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Percorrer por autor "Oliveira, Jorge"

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    Adaptive Non-Immersive VR Environment for Eliciting Fear of Cockroaches : a Physiology-Driven Approach Combined with 3D-TV Exposure
    (Universidad de San Buenaventura, 2020) Rosa, Pedro Joel; Luz, FIlipe Costa; Junior, Roberto; Oliveira, Jorge; Morais, Diogo; Gamito, Pedro; HEI-LAB - Human Environment Interaction Lab
    Non-immersive VR environments are related to the least interactive application of VR techniques, such that interaction with the VR environment can occur commonly by 3D-TV without full immersion into the environment. This study presents how 3D-TV exposure combined with physiology recording can elicit fear of cockroaches among individuals with different levels of fear. Thirty-six participants, set apart into three fear groups (low vs. moderate vs. high), were exposed to VR environment with cockroaches for 4 minutes while recording and using cardiac activity as input to the VR environment. Results revealed significant effects on self-report measures and heart rate between different fear groups. Moreover, participants with higher levels of fear were more likely to trigger cockroaches into the scenario due to their cardiac acceleration. Overall results suggest that our physiology-driven VR environment is valid for fear elicitation while having potential use in therapeutic domain.
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    Attentional orienting to biologically fear-relevant stimuli: data from eye tracking using the continual alternation flicker paradigm
    (Edições Universitárias Lusófonas, 2011) Rosa, Pedro Joel; Gamito, Pedro; Oliveira, Jorge; Morais, Diogo; Saraiva, Tomaz; EPCV - School of Psychology and Life Sciences
    Snakes are thought as fear-relevant stimuli (biologically prepared to be associated with fear) which can lead to an enhanced attentional capture when compared fear-irrelevant stimuli. Inherent limitations related to the key-press behaviour might be bypassed with the measurement of eye movements, since they are more closely related to attentional processes than reaction times. An eye tracking technique was combined with the flicker paradigm in two studies. A sample of university students was gathered. In both studies, an instruction to detect changes between the pair of scenes was given. Attentional orienting for the changing element in the scene was analyzed, as well the role of fear of snakes as a moderator variable. The results for both studies revealed a significant shorter time to first fixation for snake stimuli when compared to control stimuli. A facilitating effect of fear of snakes was also found for snakes, presenting the highly fear participants a shorter a time to first fixation for snake stimuli when compared to low-feared participants. The results are in line with current research that supports the advantage of snakes to grab attention due their evo-biological significance.
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    Cognitive stimulation of elderly individuals with instrumental virtual reality based activities of daily life
    (2019-01-01) Gamito, Pedro; Oliveira, Jorge; Morais, Diogo; Coelho, Cátia; Santos, Nuno; Alves, Catarina; Galamba, Ana; Soeiro, Miguel; BRITO, RODRIGO CRAVEIRO DOS REIS DA COSTA; HEI-LAB - Human Environment Interaction Lab; CICANT - Centre for Research in Applied Communication, Culture, and New Technologies; EPCV - School of Psychology and Life Sciences
    As the demographic structure in western societies ages, the prevalence and impact of cognitive decline rises. Thus, new solutions to tackle this problem are required. The use of Information and Communication Tech- nologies (ICT)-based cognitive exercises has emerged in the last few decades, though with inconsistent results. Hence, we conducted a pre-post treatment study to further investigate this approach. We designed a set of virtual reality exercises that mimic activities of daily living by which the patient can train different cognitive domains. Twenty-five participants, ages 65–85, underwent 12 training sessions between the pre-treatment and post-treatment assessments. Significant increases were seen between the two assessments for some of the neuropsychological measures: visual memory, attention, and cognitive flexibility. Results also suggest that participants with lower baseline cognitive performance levels improved most after these sessions.
