- Virtual Reality Applications and Impacts
- Augmented Reality Applications
- Educational Games and Gamification
- Stroke Rehabilitation and Recovery
- Multi-Agent Systems and Negotiation
- Education and Digital Technologies
- Business Process Modeling and Analysis
- Intelligent Tutoring Systems and Adaptive Learning
- Human Motion and Animation
- Health Education and Validation
- Ethics and Social Impacts of AI
- Bacterial Identification and Susceptibility Testing
- Reservoir Engineering and Simulation Methods
- Antibiotic Resistance in Bacteria
- Information Systems Theories and Implementation
- Traumatic Brain Injury Research
- Autism Spectrum Disorder Research
- Data Quality and Management
- Biotechnology and Related Fields
- Ethics in Clinical Research
- Posttraumatic Stress Disorder Research
- Privacy, Security, and Data Protection
- Electronic Health Records Systems
- Business and Management Studies
- Data Mining Algorithms and Applications
Universidade do Estado do Rio de Janeiro
2014-2024
INCLIVA Health Research Institute
2021-2023
Ação Educativa
2021
Instituto de Neurología Cognitiva
2020
Instituto de Filosofía
2020
TH Köln - University of Applied Sciences
2017
Lusíada University of Lisbon
2017
University of Lisbon
2017
Universidade Estadual Paulista (Unesp)
2017
Université Toulouse III - Paul Sabatier
2017
A evolução tecnológica tem permitido utilizar novas abordagens no processo de ensino-aprendizagem. Os serious games se relacionam com uma categoria especial jogos, voltados a conteúdos e finalidades específicos, nos quais o jogador utiliza seus conhecimentos para resolver problemas, conhecer problemáticas treinar tarefas. Uma das tecnologias propícias à construção é Realidade Virtual, que oferece ambientes computacionais tridimensionais formas avançadas interação capazes prover maior...
The challenges faced by caregivers of the elderly with chronic diseases are always complex. In this context, mobile technologies have been used promising results, but often restricted functionality, or either difficult to use do not provide necessary support caregiver - which leads declining usage over time. Therefore, we developed Mobile System for Elderly Monitoring, SMAI. purpose SMAI is monitor patients functional loss and improve caregivers' communication health team professionals,...
de que as aplicações Realidade Virtual sejam incluídas na rotina dos profissionais
The aim of this article is to present partial results a pilot study that explores computer technology enhance some cognitive and executive functions patients who had stroke. They each experienced activities stimulate in virtual environments, which related day-to-day situations
Multi-agents are increasingly gaining the attention of researchers and developers virtual games. The agents can control user performance, adapting interface automatically changing difficulty level tasks. objective this paper is to describe development a game that combines technologies Virtual Reality Multi-Agent. This system aims at improving cognitive functions in patients with neuropsychiatric disorders. integration different technologies, methodology test procedures described throughout paper.
Nos últimos anos, a área da saúde tem recebido contribuições tecnológicas que fornecem suporte para práticas de diagnóstico, acompanhamento e tratamento diferentes distúrbios doenças, combinando, principalmente, várias técnicas Inteligência Artificial, Realidade Virtual Computação móvel. Muitos desafios se apresentam integrar essas tecnologias fornecer soluções considerem automatização processos, simplificação interação entre profissionais pacientes, o baixo preço dos equipamentos,...
Games applied to health education have emerged as a motivational improvement in learning and clinical performance of students from the care area. Currently, there are several agent oriented methodologies that support multi-agent systems development. However none specific domain medical education. Agent-oriented development educational games must special features such working with multidisciplinary team, high degree user involvement allow mutuality game requirements. Within this context,...
This paper presents a general view of computational applications in the health area, highlighting use Virtual Reality technology resources Brazil and other countries. From this initial survey, suggestions for improvements area were presented along with relevant research needed to make these overcome current obstacles.
Future interfaces will increasingly explore three-dimensional (3D) scenes that have 3D virtual characters interacting with users. Currently, the characters' influence on users' navigation is not well known. The aim of our research to study potential in influencing decisions environments. We implemented an art gallery where human-like characters, some level intelligence, can move about and communicate, trying user's path. When users enter gallery, they choose exhibitions would like visit....
Modern stream processing systems typically require ingesting and correlating data from multiple sources. However, these sources are out of control prone to software errors unavailability, causing anomalies that must be necessarily remedied before the data. In this context, anomaly, such as duplication, appears one most prominent challenges processing. Data duplication can hinder real-time analysis for decision making. This paper investigates performs an experimental operators auxiliary tools...
Context: Ethical aspects are of increasing interest to the computing communities. Part this is related ethics in research and institutional committees. This phenomenon has also increased ethical or moral demands by institutions academic-scientific collectives. Problem: Research Ehics presents several issues, challenges, difficulties, which go beyond a basic superficial knowledge. These deficiencies limitations have negative consequences, including political sense, for Brazilian community....
This paper describes two systems that explore Virtual Reality technology and Fuzzy Logic to support control the assessment of people with Post-Traumatic Stress Disorder during Exposure Therapy.
This paper aims at presenting the integration of technologies used to improve experience immersion in virtual reality applications with affordable devices. The application explored Kinect motion capture and Smartphone sensors. Also, it an intermediary computer a cardboard Smartphone. provided interaction avatar control through natural body movements. has sufficient accuracy recognize movements from user's thorax, arms legs.
Virtual reality technology offers opportunities to create new products, which could be applied the cognitive rehabilitation of people with acquired brain injuries or neurological/psychiatric disorders. The effects provided by virtual environments (VEs) stimulate cerebral neuroplastic changes, enhancing process. This article discusses issues related this field and presents main features a development process for an integrated VE rehabilitation. Finally, initial results experiment group...
A business process is a sequence of activities organized in logical way order to produce service or product that valued for particular group customers. Process auditing corporate environment aims assess the degree compliance processes and their controls. Due volume information needs be analyzed an audit job, auditing´s cost can very high. We argue mining techniques have potential improve this activity, allowing auditor meet short deadlines, as well bringing greater value senior management...
De forma crescente, os jogos digitais vêm permeando diferentes contextos, seja para entretenimento, terapias ou aprendizado. Entretanto, ainda temos pouca aderência às questões de acessibilidade, que poderiam ampliar a difusão desses um maior número pessoas. Este artigo apresenta Mapeamento Sistemático, destaca vários aspectos envolvidos na construção e pessoas com tipos deficiências. Por fim, são apresentadas algumas diretrizes apoiar o desenvolvimento uso jogos, considerando quatro...
Regular physical activities such as weight training exercises are part of everyday modern life. If executed correctly, contribute to the health its practitioners, for example, increases fitness, strengthen muscles and cardiovascular system, prevent obesity stimulate immune system. Many people practice without an assistance expert in Physical Education. This paper aims present a software, Gym&Muscle, that offers 3-D visualization presented by animated character. tool allows observe correct...