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Sobre

Doutorando em Informática a realizar a tese de doutoramento, sob a orientação dos profs. Leonel Morgado e Hugo Paredes, na área dos jogos sérios e plataformas virtuais. Tendo como tema de investigação a criação de uma framework de partilha entre plataformas virtuais.

Já trabalhou em vários projetos de investigação, nomeadamente: OnlineGym (Ginásio Virtual 3D); eCompared; StopDepression; NanoStima. Atualmente encontra-se a trabalhar no projeto GresBas, que pretende criar um processo de gamificação tendo em vista a redução dos custos energéticos.

É um apaixonado pela vida! O seu grande hobby é ser escuteiro ...

Tópicos
de interesse
Detalhes

Detalhes

  • Nome

    Fernando Cassola Marques
  • Cluster

    Informática
  • Cargo

    Assistente de Investigação
  • Desde

    29 abril 2013
003
Publicações

2017

Screening and evaluation platform for depression and suicidality in primary healthcare

Autores
Cassola, F; Costa, A; Henriques, R; Rocha, A; Sousa, M; Gomes, P; Ferreira, T; Cunha, C; Salgado, J;

Publicação
ICT4AWE 2017 - Proceedings of the 3rd International Conference on Information and Communication Technologies for Ageing Well and e-Health

Abstract
This work presents a screening and evaluation platform for depression and suicidality that has been tested in the scope of primary healthcare. The main objective is to improve the efficiency and effectiveness of screening processes. A web-based, decision support platform was provided for qualified healthcare professionals. The platform provides several assessment tools for patient evaluation and monitoring of their treatment, along with follow up appointment management. A preliminary evaluation process was carried out to understand the health professional's satisfaction. This revealed there was general satisfaction with its integrated functions and all the provided methods of assessment. In conclusion, the project sustains the goal of improving the treatment outcomes for clinical depression by refining the screening methods and consequently increase the screening effectiveness and efficiency.

2017

Using choreographies to support the gamification process on the development of an application to reduce electricity costs

Autores
Cassola, F; Iria, J; Paredes, H; Morgado, L; Coelho, A; Soares, F;

Publicação
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Abstract

2017

GReSBAS project: A gamified approach to promote more energy efficient behaviours in buildings

Autores
Barbosa, A; Iria, J; Cassola, F; Coelho, A; Portela, J; Kucuk, U; Madureira, AG; Zehir, MA; Ozdemir, A; Soares, FJ;

Publicação
2017 10TH INTERNATIONAL CONFERENCE ON ELECTRICAL AND ELECTRONICS ENGINEERING (ELECO)

Abstract
The GReSBAS project (2016-2019) aims to enable the active participation of buildings in DR programs through gamified competition between building owners. In case of large buildings, gamified competition can be established within the building for its occupants, for instance having different floors of the building competing between them. This approach will allow building owners to reduce electricity costs and increase energy efficiency by motivating/rewarding building occupants for participating in DR programs. The concepts and tools developed under GReSBAS will be tested in two demonstration sites: a corporate building in Portugal and a residential building in Turkey. This paper presents the Portuguese demonstration site and describes how the energy consumption, temperature and building occupancy data will be collected, processed and used by the tools developed in GReSBAS.

2014

Exploring the usage of 3D virtual worlds and kinect interaction in exergames with elderly

Autores
Paredes, H; Cassola, F; Morgado, L; de Carvalho, F; Ala, S; Cardoso, F; Fonseca, B; Martins, P;

Publicação
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Abstract
The combination of the potentialities of the interactive technologies, like exergames and the emerging motion capture devices with the ability of 3D virtual worlds for socialisation and context, can produce a platform to promote the physical activity of its users, which leverages its potential. The OnlineGym is an exploratory project based on an online 3D virtual worlds platform that allows users to interact with the system through the use of a motion capture device. This paper discusses the chosen technological approaches and the preliminary results of the experiments performed with users. © 2014 Springer International Publishing.

2014

Online-Gym: A 3D Virtual Gymnasium Using Kinect Interaction

Autores
Cassola, F; Morgado, L; de Carvalho, F; Paredes, H; Fonseca, B; Martins, P;

Publicação
Procedia Technology

Abstract