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Publicações

Publicações por HumanISE

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.

2021

Connection of Dynamic Temporal Continuities in Videogames

Autores
Ribeiro, JP; Carvalhais, M; Cardoso, P;

Publicação
ADVANCES IN DESIGN, MUSIC AND ARTS, EIMAD 2020

Abstract
This research examines temporal continuities in videogames-the passing of time regardless of player action-and players' understanding of it, taking into account videogame and media theory. It presents a chronology of schools of thought and an analysis of the application of the theory to two case studies, to determine the motives behind players' actions over time. Subjects played two videogames of different genres, and an analysis of mixed nature revealed a lack of consensus about who is in control of the passing of time in the narrative of videogames. Results demonstrate the ambiguity in the awareness of the passing of time, showing that: (1) players distinguish narrative time and story time; (2) time can be studied through dynamic problems presented to players; (3) narrative cycles inform scene segmentation. The study corroborates previous hypotheses about the resolving of conflicts bringing an end to the narrative, thus also to the temporal continuity. Data shows evidence of the possibility of analysing time in videogames through some of the theories and frameworks tested.

2021

Preface

Autores
Reis, A; Lopes, JB; Barroso, J; Mikropoulos, T; Fan, CW;

Publicação
Communications in Computer and Information Science

Abstract

2021

Leg stiffness and muscle power vs manometer in sportswomen with symptoms of stress urinary incontinence

Autores
Pires, T; Pires, P; Moreira, H; Gabriel, R; Reis, A; Viana, S; Viana, R;

Publicação
CLINICAL BIOMECHANICS

Abstract
Background: Pelvic floor muscle training can cure or alleviate stress urinary incontinence. This study aimed to evaluate maximum voluntary contractions of the pelvic floor muscle in sportswomen and verify the association with leg stiffness and muscle power, both maximal and submaximal. Methods: The sample consisted of 41 sportswomen between 18 and 42 years of age. Pelvic floor muscle strength was measured by the manometer. The sportswomen were instructed to perform 3 maximum voluntary contractions of the perineum, held for 3 seconds. Maximal and submaximal leg stiffness and muscle power were measured with a force platform, in two conditions: 1st condition was the sub-maximal, double leg hop test, which was performed allowing sportswomen to self-select their preferred frequency and 2nd condition was the maximal double leg hop test, which was performed asking athletes to maximize hop height and minimize contact time on the top of the force platform for 6 consecutive hops. Findings: Maximal and submaximal leg stiffness values increase with increasing age, weight, height, and body mass index, showing positive and significant (p <0.05) or close correlations. There are strong positive correlations between maximal and submaximal leg stiffness (r = 0.759) and between maximal and submaximal muscle power. Maximum voluntary contractions values decrease with increasing leg stiffness: the correlation is significant with maximal leg stiffness. Interpretation: Maximum voluntary contractions values decrease with increasing leg stiffness and increase with increasing muscle power values. If the training program aims to increase muscle power, it may also increase maximum voluntary contractions.

2021

The Use of Social News Curation to Empower Citizens and Journalists: Findings of A Focus Group Study with Professional Curators

Autores
Schneider, D; Correia, A; de Souza, JM;

Publicação
PROCEEDINGS OF THE 2021 IEEE 24TH INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED COOPERATIVE WORK IN DESIGN (CSCWD)

Abstract
Citizen engagement in building user-curated narratives of complex or long-lasting news stories has been the key foundation of the design and implementation of the Acropolis virtual environment. Previous user studies have shown, by positive evidence, that this goal can be pragmatically achieved, but the challenge now lies in assessing: a) the extent to which an environment like Acropolis can be used to empower citizens; and b) whether and how the tool could be used to support the work of professional curators. Findings from a focus group study highlighted the tool's potential to engage citizens with news, the usefulness of the environment to build virtual memories, and the convenience of using Acropolis to support professional journalistic work.

2021

COVID-19 as Opportunity to Test Digital Nomad Lifestyle

Autores
de Almeida, MA; Correia, A; Schneider, D; de Souza, JM;

Publicação
PROCEEDINGS OF THE 2021 IEEE 24TH INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED COOPERATIVE WORK IN DESIGN (CSCWD)

Abstract
We report the first findings of an empirical study aimed at investigating how COVID-19 pandemic has impacted the work practices and lifestyles of digital nomads (DN). To do this, we analyzed messages, questions and comments posted by digital nomads in a specific online discussion community of the Reddit social network. Preliminary findings indicate COVID-19 as an opportunity to test DN lifestyle by aspiring digital nomads who want to plan their careers and also present evidence of an overload of online channels for actual DNs. On the other hand, we found that much of the literature on digital nomadism is fragmented and scattered through different disciplines and perspectives, with a strong focus on digital nomads' lifestyles. In order to obtain a holistic and unified understanding of digital nomads, we conducted a comprehensive literature review to further conceptualize the phenomenon under study.

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