Manuel Oliveira

ORCID: 0000-0002-6220-0695
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Face Recognition and Perception
  • Evolutionary Psychology and Human Behavior
  • Psychology of Moral and Emotional Judgment
  • Digital Transformation in Industry
  • Virtual Reality Applications and Impacts
  • Biomedical and Engineering Education
  • Social and Intergroup Psychology
  • Teaching and Learning Programming
  • Digital Games and Media
  • Augmented Reality Applications
  • Olfactory and Sensory Function Studies
  • Cultural Differences and Values
  • Multimedia Communication and Technology
  • Peer-to-Peer Network Technologies
  • Innovation, Technology, and Society
  • Misinformation and Its Impacts
  • Human-Automation Interaction and Safety
  • Persona Design and Applications
  • Infrared Thermography in Medicine
  • Memory Processes and Influences
  • Digital literacy in education
  • Psychological Testing and Assessment
  • Safety Warnings and Signage
  • Reflective Practices in Education

Eindhoven University of Technology
2024

Utrecht University
2022-2023

ISPA - Instituto Universitário
2019-2022

SINTEF
2011-2021

SINTEF Digital
2019-2020

University of Lisbon
2017

UCL Australia
2004

Effectiveness of Serious Games (SG) depends very much on their capacity to provide the right balance be- tween gaming and educational experience. This require- ment raises challenges regarding realization in- telligence personalization. We aim overcome problems research fragmentation identify some main issues by presenting a summary relevant contributions from Artificial Intelligence Personal- ization, together with discussion future direc- tions. In this paper, we summarize approaches user...

10.1609/aiide.v8i5.12576 article EN Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 2021-06-30

With the rapid development of manufacturing towards vision Industry 4.0, considerable efforts should be done in order to improve skills young generations and prepare them challenges new industrial world. For this reason, paper first analyzes learning requirements for education training about advanced topics most suitable educational approaches satisfy them, identifying digital game-based (DGBL) as one promising. On basis, Life Cycle Assessment (LCA) Game, a game (DG) aiming at supporting...

10.1016/j.promfg.2017.07.286 article EN Procedia Manufacturing 2017-01-01

Abstract The article explores whether the traits representing dimensions underlying structure of facial and non‐facial impressions are similarly mapped in face space. Two studies examine trustworthiness‐by‐dominance warmth‐by‐competence two‐dimensional models overlap perception. In Study 1 ( N = 200), we used a reverse‐correlation task to obtain classification images CI s) reflecting how each dimension is onto face. Results show that similarity between s was higher warmth trustworthiness...

10.1002/ejsp.2569 article EN European Journal of Social Psychology 2019-01-18

Automatically monitoring and quantifying stress-induced thermal dynamic information in real-world settings is an extremely important but challenging problem. In this paper, we explore whether can use mobile imaging to measure the rich physiological cues of mental stress that be deduced from a person's nose temperature. To answer question build i) framework for nasal variable patterns continuously ii) novel set variability metrics capture richness information. We evaluated our approach series...

10.1109/acii.2019.8925453 article EN 2019-09-01

Artificial intelligence increasingly plays a crucial role in daily life. At the same time, artificial is often met with reluctance and distrust. Previous research demonstrated that faces are visibly considered to be less trustworthy remembered accurately compared natural faces. Current technology, however, enables generation of indistinguishable from In five experiments (total N = 867), we tested whether merely labelled also trusted less. A meta-analysis all suggested labeled as being were...

10.1525/collabra.73066 article EN cc-by Collabra Psychology 2023-01-01

Abstract In this article we directly assessed the relationship between valence and relevant traits of Big Two dimensions (i.e., communion agency). Drawing on previous research, expected that with would be less monotonous more variable in direction across agency‐related traits, compared to communion‐related traits. three repeated measures studies perceived each trait dimension a continuum seven points. Studies 1 2 defined verbally. Study 3 was by facial features. Results these show is...

10.1002/ejsp.2618 article EN European Journal of Social Psychology 2019-07-24

Abstract Previous research has mostly approached face recognition and target identification by focusing on perception mechanisms, but memory mechanisms also appear to play a role. Here, we examined how the presence of mask interferes with involved in recognition, dynamic interplay between encoding processes. We approach two known effects: (a) matching study test conditions effects (i.e., presenting masked and/or unmasked faces) (b) testing expectation knowing advance that could be put or...

10.1186/s41235-022-00379-5 article EN cc-by Cognitive Research Principles and Implications 2022-04-01

Recognizing the role that facial appearance plays in guiding social interactions, here we investigated how occlusions of bottom-face region affect impressions trustworthiness and dominance. Previous studies suggesting different features impact inferences on these traits sustain hypothesis wearing a face mask will differently each trait inference. And specifically, be more disrupted by this type occlusion than dominance impressions. In two studies, addressed possibility occluding bottom faces...

10.3758/s13421-022-01316-z article EN cc-by Memory & Cognition 2022-05-02

One of the most frequent arguments for deploying serious games is that they provide an engaging format student learning. However, engagement often equated with enjoyment, which may not be relevant conceptualization in safety-critical settings, such as law enforcement and healthcare. In these contexts, term 'serious' does only relate to non-entertainment purpose game but also environment simulated by game. addition, a lack training setting can have ethical implications, leading significant...

10.1145/3116595.3116633 article EN 2017-10-10

Abstract This paper examines how humans judge the capabilities of artificial intelligence (AI) to evaluate human attributes, specifically focusing on two key dimensions social evaluation: morality and competence. Furthermore, it investigates impact exposure advanced Large Language Models these perceptions. In three studies (combined N = 200), we tested hypothesis that people will find less plausible AI is capable judging conveyed by a behavior compared its Participants estimated plausibility...

10.1186/s41235-024-00573-7 article EN cc-by Cognitive Research Principles and Implications 2024-07-18

Any kind of innovation introduced in a manufacturing enterprise also has to face sustainability issues. Sustainability combines environmental, economic, and social dimensions is considered be complex hard learn subject needing lot experience create competence. Therefore, the construction serious game support generation such competences not trivial. The aim this paper present Contextualized Interactive Story Driven Development (CISD <sup xmlns:mml="http://www.w3.org/1998/Math/MathML"...

10.1109/ice.2012.6297706 article EN 2012-06-01

The integration of multiple traits into a unitary impression has been extensively investigated in formation research. However, because the focus typically on verbal output formed impressions, little is known about how impressions resulting from different trait combinations impact perceivers' expectations facial content. Here, we offer initial evidence occurs social face perception. In two studies, used reverse correlation paradigm to obtain images reflecting participants' content for...

10.1521/soco.2019.37.5.516 article EN Social Cognition 2019-10-01
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