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Sobre

Sobre

Nuno Feixa Rodrigues é Professor Coordenador na área de Ciência e Tecnologia da Programação na Escola Superior de Tecnologia do Instituto Politécnico do Cávado e Ave (EST-IPCA). Entre 2019 e 2021, assumiu o cargo de Vogal do Conselho Diretivo da Fundação para a Ciência e a Tecnologia (FCT) e de Coordenador Geral da Iniciativa Nacional para as Competências Digitais (INCoDe.2030). Doutorado em Engenharia Informática pela Universidade do Minho, Nuno Rodrigues foi o primeiro diretor de curso da Licenciatura em Engenharia de Desenvolvimento de Jogos Digitais no IPCA. Coordenou e participou em diferentes projetos de investigação na área da programação e das tecnologias digitais, tendo publicado mais de 50 artigos científicos e participado em diversos comités científicos internacionais. Durante os anos 2009 e 2010 realizou um pós-doutoramento sobre métodos de programação de suporte à validação de software criptográfico no projeto Europeu CACE (Computer Aided Cryptography Engineering). Foi diretor da EST-IPCA e do DIGARC – Digital Games Research Center, do IPCA, entre 2011 e 2017. Coordenou projetos digitais de interesse estratégico, como a Estratégia Nacional de Computação Avançada e é o representante português para o Blockchain Expert Policy Advisory Board, da OCDE, e para o Digital Single Market Strategic Group, da Comissão Europeia. Faz ainda parte do grupo de peritos ONE AI da OCDE.

Tópicos
de interesse
Detalhes

Detalhes

  • Nome

    Nuno Feixa Rodrigues
  • Cluster

    Informática
  • Cargo

    Investigador Colaborador Externo
  • Desde

    01 novembro 2011
001
Publicações

2022

Designing a Music-Based Game for Training Pattern Recognition Control of a Myoelectric Prosthesis

Autores
Bessa, D; Rodrigues, NF; Oliveira, E; Kolbenschlag, J; Prahm, C;

Publicação
Biosystems and Biorobotics

Abstract
Access to early myoelectric training can be a crucial step in mastering prosthesis control. Controlling a prothesis is a cognitively demanding task with high rejection rates. Serious games not only provide patients with an opportunity to train their myoelectric control, but also help maintain their engagement throughout the extensive rehabilitation process. This work proposes a novel serious game design to train machine learning based myoelectric control, implemented in the form of a music-based app. The prototype of the game was evaluated by seven able-bodied participants and three clinical professionals with regard to system usability and motivation. Results showed positive outcomes in motivation, and a need for specific system usability improvements. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

2021

Hand Rehabilitation with Virtual Reality: Preliminary learning results

Autores
Pereira, MF; Oliveira, E; Rodrigues, NF; Bressler, M; Kolbenschlag, J; Prahm, C;

Publicação
SeGAH 2021 - 2021 IEEE 9th International Conference on Serious Games and Applications for Health

Abstract
This work reports on preliminary findings about the learning process of a diverse set of users playing an immersive Virtual Reality serious game based on hand tracking to complement conventional occupational therapy in hand rehabilitation. Two test sessions with a one-day break between them were carried out with seven able-bodied participants. Participants went through twenty minutes guided functional task practice followed by a Semi-structured interview. The System Usability Scale (SUS) scores obtained for the first (75.36) and second (76.43) test sessions positioned the serious game above the average in terms of usability. Insights about the learning process., SUS and the obtained trial results., confirm the potential of the developed solution as a viable complement to conventional hand rehabilitation and highlight possible points for improvement. © 2021 IEEE.

2020

Guest Editorial: Special Issue on Serious Games for Health

Autores
Duque, D; Vilaca, JL; Zielke, MA; Dias, N; Rodrigues, NF; Thawonmas, R;

Publicação
IEEE TRANSACTIONS ON GAMES

Abstract

2020

A Virtual Reality Serious Game for Hand Rehabilitation Therapy

Autores
Pereira, MF; Prahm, C; Kolbenschlag, J; Oliveira, E; Rodrigues, NF;

Publicação
2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)

Abstract

2020

A Virtual Reality Serious Game for Hand Rehabilitation Therapy

Autores
Pereira, MF; Prahm, C; Kolbenschlag, J; Oliveira, E; Rodrigues, NF;

Publicação
2020 IEEE 8th International Conference on Serious Games and Applications for Health, SeGAH 2020

Abstract
The human hand is the body part most frequently injured in occupational accidents, accounting for one out of five emergency cases and often requiring surgery with subsequently long periods of rehabilitation. This paper proposes a Virtual Reality game to improve conventional physiotherapy in hand rehabilitation, focusing on resolving recurring limitations reported in most technological solutions to the problem, namely the limited diversity support of movements and exercises, complicated calibrations and exclusion of patients with open wounds or other disfigurements of the hand. The system was assessed by seven able-bodied participants using a semistructured interview targeting three evaluation categories: hardware usability, software usability and suggestions for improvement. A System Usability Score (SUS) of 84.3 and participants' disposition to play the game confirm the potential of both the conceptual and technological approaches taken for the improvement of hand rehabilitation therapy. © 2020 IEEE.