Instituto de Tecnologias Interativas
facilityLisbon, Portugal
Research output, citation impact, and the most-cited recent papers from Instituto de Tecnologias Interativas. Aggregated across the NobleBlocks index of 300M+ scholarly works.
Top-cited papers from Instituto de Tecnologias Interativas
BACKGROUND: Stroke is one of the most common causes of acquired disability, leaving numerous adults with cognitive and motor impairments, and affecting patients' capability to live independently. There is substancial evidence on post-stroke cognitive rehabilitation benefits, but its implementation is generally limited by the use of paper-and-pencil methods, insufficient personalization, and suboptimal intensity. Virtual reality tools have shown potential for improving cognitive rehabilitation by supporting carefully personalized, ecologically valid tasks through accessible technologies. Notwithstanding important progress in VR-based cognitive rehabilitation systems, specially with Activities of Daily Living (ADL's) simulations, there is still a need of more clinical trials for its validation. In this work we present a one-month randomized controlled trial with 18 stroke in and outpatients from two rehabilitation units: 9 performing a VR-based intervention and 9 performing conventional rehabilitation. METHODS: The VR-based intervention involved a virtual simulation of a city - Reh@City - where memory, attention, visuo-spatial abilities and executive functions tasks are integrated in the performance of several daily routines. The intervention had levels of difficulty progression through a method of fading cues. There was a pre and post-intervention assessment in both groups with the Addenbrooke Cognitive Examination (primary outcome) and the Trail Making Test A and B, Picture Arrangement from WAIS III and Stroke Impact Scale 3.0 (secondary outcomes). RESULTS: A within groups analysis revealed significant improvements in global cognitive functioning, attention, memory, visuo-spatial abilities, executive functions, emotion and overall recovery in the VR group. The control group only improved in self-reported memory and social participation. A between groups analysis, showed significantly greater improvements in global cognitive functioning, attention and executive functions when comparing VR to conventional therapy. CONCLUSIONS: Our results suggest that cognitive rehabilitation through the Reh@City, an ecologically valid VR system for the training of ADL's, has more impact than conventional methods. TRIAL REGISTRATION: This trial was not registered because it is a small sample study that evaluates the clinical validity of a prototype virtual reality system.
The Particle Swarm Optimisation (PSO) algorithm was inspired by the social and biological behaviour of bird flocks searching for food sources. In this nature-based algorithm, individuals are referred to as particles and fly through the search space seeking for the global best position that minimises (or maximises) a given problem. Today, PSO is one of the most well-known and widely used swarm intelligence algorithms and metaheuristic techniques, because of its simplicity and ability to be used in a wide range of applications. However, in-depth studies of the algorithm have led to the detection and identification of a number of problems with it, especially convergence problems and performance issues. Consequently, a myriad of variants, enhancements and extensions to the original version of the algorithm, developed and introduced in the mid-1990s, have been proposed, especially in the last two decades. In this article, a systematic literature review about those variants and improvements is made, which also covers the hybridisation and parallelisation of the algorithm and its extensions to other classes of optimisation problems, taking into consideration the most important ones. These approaches and improvements are appropriately summarised, organised and presented, in order to allow and facilitate the identification of the most appropriate PSO variant for a particular application.
INTRODUCTION: The Coronavirus disease-19 (COVID-19) pandemic affected countries worldwide and has changed peoples' lives. A reduction in physical activity and increased mental health problems were observed, mainly in the first year of the COVID-19 pandemic. Thus, this systematic review aims to examine the association between physical activity and mental health during the first year of the COVID-19 pandemic. METHODS: In July 2021, a search was applied to PubMed, Scopus, and Web of Science. Eligibility criteria included cross-sectional, prospective, and longitudinal study designs and studies published in English; outcomes included physical activity and mental health (e.g., depressive symptoms, anxiety, positive and negative effects, well-being). RESULTS: Thirty-one studies were included in this review. Overall, the studies suggested that higher physical activity is associated with higher well-being, quality of life as well as lower depressive symptoms, anxiety, and stress, independently of age. There was no consensus for the optimal physical activity level for mitigating negative mental symptoms, neither for the frequency nor for the type of physical activity. Women were more vulnerable to mental health changes and men were more susceptive to physical activity changes. CONCLUSION: Physical activity has been a good and effective choice to mitigate the negative effects of the COVID-19 pandemic on mental health during the first year of the COVID-19 pandemic. Public health policies should alert for possibilities to increase physical activity during the stay-at-home order in many countries worldwide.