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    Computerized cognitive training using virtual reality on everyday life activities for patients recovering from stroke
    (Taylor and Francis Ltd., 2022) Oliveira, Jorge; Gamito, Pedro; Lopes, Beatriz; Silva, Ana Rute Tavares; Galhordas, João; Pereira, Eduarda; Ramos, Elisabete; Silva, Ana Paula Lopes da; Jorge, Áurea; Fantasia, António; HEI-LAB - Human Environment Interaction Lab
    Recent studies argue that the use of virtual reality tasks depicting activities daily living may be an effective means for cognitive rehabilitation. The aim of this study was to test an ecologically oriented approach in virtual reality resembling the demands of everyday life activities for cognitive rehabilitation following stroke. The sample comprised 30 sub-acute stroke patients recovering from stroke in a rehabilitation hospital. They were assessed in a single-arm pre-post intervention study on global cognition, executive functions, memory and attention abilities. The intervention consisted of virtual reality in a multidomain cognitive training approach depicting everyday life tasks (preparing food, choosing clothes, shopping, etc.). Improvements were found in the assessed cognitive domains at 6 to 10 post-treatment sessions. In-depth analysis through reliable change scores has suggested larger treatment effects on global cognition. Overall results suggest that the use of virtual reality-based exercises on everyday life activities may be a useful cognitive rehabilitation approach to provide short-term gains in cognition following stroke.
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    Consolidación memoria implícita : efecto de la valencia emocional y tiempo de exposición mediante el uso de priming perceptual
    (2019) Polo, Javier; Castillo-Parra, Henry; Rosa, Pedro Joel; Oliveira, Jorge; HEI-LAB (FCT) - Digital Laboratories for Environments and Human Interactions
    Se estudió el efecto de la valencia emocional y los tiempos de exposición en la consolidación de la memoria implícita mediante el uso del paradigma de priming perceptual enmascarado modificado, con reconocimiento de emociones bajo condiciones de consciencia limitada. Se presentaron rostros priming con expresiones emocionales de felicidad, rabia y neutro, en tiempos de exposición de 17ms, 33ms y 83 ms; posteriormente, los sujetos ejecutaron la tarea de memoria implícita, la cual consistía en recordar la emoción del rostro target de la primera tarea. Se encontraron diferencias estadísticamente significativas a nivel de la valencia emocional entre los diferentes tiempos de exposición en la tarea de procesamiento perceptual, en comparación con la tarea de consolidación de la memoria implícita a nivel de los tiempos de reacción. Igualmente, se encontraron diferencias estadísticamente significativas en los tiempos de exposición al comparar la tarea de procesamiento perceptual y la de consolidación de la memoria implícita. Los resultados obtenidos explican que existe una correlación entre las respuestas correctas de esta última tarea y las valencias emocionales, con cada uno de los tres tiempos de exposición. Estos resultados sugieren que las valencias emocionales influyen diferencialmente en las tareas de procesamiento perceptual y consolidación de la memoria implícita.
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    Depression, social support, executive functioning, functionality, and quality of life in institutionalized elderly people
    (2019-12) Ribeiro, Anabela; Rosa, Beatriz; Oliveira, Jorge; Lopes, Paulo Jorge Ferreira; HEI-LAB - Human Environment Interaction Lab
    Objetivo: O nosso objetivo foi estudar o funcionamento executivo, a funcionalidade, e a qualidade de vida em idosos institucionalizados, e determinar o papel da depressão e da satisfação com o suporte social nestes domínios. Método: Participaram 36 voluntários (13 do sexo masculino e 23 do sexo feminino) com idades compreendidas entre 71 e 94 anos. Neste estudo comparativo a avaliação foi realizada através da aplicação de uma bateria constituída por reconhecidos testes neuropsicológicos. Resultados: Os participantes com sintomatologia depressiva demonstraram um nível de funcionamento executivo inferior aos participantes sem depressão. A flexibilidade cognitiva, a funcionalidade, e a qualidade de vida encontram-se mais comprometidas em indivíduos com sintomatologia depressiva que relataram níveis elevados de satisfação com o suporte social. Conclusão: Embora surpreendente, o resultado deste estudo sublinha a importância de, na explicação do funcionamento executivo, funcionalidade, e qualidade de vida das pessoas mais velhas, se considerar não só a depressão, mas também outros fatores relacionados com o isolamento social e a solidão. Palavras-Chave: envelhecimento, suporte social, depressão, funcionamento executivo, qualidade de vida
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    The digitalization of analogue stereo photographs and the creation of the digital stereo archive
    (Society for Imaging Science and Technology, 2019) Luz, Filipe Costa; Peixoto, Rodrigo; Oliveira, Jorge
    This paper analyzes the problems arising from the remediation of the relief effect in the transition from analog to digital of stereo photography. One of the main problems in this conversion is the portability of the awe effect that constitutes an important part of the experience when viewing a stereo pair. This image conversion process, necessary to the creation and dissemination of digital files of 19th century stereoscopic photography, is not linear. The digital stereoscopic projection cards present a number of difficulties for a proper consistency reproduction of the relief effect. Through the study comparison of different viewing apparatus (both digital and analogue including 3D and VR) of a specific stereo image, we will present important results achieved with a sample of 134 participants that were exposed to these devices and propose a guideline manual for the digital stereo archive.
