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Percorrer por autor "Fonseca, Maria Micaela"

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    Editorial
    (Lusofona University, 2023) Neves, Pedro; Sousa, Carla; Luz, Filipe Costa; Fonseca, Maria Micaela; HEI-LAB - Human Environment Interaction Lab; CICANT - Centre for Research in Applied Communication, Culture, and New Technologies
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    Games! What are they good for? : the struggle of serious game adoption for rehabilitation
    (2025-01-12) Fonseca, Maria Micaela; Fachada, Nuno; Sousa, Micael; Oliveira, Jorge; Rodrigues, Pedro; Sousa, Sara; Quaresma, Claudia; Lopes, Phil; HEI-LAB - Human Environment Interaction Lab; ECATI - School of Communication, Architecture, Arts and Information Technologies; COPELABS - Cognitive and People-centric Computing
    The field of serious games for health has grown significantly, demonstrating effectiveness in various clinical contexts such as stroke, spinal cord injury, and degenerative neurological diseases. Despite their potential benefits, therapists face barriers to adopting serious games in rehabilitation, including limited training and game literacy, concerns about cost and equipment availability, and a lack of evidence-based research on game effectiveness. Serious games for rehabilitation often involve repetitive exercises, which can be tedious and reduce motivation for continued rehabilitation, treating clients as passive recipients of clinical outcomes rather than players. This study identifies gaps and provides essential insights for advancing serious games in rehabilitation, aiming to enhance their engagement for clients and effectiveness as a therapeutic tool. Addressing these challenges requires a paradigm shift towards developing and co-creating serious games for rehabilitation with therapists, researchers, and stakeholders. Furthermore, future research is crucial to advance the development of serious games, ensuring they adhere to evidence-based principles and engage both clients and therapists. This endeavor will identify gaps in the field, inspire new directions, and support the creation of practical guidelines for serious games research.
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    Improving the CS Curriculum of a Top-Down Videogames BA
    (Association for Computing Machinery, 2022-11-21) Fachada, Nuno; Serra, Pedro; Códices, Nélio; Luz, Filipe; Andrade, Diogo Nuno Dias Mesquita Gomes de; LOPES, LOUIS PHILIPPE SIMÕES CASTELO BRANCO; Fonseca, Maria Micaela; Neves, Pedro Pinto; Stikkolorum, Dave; Rahimi, Ebrahim; Stuurman, Sylvia; COPELABS - Cognitive and People-centric Computing; ECATI - School of Communication, Architecture, Arts and Information Technologies; HEI-LAB - Human Environment Interaction Lab
    We present a targeted curricular improvement on an interdisciplinary Videogames Bachelor of Arts, to be implemented in the 2022/23 academic year. The aim is to solve student adaptation issues with the program’s interdisciplinarity that were heightened by the COVID-19 pandemic.
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    Modelling physiological sensor noise to movement-based virtual reality activities
    (Scitepress, 2024-01-01) Fachada, Nuno; Gamboa, Hugo; Quaresma, Claudia; LOPES, LOUIS PHILIPPE SIMÕES CASTELO BRANCO; Fonseca, Maria Micaela; FE - Faculty of Engineering; ECATI - School of Communication, Architecture, Arts and Information Technologies; HEI-LAB - Human Environment Interaction Lab
    This position paper proposes the hypothesis that physiological noise artefacts can be classified based on the type of movements performed by participants in Virtual Reality contexts. To assess this hypothesis, a detailed research plan is proposed to study the influence of movement on the quality of the captured physiological signals. This paper argues that the proposed plan can produce a valid model for classifying noisy physiological signal features, providing insights into the influence of movement on artefacts, while contributing to the development of movement-based filters and the implementation of best practices for using various associated technologies.
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    Utilização da realidade virtual na reabilitação de indivíduos com lesão da espinal medula: revisão sistemática
    (University of Lusophone Humanities and Technology, 2018) Correia, Filipa; Santos, Catarina; Quaresma, Cláudia; Fonseca, Maria Micaela; Faculdade de Ciências Sociais, Educação e Administração; Escola de Comunicação, Arquitetura, Artes e Tecnologias da Informação; HEI-LAB (FCT) - Digital Laboratories for Environments and Human Interactions
    A pesquisa efectuada teve como objectivo a realização de uma revisão sistemática da utilização da realidade virtual no processo de reabilitação em indivíduos com lesão vertebro-medular. Todos os artigos utilizados foram obtidos através das bases de dados PubMed e B-On e foram publicados entre os anos 2000 e 2016. Ao longo desta revisão são referidos alguns jogos que utilizam a realidade virtual nos processos de reabilitação, bem como o seu papel nas melhorias físicas e psicológicas observadas nos indivíduos. Com esta revisão é possível concluir que a utilização da realidade virtual em terapias de reabilitação, tanto em casos de lesão vertebro-medular, como em patologias neurológicas, tem vindo a aumentar devido a todos os estudos (contudo ainda escassos) já realizados, que comprovam a utilidade e o benefício desta tecnologia na reabilitação. No entanto ainda é necessária uma maior pesquisa nesta área, tanto no caso desta patologia como noutras, de maneira a que a utilização desta tecnologia seja completamente integrada em terapias de reabilitação.
Universidade Lusófona

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