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Authors = João Donga

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17 pages, 529 KiB  
Article
Using Immersive Environments in E-Mental Health Rehabilitation Programs Directed to Future Health Professionals to Promote Empathy and Health Literacy about Schizophrenia
by Paulo Veloso Gomes, António Marques, Javier Pereira, Rui Pimenta, João Donga and Raquel Simões de Almeida
Healthcare 2024, 12(15), 1550; https://doi.org/10.3390/healthcare12151550 - 5 Aug 2024
Cited by 3 | Viewed by 2345
Abstract
Rehabilitation involves all types of patients, including people with schizophrenia. Schizophrenia is considered a complex syndrome characterized in general by fundamental and characteristic distortions of thinking and perception. The quality of life of a person with schizophrenia can be compromised by difficulty in [...] Read more.
Rehabilitation involves all types of patients, including people with schizophrenia. Schizophrenia is considered a complex syndrome characterized in general by fundamental and characteristic distortions of thinking and perception. The quality of life of a person with schizophrenia can be compromised by difficulty in carrying out their daily tasks and by the social stigma of their condition. The importance of training and sensitizing students in rehabilitation areas to this type of problem to improve the rehabilitation processes in which they will participate as future professionals involves empathy and the ability to communicate with these populations. It is possible through virtual reality to create immersive environments to simulate some psychotic symptoms characteristic of people with schizophrenia, such as visual hallucinations and hearing voices. The aim of this study was to test the effect of exposure to experiences characteristic of schizophrenia through two different types of immersive environments, graphical computational virtual reality and 360° video, on students from areas of social rehabilitation regarding empathy, social distance, and attitudes towards people with schizophrenia. Although the results were positive for the three parameters under study, no significant differences were found for each of them between the environments to which the participants were exposed. This study concluded that the choice between the two types of immersive environments should be based on the project’s objectives, the target audience’s needs, and available resources, rather than the type of environment itself, as their impact was similar. Full article
(This article belongs to the Special Issue Clinical Communication in Rehabilitation)
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16 pages, 2163 KiB  
Article
Adaptive Model for Biofeedback Data Flows Management in the Design of Interactive Immersive Environments
by Paulo Veloso Gomes, António Marques, João Donga, Catarina Sá, António Correia and Javier Pereira
Appl. Sci. 2021, 11(11), 5067; https://doi.org/10.3390/app11115067 - 30 May 2021
Cited by 6 | Viewed by 4967
Abstract
The interactivity of an immersive environment comes up from the relationship that is established between the user and the system. This relationship results in a set of data exchanges between human and technological actors. The real-time biofeedback devices allow to collect in real [...] Read more.
The interactivity of an immersive environment comes up from the relationship that is established between the user and the system. This relationship results in a set of data exchanges between human and technological actors. The real-time biofeedback devices allow to collect in real time the biodata generated by the user during the exhibition. The analysis, processing and conversion of these biodata into multimodal data allows to relate the stimuli with the emotions they trigger. This work describes an adaptive model for biofeedback data flows management used in the design of interactive immersive systems. The use of an affective algorithm allows to identify the types of emotions felt by the user and the respective intensities. The mapping between stimuli and emotions creates a set of biodata that can be used as elements of interaction that will readjust the stimuli generated by the system. The real-time interaction generated by the evolution of the user’s emotional state and the stimuli generated by the system allows him to adapt attitudes and behaviors to the situations he faces. Full article
(This article belongs to the Special Issue Advances in Information and Communication Technologies (ICT))
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3 pages, 292 KiB  
Proceeding Paper
A-Frame as a Tool to Create Artistic Collective Installations in Virtual Reality
by João Azevedo, Paulo Veloso Gomes, João Donga and António Marques
Proceedings 2020, 54(1), 47; https://doi.org/10.3390/proceedings2020054047 - 26 Aug 2020
Cited by 1 | Viewed by 1662
Abstract
Virtual Reality, due to its complexity and technological requirements, has a set of frictions that hinder its dissemination. The main ones can be summarized in the requirement to learn complex developing environments, like game engines, then we need to install applications, specific to [...] Read more.