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    Exploring a novel approach to cybersecurity : the role of ecological simulations on cybersecurity risk behaviors
    (Springer London, 2025-09) Abril, Tiago; Gamito, Pedro; da Motta, Carolina; Oliveira, Jorge; Dias, Fábio; Pinto, Filipe; Oliveira, Miguel; HEI-LAB - Human Environment Interaction Lab
    In response to the growing cybersecurity problem, this study presents an innovative approach using virtual reality to train individuals in reducing the risk of cyberattacks. The research involved 70 adult participants with or enrolled in higher education studies, who participated in a virtual reality task that simulates a typical workday in a corporate setting. The participants were divided into three groups: a control group of 24 engaged in tasks without cybersecurity threats, and two experimental groups of 23 each, with cybersecurity threats present, but one with feedback on performance and the other without feedback. The results revealed (1) that virtual reality shows promise as an effective tool to create immersive and ecological simulator experiences for cybersecurity training against cyberattacks, (2) the incorporation of feedback in real-world scenario simulators is crucial for participants to fully comprehend the complexities of cyber threats, and (3) risky behaviour within our virtual reality ecological setting, as well as age, can predict attitudes towards cybersecurity and cybercrime within organization. In conclusion, by taking advantage of this cutting-edge virtual reality approach, individuals, businesses, and governments can foster more secure cybersecurity practices, contributing to a safer digital landscape for everyone.
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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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    GBL for psychological intervention related skills : What challenges? What paths?
    (Dechema e.V., 2021) Sousa, Carla; Fonseca, Micaela; Mansuklal, Shivani; Carvalho, Jéssica; Silva, Diogo; Neves, Pedro; Luz, Filipe; Salvador, Ágata; Costa, Leonor; Oliveira, Jorge; Gamito, Pedro; Fotaris, Panagiotis; CICANT - Centre for Research in Applied Communication, Culture, and New Technologies; HEI-LAB - Human Environment Interaction Lab
    In recent research, games have become an important reference with regards to learning skills with certain characteristics, as well as in promoting contemporary literacies. Games have similarly become highly relevant in the promotion of psychological well-being and mental health. Even considering this role in promoting learning in general, soft skills, motivation, cooperation, empathy, among others, in the field of psychological intervention, the potential of games has been much more applied to patients than to the psychologists and their professional development. The present study aims at mapping the intersection between psychological intervention related skills learning and game-based pedagogical strategies. For such purpose, a Systematic Literature Review was conducted through some of the most relevant scientific databases. The obtained sample was further selected following the PRISMA guidelines with screening and eligibility processes based on inclusion criteria, defined considering the research's aim. Non-peer reviewed research and studies aimed at other pedagogical approaches, such as gamification, were excluded from the final sample. Papers were categorized, coded, and analysed through statistical procedures and content analysis techniques. The results contextualize games as effective and feasible tools in the professional development of psychologists and psychology graduates, simultaneously highlighting the scarcity of resources in this field and the need for more experimental and quasi experimental approaches to foster evidence-based pedagogical choices.
