All Stories

  1. Military stress management training using virtual reality: A systematic review and delphi method
  2. Effectiveness of a mental health literacy programme in reducing stigma in young people in Póvoa de Varzim
  3. A Gamified Virtual Reality Exposure Therapy for Individuals with Arachnophobia: A Pilot Study
  4. Effectiveness of Virtual Reality in Reducing Public Speaking Anxiety: A Pilot Study
  5. Interaction Devices for Multi-Sensory Exploration in Immersive Environments
  6. Key Principles Involving Ethical and Deontological Issues in Military Stress Management Training in Virtual Reality Environments
  7. Virtual Immersive Training Model with Mixed Reality for Prosthesis Application in Orthopedics
  8. Virtual Reality Exposure Therapy for Arachnophobia: A Pilot Study
  9. Using Immersive Environments in E-Mental Health Rehabilitation Programs Directed to Future Health Professionals to Promote Empathy and Health Literacy about Schizophrenia
  10. Assessing the efficacy of the ‘Bicho De 7 Cabeças’ B-learning school-based program in enhancing mental health literacy and reducing stigma
  11. Telemonitoring in Heart Failure Patient Management
  12. Distributed Database Model for Mobile Health Telemonitoring Applications
  13. Extended Reality in the Operating Room: Robot-Assisted Orthopedics Surgery with Live and Interactive Streaming for Medical Students
  14. Forest Bathing Environments in Virtual Reality: Enhancing Well-being through Immersive Nature Experiences
  15. Interactive Virtual Reality Public Speaking Training Simulator to Empower Confident Communicators
  16. Reimagining Art: Virart, a Platform Using Virtual Reality for Creative Expression and Cultural Engagement
  17. Self-management Web Application for Persons with Schizophrenia
  18. The Use of Artificial Intelligence in Interactive Virtual Reality Adaptive Environments with Real-Time Biofeedback Applied to Phobias Psychotherapy
  19. m-Health System for the Self-management of Patients with Heart Failure
  20. Autonomous Creative Learning Strategy Directed to Higher Education Students in Health Area
  21. Software Requirements Definition Processes in Gamification Development for Immersive Environments
  22. Impact of a Virtual Reality-Based Simulation on Empathy and Attitudes Toward Schizophrenia
  23. Mixed Reality in an Operating Room Using Hololens 2—The Use of the Remote Assistance from Manufacturers Techinicians during the Surgeries
  24. The Effect of Music on Brain Activity an Emotional State
  25. The Influence of Brain Activity on the Interactive Process through Biofeedback Mechanisms in Virtual Reality Environments
  26. Individual Resilience Interventions: A Systematic Review in Adult Population Samples over the Last Decade
  27. Adaptive Model for Biofeedback Data Flows Management in the Design of Interactive Immersive Environments
  28. Software Requirements Definition Processes in Gamification Development for Immersive Environments
  29. A-Frame as a Tool to Create Artistic Collective Installations in Virtual Reality
  30. Application of Adaptive Virtual Environments Through Biofeedback for the Treatment of Phobias
  31. The Use of Portable EEG Devices in Development of Immersive Virtual Reality Environments for Converting Emotional States into Specific Commands
  32. Analysis and Definition of Data Flows Generated by Bio Stimuli in the Design of Interactive Immersive Environments
  33. Creating Emotions Through Digital Media Art
  34. e-EMOTION CAPSULE
  35. The Sense of Presence through the Humanization Created by Virtual Environments
  36. The Influence of Immersive Environments on the Empathy Construct about Schizophrenia