Virtual Reality, due to its complexity and technological requirements, has a set of frictions that hinder its dissemination. The main ones can be summarized in the requirement to learn complex developing environments, like game engines, then we need to install applications, specific to each operating system and according to the means through which they can be accessed. Full article
(This article belongs to the Proceedings of 3rd XoveTIC Conference)
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3 pages, 412 KiB  
Proceeding Paper
Application of Adaptive Virtual Environments Through Biofeedback for the Treatment of Phobias
by João Donga, Paulo Veloso Gomes, António Marques, Javier Pereira and João Azevedo
Proceedings 2020, 54(1), 42; https://doi.org/10.3390/proceedings2020054042 - 25 Aug 2020
Viewed by 2154
Abstract
This study proposes solutions to help people with phobias through the use of virtual environments that allow a contact between the subjects and these phobias. Using neurofeedback, the systems, depending on the emotional state of the user, adapt the scenarios allowing more or [...] Read more.
This study proposes solutions to help people with phobias through the use of virtual environments that allow a contact between the subjects and these phobias. Using neurofeedback, the systems, depending on the emotional state of the user, adapt the scenarios allowing more or less intensity. The phobias these systems treat are social phobia, entomophobia and claustrophobia. The solutions have been developed using Unity, Muse 2 and Vive HTC. Full article
(This article belongs to the Proceedings of 3rd XoveTIC Conference)
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3 pages, 190 KiB  
Proceeding Paper
Analysis and Definition of Data Flows Generated by Bio Stimuli in the Design of Interactive Immersive Environments
by Paulo Veloso Gomes, João Donga, António Marques, João Azevedo and Javier Pereira
Proceedings 2020, 54(1), 26; https://doi.org/10.3390/proceedings2020054026 - 20 Aug 2020
Cited by 1 | Viewed by 2227
Abstract
This work focuses on interactivity as one of the essential factors for creating immersive environments, particularly interactivity that generates involuntary responses over which the user does not have conscious control. A dynamic and adaptive model was designed to analyze and define the data [...] Read more.
This work focuses on interactivity as one of the essential factors for creating immersive environments, particularly interactivity that generates involuntary responses over which the user does not have conscious control. A dynamic and adaptive model was designed to analyze and define the data flow generated by bio stimuli for the design of interactive immersive environments. Full article
(This article belongs to the Proceedings of 3rd XoveTIC Conference)
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3 pages, 309 KiB  
Proceeding Paper
The Sense of Presence through the Humanization Created by Virtual Environments
by João Donga, António Marques, Javier Pereira and Paulo Veloso Gomes
Proceedings 2019, 21(1), 7; https://doi.org/10.3390/proceedings2019021007 - 23 Jul 2019
Viewed by 1899
Abstract
This work focus on the study of solutions that using video 360 and virtual reality that allow children’s and older people that are away of their family environments for various reasons to be able to feel they are participating at family or school [...] Read more.
This work focus on the study of solutions that using video 360 and virtual reality that allow children’s and older people that are away of their family environments for various reasons to be able to feel they are participating at family or school events. The solutions proposed should deliver a strong sense of presence to the users and the interface must be friendly. The validation will be made by user observation and inquiries. Full article
(This article belongs to the Proceedings of The 2nd XoveTIC Conference (XoveTIC 2019))
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3 pages, 443 KiB  
Proceeding Paper
The Influence of Immersive Environments on the Empathy Construct about Schizophrenia
by Paulo Veloso Gomes, António Marques, Javier Pereira and João Donga
Proceedings 2019, 21(1), 3; https://doi.org/10.3390/proceedings2019021003 - 22 Jul 2019
Viewed by 2374
Abstract
This work explores the potential of the use of interactive and immersive technologies to create impactful experiences that generate emotions, contributing to the process of activation or somatic excitation that triggers links that strengthen cognitive functions. It is intended to demonstrate to what [...] Read more.
This work explores the potential of the use of interactive and immersive technologies to create impactful experiences that generate emotions, contributing to the process of activation or somatic excitation that triggers links that strengthen cognitive functions. It is intended to demonstrate to what extent the use of immersive environments, by generating a strong emotional load, contribute in a more effective way to the empathy construct about Schizophrenia. Full article
(This article belongs to the Proceedings of The 2nd XoveTIC Conference (XoveTIC 2019))
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