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    Grabbing attention while reading website pages: the influence of verbal emotional cues in advertising
    (Edições Universitárias Lusófonas, 2011) Ferreira, Paulo Jorge Quaresma; Rita, Paulo; Morais, Diogo; Rosa, Pedro Joel; Oliveira, Jorge; Gamito, Pedro; Santos, Nuno; Soares, Fábio; Sottomayor, Catarina; EPCV - School of Psychology and Life Sciences
    The increasing use of the World Wide Web has promised a huge advertising platform for marketers. Investment in online advertising is growing and is expected to overcome traditional media. However, recent studies have reported that users avoid looking at advertising displayed on the World Wide Web. This study aimed at examining the impact of verbal emotional cues (negative/neutral/positive) to capture attention on website’s advertising areas through an eye tracker system. The results revealed significant statistical differences between fixations to negative, positive words and neutral words. Significant differences between the number of fixations and recognition of the target words were found only for the negative valence words. We conclude that negative emotional words could play a major role on user attention to advertising.
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    Hemispheric asymmetries in recognition memory for negative and neutral words
    (Edições Universitárias Lusófonas, 2011) Oliveira, Jorge; Gamito, Pedro; Perea, Maria; Ladera, Valentina; Morais, Diogo; Rosa, Pedro Joel; Saraiva, Tomaz; EPCV - School of Psychology and Life Sciences
    Federmeier and Benjamin (2005) have suggested that semantic encoding for verbal information in the right hemisphere can be more effective when memory demands are higher. However, other studies (Kanske & Kotz, 2007) also suggest that visual word recognition differ in function of emotional valence. In this context, the present study was designed to evaluate the effects of retention level upon recognition memory processes for negative and neutral words. Sample consisted of 15 right-handed undergraduate portuguese students with normal or corrected to normal vision. Portuguese concrete negative and neutral words were selected in accordance to known linguistic capabilities of the right hemisphere. The participants were submitted to a visual half-field word presentation using a continuous recognition memory paradigm. Eye movements were continuously monitored with a Tobii T60 eye-tracker that showed no significant differences in fixations to negative and neutral words. Reaction times in word recognition suggest an overall advantage of negative words in comparison to the neutral words. Further analysis showed faster responses for negative words than for neutral words when were recognised at longer retention intervals for left-hemisphere encoding. Electrophysiological data through event related potentials revealed larger P2 amplitude over centro-posterior electrode sites for words studied in the left hemifield suggesting a priming effect for right-hemisphere encoding. Overall data suggest different hemispheric memory strategies for the semantic encoding of negative and neutral words.
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    Influenza : a board game design experiment on vaccination
    (SAGE Publications Inc., 2021-08) Neves, Pedro Pinto; Luz, Filipe Costa; Vital, Eva; Oliveira, Jorge; HEI-LAB - Human Environment Interaction Lab
    Introduction.: Experts on vaccine hesitancy recommend tailoring interventions to local contexts, which presents an opportunity for game-based interventions to reflect local demographics and make them central to the experience of the game. Experimental game design is a research method that has already been used in educational games. Board games are relevant to the topic of vaccination, and present possibilities for game design of openness and flexibility. INFLUENZA was an experimental game design with the objectives of designing a vaccination-themed educational board game where: an aspect of local context was highly-relevant but also easily modifiable, means of emotional engagement were explored, and openness and flexibility in board game design were explored. Methods.: The experimental game design study consisted of finding design solutions for achieving the study objectives in a single game, by analyzing comparable games and using iteration and two stages of live testing with players. Results.: The game reflects national census data in a highly-relevant but also easily modifiable aspect of play (first objective). The game features aspects of personification to foster emotional engagement (second objective). The game is well-suited to changing the number of players, or allowing mediated play (third objective). Discussion.: INFLUENZA has achieved each of its study objectives from an experimental game design perspective. Relevant features of educational games are theme, mechanics, and their integration, and the design experimentation in INFLUENZA follows this trend. Future work is running comparative trials of features of INFLUENZA, as well as measuring the impact of different local adaptations of INFLUENZA.