Victims, volunteers, and relief organizations are increasingly using social media to report and act on large-scale events, as witnessed in the extensive coverage of the 2010–2012 Arab Spring uprisings and 2011 Japanese tsunami and nuclear disasters. Twitter® feeds consist of short messages, often in a nonstandard local language, requiring novel techniques to extract relevant situation awareness data. Existing approaches to mining social media are aimed at searching for specific information, or identifying aggregate trends, rather than providing narratives. We present CrisisTracker, an online system that in real time efficiently captures distributed situation awareness reports based on social media activity during large-scale events, such as natural disasters. CrisisTracker automatically tracks sets of keywords on Twitter and constructs stories by clustering related tweets on the basis of their lexical similarity. It integrates crowdsourcing techniques, enabling users to verify and analyze stories. We report our experiences from an 8-day CrisisTracker pilot deployment during 2012 focused on the Syrian civil war, which processed, on average, 446,000 tweets daily and reduced them to consumable stories through analytics and crowdsourcing. We discuss the effectiveness of CrisisTracker based on the usage and feedback from 48 domain experts and volunteer curators.
Sleep disorders are a common health condition that can affect numerous aspects of life. Obstructive sleep apnea is one of the most common disorders and is characterized by a reduction or cessation of airflow during sleep. In many countries, this disorder is usually diagnosed in sleep laboratories, by polysomnography, which is an expensive procedure involving much effort for the patient. Multiple systems have been proposed to address this situation, including performing the examination and analysis in the patient's home, using sensors to detect physiological signals that are automatically analyzed by algorithms. However, the precision of these devices is usually not enough to provide clinical diagnosis. Therefore, the objective of this review is to analyze already existing algorithms that have not been implemented on hardware but have had their performance verified by at least one experiment that aims to detect obstructive sleep apnea to predict trends. The performance of different algorithms and methods for apnea detection through the use of different sensors (pulse oximetry, electrocardiogram, respiration, sound, and combined approaches) has been evaluated. 84 original research articles published from 2003 to 2017 with the potential to be promising diagnostic tools have been selected to cover multiple solutions. This paper could provide valuable information for those researchers who want to carry out a hardware implementation of potential signal processing algorithms.
We report on a 10-month in-the-wild study of the adoption, engagement and discontinuation of an activity tracker called Habito, by a sample of 256 users who installed the tracker on their own volition. We found 'readiness' to behavior change to be a strong predictor of adoption (which ranged from 56% to 20%). Among adopters, only a third updated their daily goal, which in turn impacted their physical activity levels. The use of the tracker was dominated by glances -- brief, 5-sec sessions where users called the app to check their current activity levels with no further interaction, while users displayed true lack of interest in historical data. Textual feedback proved highly effective in fueling further engagement with the tracker as well as inducing physical activity. We propose three directions for design: designing for different levels of 'readiness', designing for multilayered and playful goal setting, and designing for sustained engagement.
BACKGROUND AND PURPOSE: Although there is strong evidence on the beneficial effects of virtual reality (VR)-based rehabilitation, it is not yet well understood how the different aspects of these systems affect recovery. Consequently, we do not exactly know what features of VR neurorehabilitation systems are decisive in conveying their beneficial effects. METHODS: To specifically address this issue, we developed 3 different configurations of the same VR-based rehabilitation system, the Rehabilitation Gaming System, using 3 different interface technologies: vision-based tracking, haptics, and a passive exoskeleton. Forty-four patients with chronic stroke were randomly allocated to one of the configurations and used the system for 35 minutes a day for 5 days a week during 4 weeks. RESULTS: Our results revealed significant within-subject improvements at most of the standard clinical evaluation scales for all groups. Specifically we observe that the beneficial effects of VR-based training are modulated by the use/nonuse of compensatory movement strategies and the specific sensorimotor contingencies presented to the user, that is, visual feedback versus combined visual haptic feedback. CONCLUSIONS: Our findings suggest that the beneficial effects of VR-based neurorehabilitation systems such as the Rehabilitation Gaming System for the treatment of chronic stroke depend on the specific interface systems used. These results have strong implications for the design of future VR rehabilitation strategies that aim at maximizing functional outcomes and their retention. Clinical Trial Registration- This trial was not registered because it is a small clinical study that evaluates the feasibility of prototype devices.
