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Available rehabilitation technology with the potential to be incorporated into ...

Siqueira, Tarciano; Parraca, José; Sousa, João Paulo

Background: The development of prototypes capable of intervening in the area of rehabilitation in physical therapy clinical practice activities that were previously carried out in a traditional way, that is, manually, demonstrates how technology is having an impact on professional careers such as physiotherapy. Objective: The purpose of this study is to present a comprehensive examination of various technologie...


Prevalence of Lower Back Pain and Risk Factors in Equestrians: A Systematic Review

Duarte, Carlota Rico; Raimundo, Armando; Sousa, João Paulo; Fernandes, Orlando; Santos, Rute

This systematic review aimed to determine the prevalence of lower back pain (LBP) in equestrian athletes (EAs) and identify associated risk factors. Following the PRISMA guidelines, observational studies published between 2004 and 2024 in English, Portuguese, Spanish, and German were included. The review identified relevant studies through the Web of Science, EBSCO, MEDLINE, and SCOPUS (last search performed on...


Pseudophakic macular edema: Review and new insights on treatment and prophylaxis

Campos, António; Mota, Carolina; Cruz, Henrique; Sousa, João Paulo

Pseudophakic cystoid macular edema (PCME) is a common complication of cataract surgery that may rarely result in vision loss. In most cases PCME resolves spontaneously, which makes it challenging to establish the efficacy of therapeutic and prophylactic interventions. Although no consensus exists regarding management or prevention, most surgeons advocate prophylaxis primarily for high-risk eyes. Nevertheless, t...

Data: 2025   |   Origem: IC-online

Gamificação e Literacia Mediática: uma nova abordagem para combater a desinform...

Carneiro, Manuela; Fernandes, Tiago; Sousa, João Paulo

The increasing spread of disinformation in the digital environment represents one of the main challenges for journalism and, in particular, for media literacy. Fact-checking has become an essential tool in the fight against fake news, but its effectiveness depends on the public's engagement in verifying information. In this context, gamification may offer an innovative strategy to promote learning and active pa...

Data: 2025   |   Origem: Biblioteca Digital do IPB

Reshaping the Video Game Landscape With AI and GenAI - Preface

Sousa, João Paulo; Tavares, Rogério Júnior Correia

The intersection of Artificial Intelligence (AI) and the video game industry represents one of the most transformative developments in interactive media history. From early rule-based decision systems to today’s generative AI architectures, gaming has evolved into a sophisticated ecosystem where creativity, technology, and player experience converge. Reshaping the Video Game Landscape with AI and GenAI brings t...

Data: 2025   |   Origem: Biblioteca Digital do IPB

From Paper to Pixels: Teleporting History with TIMECRAX

Faria, Júlio; Sousa, João Paulo; Lopes, Rui Pedro; Tavares, Rogério Júnior Correia

This study explores the application of game design principles in developing an educational game to teach History through interactive and engaging methods. Upon completion, the game underwent testing by 17 participants. We assessed the outcomes using a survey focused on the effectiveness of games as learning aids. Our findings indicate that creating compelling, entertaining, and educational games demands careful...

Data: 2025   |   Origem: Biblioteca Digital do IPB

Reshaping the Video Game Landscape With AI and GenAI

Sousa, João Paulo; Tavares, Rogério Júnior Correia

AI and GenAI are revolutionizing the video game industry. From procedurally generated worlds and non-playable characters to personalized gameplay experiences, these technologies are transforming how games are developed and experienced. Game studios are increasingly using AI and GenAI to streamline content creation and enhance realism, ultimately pushing the boundaries of what games can achieve. This reshaping o...

Data: 2025   |   Origem: Biblioteca Digital do IPB

Exploring Video Game Monetization: Analysis of Strategies, Trends, and Ethical ...

Tatiana Ferreira; Tatiana Batista; Pedro Malheiro; Tiago Lopes; João Vitorino; Sousa, João Paulo

This study offers a comprehensive mapping of the scientific literature on video game monetization, addressing a significant gap in the systematic exploration of this multidimensional topic. Drawing on data from the Scopus database and analytical tools, the research highlights key themes, influential authors, and emerging trends shaping the field. The analysis reveals distinct waves of scholarly interest, correl...

Data: 2025   |   Origem: Biblioteca Digital do IPB

Hackathon and innovative methodologies in higher education

Sousa, João Paulo; Mertanen, Jussi; Tavares, Roger; Lopes, Rui Pedro

This volume explores the strategic development of digital learning environments to support innovative pedagogical approaches in higher education. It presents an in-depth examination of digital tools and methodologies—including Learning Management Systems (LMS), virtual assistants, augmented and virtual reality (AR/VR), and mobile learning—that enable the creation of immersive, flexible, and learner-centered edu...

Data: 2025   |   Origem: Biblioteca Digital do IPB

Effectiveness of the KC@H programme compared with clinic-based rehabilitation i...

Alegrete, Joana; Batalha, Nuno; Fernandes, Orlando; Parraça, José; Rodrigues, Ana; Londral, Ana; Sousa, João Paulo

Patients who cannot fully comply with conventional clinic-based rehabilitation (CR) sessions after ACL reconstruction (ACLR) may find additional internet- based sessions beneficial. These remote sessions include therapeutic exercises that can be done at home, potentially extending the reach of rehabilitation services to underserved areas, prolonging the duration of care and providing improved supervision. The s...


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