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    Informing future seasonal influenza and COVID-19 vaccination campaigns based on past experience : a mixed-method approach with eligible populations and healthcare professionals
    (Frontiers Media SA, 2025-08) Oliveira, Jorge; Gonzalez, Bárbara; Mendes, Teresa; Paulino, Paula; António, Bruna; Gaspar, Rui; Costa, Diana; Pinto, Leonor Q; Costa, Andreia; De Arriaga, Miguel Telo; HEI-LAB - Human Environment Interaction Lab
    BACKGROUND: Seasonal vaccination campaigns against influenza and COVID-19 are critical for protecting vulnerable populations. Scientific evidence on past campaigns is essential for the effectiveness of future campaigns. This study aims to: (1) assess predictors of influenza and COVID-19 vaccination intentions (2) explore perceived barriers and facilitators of 2023-2024 seasonal vaccination campaign.METHODS: A cross-sectional study employing both quantitative and qualitative methods was conducted. The quantitative study involved a sample of 231 respondents from Portugal, including healthcare professionals and vaccination eligible population: individuals over 60 years of age, and individuals with chronic diseases. Quantitative data were collected via an online survey to assess vaccination literacy, attitudes, and future vaccination intention. The qualitative study consisted of four focus groups with a total of 17.PARTICIPANTS: Vaccinated/unvaccinated individuals and healthcare professionals. Thematic analysis was used to explore perceptions of eligible populations about this vaccination campaign.RESULTS: Quantitative analysis revealed that attitudes toward vaccination and factors related to personal/family health predicted future vaccination intentions for influenza and COVID-19. Thematic analysis identified key facilitators, such as positive perceptions of pharmacies as vaccination sites and an early start of the campaign specifically for vaccinated groups. Barriers were related to campaign communication, fear of side effects, vaccination fatigue, and the co-occurrence of high temperatures during the campaign start. Unvaccinated individuals expressed lower perceived susceptibility and severity.CONCLUSION: The study highlights the importance of clear communication, addressing vaccination fatigue, and considering environmental factors. Improving proximity between health professionals as trusted information sources and the population, alongside customized communication, may also enhance vaccination uptake among the eligible population. The potential influence of weather conditions on the acceptance of vaccination campaigns is a topic that deserves further consideration in the future, within the scope of climate changes.
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    Is pupil activity associated with the strength of memory signal for words in a continuous recognition memory paradigm?
    (Frontiers Media SA, 2021-11-23) Oliveira, Jorge; Fernandes, Marta; Rosa, Pedro J.; Gamito, Pedro; HEI-LAB - Human Environment Interaction Lab
    Research on pupillometry provides an increasing evidence for associations between pupil activity and memory processing. The most consistent finding is related to an increase in pupil size for old items compared with novel items, suggesting that pupil activity is associated with the strength of memory signal. However, the time course of these changes is not completely known, specifically, when items are presented in a running recognition task maximizing interference by requiring the recognition of the most recent items from a sequence of old/new items. The sample comprised 42 healthy participants who performed a visual word recognition task under varying conditions of retention interval. Recognition responses were evaluated using behavioral variables for discrimination accuracy, reaction time, and confidence in recognition decisions. Pupil activity was recorded continuously during the entire experiment. The results suggest a decrease in recognition performance with increasing study-test retention interval. Pupil size decreased across retention intervals, while pupil old/new effects were found only for words recognized at the shortest retention interval. Pupillary responses consisted of a pronounced early pupil constriction at retrieval under longer study-test lags corresponding to weaker memory signals. However, the pupil size was also sensitive to the subjective feeling of familiarity as shown by pupil dilation to false alarms (new items judged as old). These results suggest that the pupil size is related not only to the strength of memory signal but also to subjective familiarity decisions in a continuous recognition memory paradigm.