Sleep apnea is a sleep related disorder that significantly affects the population. Polysomnography, the gold standard, is expensive, inaccessible, uncomfortable and an expert technician is needed to score. Numerous researchers have proposed and implemented automatic scoring processes to address these issues, based on fewer sensors and automatic classification algorithms. Deep learning is gaining higher interest due to database availability, newly developed techniques, the possibility of producing machine created features and higher computing power that allows the algorithms to achieve better performance than the shallow classifiers. Therefore, the sleep apnea research has currently gained significant interest in deep learning. The goal of this work is to analyze the published research in the last decade, providing an answer to the research questions such as how to implement the different deep networks, what kind of pre-processing or feature extraction is needed, and the advantages and disadvantages of different kinds of networks. The employed signals, sensors, databases and implementation challenges were also considered. A systematic search was conducted on five indexing services from 2008-2018. A total of 255 papers were found and 21 were selected by considering the inclusion and exclusion criteria, using the preferred reporting items for systematic reviews and meta-analyses (PRISMA) approach.
The widespread popularity of Pokémon GO presents the first opportunity to observe the geographic effects of location-based gaming at scale. This paper reports the results of a mixed methods study of the geography of Pokémon GO that includes a five-country field survey of 375 Pokémon GO players and a large scale geostatistical analysis of game elements. Focusing on the key geographic themes of places and movement, we find that the design of Pokémon GO reinforces existing geographically-linked biases (e.g. the game advantages urban areas and neighborhoods with smaller minority populations), that Pokémon GO may have instigated a relatively rare large-scale shift in global human mobility patterns, and that Pokémon GO has geographically-linked safety risks, but not those typically emphasized by the media. Our results point to geographic design implications for future systems in this space such as a means through which the geographic biases present in Pokémon GO may be counteracted.
BACKGROUND: The use of Brain-Computer Interface (BCI) technology in neurorehabilitation provides new strategies to overcome stroke-related motor limitations. Recent studies demonstrated the brain's capacity for functional and structural plasticity through BCI. However, it is not fully clear how we can take full advantage of the neurobiological mechanisms underlying recovery and how to maximize restoration through BCI. In this study we investigate the role of multimodal virtual reality (VR) simulations and motor priming (MP) in an upper limb motor-imagery BCI task in order to maximize the engagement of sensory-motor networks in a broad range of patients who can benefit from virtual rehabilitation training. METHODS: In order to investigate how different BCI paradigms impact brain activation, we designed 3 experimental conditions in a within-subject design, including an immersive Multimodal Virtual Reality with Motor Priming (VRMP) condition where users had to perform motor-execution before BCI training, an immersive Multimodal VR condition, and a control condition with standard 2D feedback. Further, these were also compared to overt motor-execution. Finally, a set of questionnaires were used to gather subjective data on Workload, Kinesthetic Imagery and Presence. RESULTS: Our findings show increased capacity to modulate and enhance brain activity patterns in all extracted EEG rhythms matching more closely those present during motor-execution and also a strong relationship between electrophysiological data and subjective experience. CONCLUSIONS: Our data suggest that both VR and particularly MP can enhance the activation of brain patterns present during overt motor-execution. Further, we show changes in the interhemispheric EEG balance, which might play an important role in the promotion of neural activation and neuroplastic changes in stroke patients in a motor-imagery neurofeedback paradigm. In addition, electrophysiological correlates of psychophysiological responses provide us with valuable information about the motor and affective state of the user that has the potential to be used to predict MI-BCI training outcome based on user's profile. Finally, we propose a BCI paradigm in VR, which gives the possibility of motor priming for patients with low level of motor control.
Worker safety at construction sites is a growing concern for many construction industries. Wearing safety helmets can reduce injuries to workers at construction sites, but due to various reasons, safety helmets are not always worn properly. Hence, a computer vision-based automatic safety helmet detection system is extremely important. Many researchers have developed machine and deep learning-based helmet detection systems, but few have focused on helmet detection at construction sites. This paper presents a You Only Look Once (YOLO)-based real-time computer vision-based automatic safety helmet detection system at a construction site. YOLO architecture is high-speed and can process 45 frames per second, making YOLO-based architectures feasible to use in real-time safety helmet detection. A benchmark dataset containing 5000 images of hard hats was used in this study, which was further divided in a ratio of 60:20:20 (%) for training, testing, and validation, respectively. The experimental results showed that the YOLOv5x architecture achieved the best mean average precision (mAP) of 92.44%, thereby showing excellent results in detecting safety helmets even in low-light conditions.
