. Notably, high and average-coverage students achieved similar grades, suggesting a plateau where systematic testing enables sufficient educational performance without requiring maximum coverage.Conclusions: Our findings highlight the importance of teaching students to systematically use coverage feedback to guide test design in CM contexts.

2026

Combining Large Language Models with Procedural Grammars for Scenario Generation in Driving Simulations

Autores
Rodrigues, NB; Coelho, A; Rossetti, RJF;

Publicação
GRIVAPP

Abstract

2026

Beyond the Hands: Evaluating the Usability of Hands-Free Methods and Controllers for Menu Selection During an Immersive VR Experience

Autores
Monteiro, P; Peixoto, B; Gonçalves, G; Coelho, H; Barbosa, L; Melo, M; Bessa, M;

Publicação
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION

Abstract
Handheld controllers are standard in immersive virtual reality (iVR), but the rise of natural hand-based interactions exposes the limitations of hand gestures, especially for point-and-click tasks with graphical user interfaces (GUI). This shows the need to explore alternative hands-free selection methods. Unlike most studies focusing on the selection task itself, this work evaluates the impact of such methods on multiple dimensions when selections occur alongside another primary task. The tested methods were: head gaze + dwell, leaning, and voice; eye gaze + dwell, leaning, blinking, and voice; and voice-only. Controllers served as the baseline. Methods were further analyzed by pointing and confirming mechanisms. Four dimensions were analyzed: (1) iVR experience, (2) user satisfaction, (3) usability, and (4) efficiency and effectiveness. With 72 participants, results show hands-free methods provide comparable experiences to controllers, suggesting selection methods have a lower impact on the user experience when users focus on a primary task.

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