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    Moving from VR into AR using Bio-Cybernetic Loops and Physiological Sensory Devices for Intervention on Anxiety Disorders
    (Springer Science and Business Media Deutschland GmbH, 2023-03) Arquissandás, Preyesse; Oliveira, Jorge; Lamas, David Ribeiro; HEI-LAB - Human Environment Interaction Lab; ECATI - School of Communication, Architecture, Arts and Information Technologies
    Anxiety disorders comprise different clinical conditions that affect individuals in their personal, professional and social domains. The development of new intervention approaches for the treatment of anxiety disorders is crucial. As a step forward into promoting the well-being through adaptive physiological responses, we developed an Augmented Reality (AR) based system using bio-cybernetic loops to create an adaptive system for exposure therapy in anxiety disorders. The system was built using open source software (e.g., NyARToolkit, and Unity 3D). AR technology uses computer-generated information to enrich the real world. It can be used with less intrusive devices to collect physiological data (e.g., Bitalino) describing human behavior in a cycle. In this context our research project aims to study behavior during exposure to biologically relevant stimuli such as snakes. Phobia is described as an irrational fear to an object/stimulus. This fear triggers several physiological responses from sensors as increased heart rate (ECG) and skin conductance (EDA), which are responses from the autonomous nervous system. This approach can be used in several sessions, where the system through machine learning algorithms adapts the tresholds to the individual profile of each participant from historical data. Our study has been carried out in two stages: (1) The participants in a total of 35 students (30 males and 5 females with ages ranging from 19 to 29 years) were invited to fill a snake questionnaire (SNAQ). (2) A sub-sample was enrolled in an exposure session in AR using a virtual snake while collecting psychophysiological responses from sensors data. The results have shown increased physiological responses in two AR exposure sessions using snakes as stimuli. Therefore we conclude that the system was efficient to detect changes in physiological responses during the exposure sessions.
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    Psychometric and Rash Analysis of the UCLA Loneliness Scale-16 in a Portuguese Sample of Older Adults
    (Springer International Publishing AG, 2019-06-01) Faustino, Bruno; Lopes, Paulo; Oliveira, Jorge; Campaioli, Giulia; Rondinone, Maria; Bomfim, Helena; Germano, Lindanuza; EPCV - School of Psychology and Life Sciences
    Loneliness is a serious concern in modern societies, particularly among older adults, while being imperative that clinicians use reliable instruments for an accurate assessment of this problem. This study aims to describe a mixed statistical approach to assess the psychometric properties of the UCLA Loneliness Scale-16 in Portuguese old-aged individuals. The sample comprised 153 individuals (59.1% women and 40.3% men), aged 61–98 (M = 78.80, SD = 8.58). The psychometric properties of UCLA Loneliness Scale-16 were analyzed with exploratory factorial analysis, internal consistency, convergent and divergent validity and through the item response theory. The results suggested a bidimensional structure for this instrument. The scale showed satisfactory psychometric properties with a high internal consistency. In addition, a negative relationship with constructs of social support and functionality was also observed. Overall results suggest that the UCLA Loneliness Scale-16 is a psychometric reliable measure to evaluate social loneliness in the Portuguese elderly population.
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    Soundspace VR : Spatial navigation using sound in virtual reality
    (Springer Science and Business Media Deutschland GmbH, 2021) Fialho, Luís Miguel da Costa; Oliveira, Jorge; Filipe, André; Luz, Filipe Costa; HEI-LAB - Human Environment Interaction Lab
    Prior research reveals that spatial navigation skills rely mostly in visual sensory abilities, but the study of how spatial processing operates in the absence of visual information is still incomplete. Therefore, a spatial navigation task in virtual reality using auditory cues was developed to study navigational strategies in blindfolded sighted individuals. Twenty healthy adult participants were recruited. The task consisted of a VR scene, in which participants were asked to localize a sound source and move to the target without visual information throughout the entire task. Task difficulty was manipulated by route length and complexity in three different difficulty levels repeated in two different trials. The first trial (learning) consisted of moving to the sound source and then returning to the starting point. The second trial (retrieval) consisted of the same task without the sound source but with auditory cues from obstacles to test spatial learning. Performance was assessed from behavioral measures of execution time, obstacle collisions, and prompts during the task execution. These variables were compared to established neuropsychological instruments for global cognition (Montreal Cognitive Assessment) and memory abilities (Wechsler Memory Scale-R). The results suggested that difficulty level affected navigation performance in both trials. Navigation performance was better in the retrieval trial, but both learning and retrieval trials were explained by global cognitive functioning. These data suggested the Soundspace VR as being effective to study spatial navigation in the absence of visual information and highlight the importance of auditory information from spatial sound cues for spatial navigation and spatial learning.
