Expanded services provided at pharmacies show numerous improvements in health outcomes. However, attempts at implementing new services in pharmacies are met with several barriers, among which is the failure to update the pharmacist's role. This study aimed to explore pharmacists’ perceptions about the role of pharmacies and the effects of, and barriers to, service expansion. Four focus groups were conducted wit...
A saúde ocupacional tem sido uma preocupação crescente, podendo ser monitorizada através de dispositivos tecnológicos que longitudinalmente recolhem dados de bem-estar psicológico e de indicadores fisiológicos. Pretende-se investigar a relação entre perceção de stress, ritmo cardíaco, horas de sono e número de passos no trabalho, numa amostra de profissionais de empresas de tecnologia e área financeira. Em 3 em...
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 paper describes WEBECOOL, a hybrid web/mobile application with the purpose of improving the self-management of anxiety disorders. The development of WEBECOOL was driven by a multidisciplinary collaboration between computing engineers, psychologists and psychiatrics. The first stage of the web/mobile application test was performed to assess the satisfaction with the technological proposal. Also, several com...
O tratamento de algumas doenças (ex. sífilis, delírios, estados maníacos com agitação motora) foi já efetuado pela Medicina/Psiquiatria com recurso à hipertermia, através de agentes indutores de febre ou banhos de imersão. Atualmente, através de equipamentos sofisticados como a hipertermia de corpo inteiro por infravermelhos, têm sido utilizados na área da dor, em patologias como a fibromialgia, na área oncológ...
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 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...
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.
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...
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...