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Detalhes

Detalhes

  • Nome

    Bruno Giesteira
  • Cargo

    Investigador Colaborador Externo
  • Desde

    01 julho 2016
001
Publicações

2022

Designing User Interaction with Linked Data in Historical Archives

Autores
Guedes, C; Giesteira, B; Nunes, S;

Publicação
ACM JOURNAL ON COMPUTING AND CULTURAL HERITAGE

Abstract
In this article, we present solutions to visualize and interact with linked data in historical archives considering three different scenarios: search, individual record view, and creation of relationships. The created solutions were designed using nonfunctional mockups and were based on the CIDOC-CRM model, a model created and applied in the museums community liable to be extended to other cultural heritage institutions, being our solutions an application of this model to archives. A sample of 20 archival professionals was selected to evaluate the elements included in the proposed solutions. The evaluation sessions consisted in structured interviews supported by an introductory video and a survey. The think-aloud protocol was applied during the sessions. We conducted both a quantitative and qualitative analysis to the collected answers. From this analysis, we conclude that the majority of the participants showed great receptivity to the solutions presented and recognized many benefits in the application of linked data. Our contributions also include an exploratory study of some existing linked data systems, giving particular attention to their visualization and interaction modes.

2021

Positive Play

Autores
Cardoso, P; Peçaibes, V; Giesteira, B; Castro, LCd;

Publicação
Advances in Medical Technologies and Clinical Practice - Handbook of Research on Solving Modern Healthcare Challenges With Gamification

Abstract
This chapter's first goal is to present the concept of Positive Play as an expression of play focused on social, psychological, and physical well-being and human potential. It presents some of its foundations in the form of eight maxims that emerged from an analysis on various games developed in the industry and in research settings. Afterwards, it demonstrates of how Positive Play can be integrated in different contexts of action, from diagnosis and intervention to contexts focused on prevention and promotion of awareness and knowledge in the scope of mental health, regarding treatment for Anorexia Nervosa, through a series of in-progress case studies in the form of game prototypes.

2021

Carnival Play

Autores
Giesteira, B; Silva, J; Sarmento, T; Abreu, P; Restivo, MT;

Publicação
Advances in Medical Technologies and Clinical Practice - Handbook of Research on Solving Modern Healthcare Challenges With Gamification

Abstract
Developed within the scope of a SciTech research project, this chapter records in a procedural way the design centred on senior users for a set of three serious games for the eHealth field, designated by the authors as “Carnival.” The chapter, having as its leitmotif the project aforementioned, looking at its motivation, breaks down the systems augmented feedback interfaces—BodyGrip and SHaRe—to evaluate, rehabilitate, and monitor dexterity and manual strength. Topics related to empathy and well-being in the user experience design process, namely guidelines for empathy in different project phases, participatory design, inclusiveness, and amusement are identified. Withal listed the development phases of three games dynamics inherent to the “Carnival” set —“High Striker,” “Claw Machine,” “HotDog Sauce”—punctuating with the discussion and contributions to the e-health area describing its potential for Evaluate, rehabilitate, and monitor dexterity and manual strength.

2021

How Do I Feel When… A Card-Based Communication Game to Stimulate Empathy Among Family Members with Anorexia Nervosa

Autores
Peçaibes, V; Cardoso, P; Castro, L; Giesteira, B; Lopes, L; Junqueira, C;

Publicação
Springer Series in Design and Innovation

Abstract
Today, games play active roles in diverse stages of the treatment of various mental illnesses. Despite this favourable context, their use as tools in the treatment of anorexia nervosa is still quite unexplored. We are developing playful and gamified tools that can be used as instruments in the prevention, treatment and monitoring of this complex disease. The objective of this paper is to present the initial process of design and development of a card-based game called How do I feel when… Its purpose consists of stimulating empathy among family members of patients with anorexia nervosa. Play sessions are to be mediated by health professionals and are supposed to occur in the context of support and therapeutic groups for family members of people suffering from eating disorders or in clinical consultations. Preliminary tests and expert reviews showed that the game is effective in establishing free association of subjects in players’ reasonings, and in inciting the externalisation and sharing of players’ feelings. It also demonstrated that, because players usually read the cards in accordance to their life experience, the game is able to circumscribe and personalise the subjects to be discussed. © 2021, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.

2019

Speculative Design for Development of Serious Games: A Case Study in the Context of Anorexia Nervosa

Autores
Peçaibes, V; Cardoso, P; Giesteira, B;

Publicação
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST

Abstract
This article presents preliminary findings on the application of both Speculative Design and Game Design towards the conception of two prototypes of serious games with focus on anorexia. The first prototype focuses on psychoeducation of school-age youth, and the second aims to support research and sharing of knowledge about the disease, able to be used in focus groups and interviews. Anorexia is a complex and often fatal disease that has no cure, and by conceiving and playing these first prototypes we were able get a glimpse of the its context, making us more ready for this research’s next stages. © 2019, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

Teses
supervisionadas

2022

Ludificação da Realidade Virtual com Biofeedback para o Tratamento de Fobias Situacionais de Carácter Ambiental e Espacial

Autor
Luis Fernando Castro e Costa

Instituição
UP-FBAUP

2022

Contribuições e limitações do Designer em Contextos de Sensibilização e Mobilização Cívica na Atualidade: relato da experiência de estágio na U. DREAM

Autor
Joana Catarina Mota Figueiredo

Instituição
UP-FBAUP

2022

Design as a passport? the role of Design as a tool used by European Union policies in the context of funding for creative industries organisations and their internationalisation

Autor
Rui Miguel da Costa Monteiro

Instituição
UP-FBAUP

2022

O design e o Lúdico como Mecanismos no Tratamento da Anorexia Nervosa

Autor
Viviane Peçaibes de Mello

Instituição
UP-FBAUP

2022

Arte & ciência; Como a Tecnologia CRISPR pode ser utilizada para que estas áreas, com percursos históricos diversos coalesçam num objeto que assuma na sua natureza a dimensão artística e a dimensão científica, renunciando a sua grandeza representativa.

Autor
Ana Paula Oliveira Rosas

Instituição
UP-FBAUP