2015
Autores
Nobrega, R; Cabral, D; Jacucci, G; Coelho, A;
Publicação
GRAPP 2015 - 10th International Conference on Computer Graphics Theory and Applications; VISIGRAPP, Proceedings
Abstract
Following the proliferation of Augmented Reality technologies and applications in mobile devices it is becoming clear that AR techniques have matured and are ready to be used for large audiences. This poses several new multimedia interaction and usability problems that need to be identified and studied. AR problems are no longer exclusively about rendering superimposed virtual geometry or finding ways of performing GPS or computer vision registration. It is important to understand how to keep users engaged with AR and in what occasions it is suitable to use it. Additionally how should graphical user interfaces be designed so that the user can interact with AR elements while pointing a mobile device to a specific real world area? Finally what is limiting AR applications from reaching an even broader acceptance and usage level? This position paper identifies several interaction problems in today's multimedia AR applications, raising several pressing issues and proposes several research directions. Copyright
2026
Autores
Leinylson Fontinele Pereira; Daniel Lima Sousa; José Everton da Silva Fontenele; António Fernando Vasconcelos Cunha Castro Coelho; Silmar Silva Teixeira;
Publicação
Journal of Health Informatics
Abstract
2026
Autores
Oliveira, I; Torneiro, A; Ferreira-Coimbra, J; Sampaio, A; Morgenstern, NA; Oliveira, E; Coelho, A; Rodrigues, NF;
Publicação
BIOMEDICINES
Abstract
Background: Post-Intensive Care Syndrome (PICS), comprising physical, cognitive, and psychological impairments, affects 50-75% of Intensive Care Unit (ICU) survivors and leads to long-term deficits. Virtual Reality (VR) has emerged as a tool to reduce ICU-related stress and support recovery, yet evidence remains fragmented and heterogeneous. Objective: To systematically review the safety, feasibility, and effects of immersive VR interventions targeting PICS-related outcomes in ICU and post-ICU populations, and to introduce a standardized taxonomy to classify and compare VR interventions in critical care contexts. Methods: This systematic review followed PRISMA 2020 guidelines and was registered in PROSPERO (CRD420251174623). Seven databases (Cochrane Library, PubMed, ScienceDirect, IEEE Xplore, ACM Digital Library, SpringerLink, and Scopus) were searched from inception to 2 August 2025. Eligible studies included ICU patients receiving immersive VR via head-mounted displays and targeting at least one PICS domain. Two reviewers independently screened studies and extracted data. Methodological quality was assessed using the Mixed Methods Appraisal Tool (MMAT, 2018). Due to substantial heterogeneity, findings were synthesized narratively. Results: Eleven studies were included. The most consistent effects concerned acute psychological outcomes, with 63.6% of studies reporting reduced anxiety or distress. Evidence for physical, cognitive, or long-term outcomes was limited and inconsistent, largely due to small samples, non-randomized designs, and brief intervention dosing. Conclusion: Current evidence supports VR as a feasible adjunct for acute psychological support in ICU settings. However, meaningful rehabilitation effects remain underexplored. The Five-Axis VR-PICS taxonomy clarifies intervention heterogeneity and provides a structured framework to guide rehabilitation-oriented VR research in critical care.
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