This study aims to analyze the Strategy for Data Cybersecurity in the European Health Data Ecosystem, to be implemented in 2025. The document analysis was carried out to map the different proposals for a regulation of the European Parliament and of the Council, regarding the sharing of the Electronic Health Record in the European space, and the General Data Protection Regulation implemented in the European Unio...
The application of electroencephalography electrodes in Virtual Reality (VR) glasses allows users to relate cognitive, emotional, and social functions with the exposure to certain stimuli. The development of non-invasive portable devices, coupled with VR, allows for the collection of electroencephalographic data. One of the devices that embraced this new trend is Looxid LinkTM, a system that adds electroencepha...
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.
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.
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 usin...
O presente trabalho descreve o processo de criação do artefacto multidimensional “e-EMotion-Capsule” que explora a imersividade para gerar emoções através da criação de ambientes impactantes. A perspetiva multidimensional da e-EMotion Capsule permite ao participante experienciar diferentes ambientes criados recorrendo a tecnologias imersivas como o vídeo a 360, ambientes de realidade virtual e plataformas de re...
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 observati...
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 w...
A utilização crescente das Tecnologias da Comunicação e Informação (TIC) como ferramenta privilegiada dos sistemas de inteleigência (instrumentos de salvaguarda da defesa e segurança nacional) pressupondo o tratamento de dados pessoais, veio trazer à colação a indispensabilidade de uma reflexão sobre tais operações face à necessária protecção da privacidade.
Healthcare systems have undergone a wide and deep transformation that is only partly reflected in the growth of the per capita spending relative to GDP. Much more transformations are to be explained. Southern European countries are usually considered as a relatively homogeneous group with similar social trends in their health care system. Is it really so and to what extent? Are their more than three or four Eur...