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Publicações

Publicações por Bruno Giesteira

2010

Gestalt and Computational Perceptual Approach Brain responses tendencies given by visual and auditory basic stimuli

Autores
Giesteira, B; Travassos, J; Freitas, D; Tavares, D;

Publicação
COGNITIVE 2010: THE SECOND INTERNATIONAL CONFERENCE ON ADVANCED COGNITIVE TECHNOLOGIES AND APPLICATIONS

Abstract
GUI interfaces require considerable visual attention for their operation excluding the access to important information coded only in the layout. In an Era of mobile devices, we must enhance the auditory designs, to facilitate the interactive contents access to the blind, people with low vision, and/or in any use context. This essay is part of an experimental approach at the human perception based on the theories of form - Gestalt - and the Computational in order to process and implement the brain acquisition signal, obtaining relations between the visual and sound stimuli. We present a computational approach that underlay the electrical signal acquisition of the brain to stimuli response - "Event-Related Potentials" (P300) - based on a fundamental visual syntax that assumes the Gestalt phenomenology with new statistical interim results to the modeling multi-perceptive of information processing (visual and auditory), with the ultimate goal of framing a lexicon and/or basic patterns common that can be applied directly to a well-grounded development of GUI - "Graphic User Interfaces" and AUI - "Auditory User Interfaces".

2010

Brain's Electrical Response To Visual And Auditory Stimuli Relations Between The Two Stimuli Modalities

Autores
Giesteira, B; Travassos, J; Freitas, D; Tavares, D;

Publicação
2010 3RD INTERNATIONAL CONFERENCE ON BIOMEDICAL ENGINEERING AND INFORMATICS (BMEI 2010), VOLS 1-7

Abstract
Objective: Ascertain relations between brain responses elicited by stimuli of different modalities (visual and audiological). The stimuli used were based on some of the basic elements and concepts of the visual syntax, regarding to the Gestalt theory, and an audiological grammar based on the clinical protocols. Methods: We used Event-Related Potentials for assessing the brain's electrical response to visual and auditory stimuli. Materials: Biopac Systems Mp 150 - Data acquisition unit "MP150A.CE"; universal interface module "UIM100C"; stimulator module "STM100C", two electroencephalogram amplifier modules "EEG100C"; Ag-AgCL lead electrodes - AcqKnowledge 3.9.0 (software); SuperLab 4.0 (software) and MatlabR2008B. Results: Interim results presented in form of waveforms representing the average and standard deviation of all signals acquired for each type of stimulus. Conclusions: We can visually conclude that different modalities elicit different waveforms and certain stimuli have a more defined response than others.

2026

Challenges and Opportunities for Designing Digital Communication Interfaces for Persons with Partial Locked-In Syndrome

Autores
Amado, P; Penedos-Santiago, E; Lima, C; Simoes, S; Giesteira, B; Peçaibes, V;

Publicação
ARTSIT, INTERACTIVITY AND GAME CREATION, ARTSIT 2024, PT II

Abstract
This integrative literature review synthesizes insights from multiple disciplines to address the challenges and opportunities in designing digital communication interfaces for persons with Locked-In Syndrome (LIS). The paper highlights the importance of a multidisciplinary approach that includes ethical co-design, visual design principles, and Human-Computer Interaction (HCI). It emphasizes how important it is to have user-friendly, visually appealing, and accessible interfaces to help persons with LIS to communicate more effectively. Important technologies are evaluated for their potential to improve communication, including Augmented and Virtual Reality (AR & VR), Eye Tracking, and Brain-Computer Interfaces (BCI). To guarantee that the emerging technologies are both efficient and considerate of user demands, the review emphasizes the significance of ethical considerations and patient-centered design. This study intends to direct future design-based action research in constructing functional digital communication systems, using head-mounted Extended Reality (XR) technologies, by combining the various research findings from the review.

2025

Yama's Liberation: Co-designing a ludic educational system to support teens' group therapy

Autores
Peçaibes, V; Cardoso, P; Giesteira, B; Castro, L; Lima, L;

Publicação
INTERACTION DESIGN AND ARCHITECTURES

Abstract
Digital media can contribute to emergence of eating disorders by reinforcing idealised body standards, generating dissatisfaction with body image and encouraging conditions such as anorexia nervosa. Excessive use of the internet intensifies self-control difficulties, such as impulsivity, hyperactivity and behavioural problems, aggravating the situation. In this context, games can act as effective tools for prevention and treatment, stimulating self-knowledge, communication, behavioural change, and understanding of the disease. In anorexia, wellbeing is impaired by the demands of the disorder, which affects various life's dimensions. This article presents the co-design process to the creation and playtesting of a board game called Yama's Liberation, developed with patients and health professionals. The game was useful in promoting self-control, empathy, collective reflection, and flexibility of thought, contributing to mental, social, and digital wellbeing. While the game does not directly address the pathology itself, it has the potential to encourage adoption of positive behaviours among players.

2026

Before the Interface

Autores
Giesteira, B; Santiago, E; Sousa, A; Amado, P; Gonçalves, F;

Publicação
Reshaping Health Promotion and Disease Prevention Through Digital Innovation

Abstract
This chapter explores the innovative development and integration of tailored user research instruments to inform digital health solutions for People Living with Amyotrophic Lateral Sclerosis (PALS) exhibiting characteristics of partial Locked-In Syndrome (LIS). Addressing the complex interplay of motor, cognitive, and emotional impairments typical of this population, the study proposes a synergistic framework combining three adapted instruments: the ALS Functional Rating Scale-Revised (ALSFRS-R/EX), the User Experience Questionnaire Plus (UEQ+), and a bespoke Cognitive-Motor-Emotional (CME) Observation Grid. These instruments were tailored to detect subtle variations in user function, affect, and interaction. Results show how embodied and sensory drawing participatory methods and customisation of instruments, along with semi-structured questionnaire and interviews with caregivers, can yield actionable insights for designing a model for solutions in neurodegenerative or communication-limiting contexts beyond Augmentative and Alternative Communication (AAC).

2026

Ikigai Play

Autores
Giesteira, B; Souza, T; Sousa, A; Rodrigues, L; Maior, GV;

Publicação
Reshaping Health Promotion and Disease Prevention Through Digital Innovation

Abstract
This chapter is grounded in the results of the ERASMUS+ funded project SmartAgeCare, which investigated active and healthy ageing strategies across eight European countries. The project aims to foster digital inclusion, civic participation, and psychosocial well-being among older adults by exploring innovative models of engagement. This chapter introduces the concept of 'Ikigai Play' as a transdisciplinary framework rooted in a meta-narrative review and inspired by the Japanese philosophy of Ikigai—meaning 'reason for being'. Synthesising evidence from national studies and digital ageing strategies, the chapter identifies regional disparities, psychosocial drivers, and the transformative potential of inclusive technologies. 'Ikigai Play' is proposed as a culturally adaptive model to support autonomy, well-being, and digital health equity.

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