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    Spiritual Intelligence Self-Assessment Inventory : Psychometric properties of the Portuguese version of SISRI-24
    (Routledge, 2018-01-02) Antunes, Roque R.; Silva, Ana Paula; Oliveira, Jorge; CeiED - Interdisciplinary Research Centre for Education and Development; HEI-LAB - Human Environment Interaction Lab
    Spiritual intelligence has gained increasing importance as an academic construct in the field of psychology. We present the psychometric properties for the Portuguese adaptation of the Spiritual Intelligence Self-Report Inventory-24, SISRI-24. The exploratory analysis showed a factorial structure different from the original scale, comprising three factors instead of four as in the original version, in which “Transcendental Awareness” was removed. The confirmatory factorial analysis revealed adjustment to a three-factor model for the Portuguese version. The main indexes of adjustment are generally better than the original four-factor version, suggesting the adequacy of this solution for the Portuguese population. The analysis with the convergent measures (SWBQ and MPWQ) provides evidence of the construct’s validity and criterion. The results are promising, allowing us to proceed with the uses of this tool for measuring spiritual intelligence, which may, however, be improved in the future.
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    Virtual Reality Cognitive Training Among Individuals With Alcohol Use Disorder Undergoing Residential Treatment
    (JMIR Publications Inc., 2021-01-01) Gamito, Pedro; Oliveira, Jorge; Matias, Marcelo Alexandre Cabaça; Cunha, Elsa Alexandra Pinto Ribeiro da; Lopes, Paulo Jorge Ferreira; Deus, Alberto; BRITO, RODRIGO CRAVEIRO DOS REIS DA COSTA; HEI-LAB - Human Environment Interaction Lab; EPCV - School of Psychology and Life Sciences
    Background: Alcoholusedisorder(AUD)hasbeenassociatedwithdiversephysicalandmentalmorbidities.Amongthemain consequences of chronic and excessive alcohol use are cognitive and executive deficits. Some of these deficits may be reversed in specific cognitive and executive domains with behavioral approaches consisting of cognitive training. The advent of computer-based interventions may leverage these improvements, but randomized controlled trials (RCTs) of digital interactive-based interventions are still scarce. Objective: The aim of this study is to explore whether a cognitive training approach using VR exercises based on activities of daily living is feasible for improving the cognitive function of patients with AUD undergoing residential treatment, as well as to estimate the effect size for this intervention to power future definitive RCTs. Methods: This study consisted of a two-arm pilot RCT with a sample of 36 individuals recovering from AUD in a therapeutic community; experimental group participants received a therapist-guided, VR-based cognitive training intervention combined with treatment as usual, and control group participants received treatment as usual without cognitive training. A comprehensive neuropsychological battery of tests was used both at pre- and postassessments, including measurement of global cognition, executive functions, attention, visual memory, and cognitive flexibility. Results: In order to control for potential effects of global cognition and executive functions at baseline, these domains were controlled for in the statistical analysis for each individual outcome. Results indicate intervention effects on attention in two out of five outcomes and on cognitive flexibility in two out of six outcomes, with effect sizes in significant comparisons being larger for attention than for cognitive flexibility. Patient retention in cognitive training was high, in line with previous studies. Conclusions: Overall, the data suggest that VR-based cognitive training results in specific contributions to improving attention ability and cognitive flexibility of patients recovering from AUD. Trial Registration: ClinicalTrials.gov NCT04505345; https://clinicaltrials.gov/show/NCT04505345
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