The widespread popularity of Pokémon GO presents the first opportunity to observe the geographic effects of location-based gaming at scale. This paper reports the results of a mixed methods study of the geography of Pokémon GO that includes a five-country field survey of 375 Pokémon GO players and a large scale geostatistical analysis of game elements. Focusing on the key geographic themes of places and movement, we find that the design of Pokémon GO reinforces existing geographically-linked biases (e.g. the game advantages urban areas and neighborhoods with smaller minority populations), that Pokémon GO may have instigated a relatively rare large-scale shift in global human mobility patterns, and that Pokémon GO has geographically-linked safety risks, but not those typically emphasized by the media. Our results point to geographic design implications for future systems in this space such as a means through which the geographic biases present in Pokémon GO may be counteracted.
Stroke is one of the most common causes of acquired disability, leaving numerous adults with cognitive and motor impairments, and affecting patients' capability to live independently. Virtual Reality (VR) based methods for stroke rehabilitation have mainly focused on motor rehabilitation but there is increasing interest towards the integration of cognitive training for providing more effective solutions. Here we investigate the feasibility for stroke recovery of a virtual cognitive-motor task, the Reh@Task, which combines adapted arm reaching, and attention and memory training. 24 participants in the chronic stage of stroke, with cognitive and motor deficits, were allocated to one of two groups (VR, Control). Both groups were enrolled in conventional occupational therapy, which mostly involves motor training. Additionally, the VR group underwent training with the Reh@Task and the control group performed time-matched conventional occupational therapy. Motor and cognitive competences were assessed at baseline, end of treatment (1 month) and at a 1-month follow-up through the Montreal Cognitive Assessment, Single Letter Cancellation, Digit Cancellation, Bells Test, Fugl-Meyer Assessment Test, Chedoke Arm and Hand Activity Inventory, Modified Ashworth Scale, and Barthel Index. Our results show that both groups improved in motor function over time, but the Reh@Task group displayed significantly higher between-group outcomes in the arm subpart of the Fugl-Meyer Assessment Test. Improvements in cognitive function were significant and similar in both groups. Overall, these results are supportive of the viability of VR tools that combine motor and cognitive training, such as the Reh@Task. Trial Registration: This trial was not registered because it is a small clinical study that addresses the feasibility of a prototype device.
Sleep quality is directly related to overall wellness and can reveal symptoms of several diseases. However, the term “sleep quality” still lacks a definitional consensus and is commonly assessed in sleep labs with polysomnography, comprising high costs, or through sleep questionnaires, a highly subjective technique. Multiple methods have been proposed to address the estimation of sleep quality, and devices were developed to conduct the examination in the subject's home. The objective of this paper is to analyze the methods and the devices presented in the literature, assessing the development of objective markers that could lead to an improvement of the subjective sleep experience understanding, leading to developments in the treatment of sleep quality deficits. A systematic review was conducted, selecting research articles published from 2000 to 2018, and two research questions were formulated, specifically, “what methods for sleep quality assessment have been developed” and “what kind of measures are employed by the devices that have been developed to estimate sleep quality.” The research trend for the assessment of sleep quality is based on the sleep macrostructure, and it was verified that despite the convenience and considerable popularity among the consumers of home health monitoring of devices, such as actigraphs, the validity of these tools regarding the estimation of sleep quality still needs to be systematically examined. A detailed resume of the key findings and the identified challenges are presented, ascertaining the main gaps in the current state of the art.
Physical activity (PA) may influence the secretion of neurotransmitters and thereby have positive consequences for an individual's vulnerability (i.e., reducing anxiety and depressive symptoms). This systematic review aims to analyse the potential bidirectional effects of exercise on dopamine from young adulthood to old age. The article search was conducted in PubMed, Scopus, and Web of Science in December 2020. The inclusion criteria were longitudinal and experimental study design; outcomes included dopamine and exercise; effect of exercise on dopamine and vice versa; adults; and articles published in English, Portuguese, or Spanish. Fifteen articles were included in the review. We observed robust findings concerning the potential effects of PA on dopamine, which notably seem to be observable across a wide range of participants characteristics (including age and sex), a variety of PA characteristics, and a broad set of methods to analyse dopamine. By contrast, regarding the potential effects of dopamine on PA, findings were mixed across studies. Thus, there are robust effects of physical exercise on dopamine. These findings further strengthen the idea that innovative approaches could include PA interventions for treating and preventing mental disorders. Therefore, it seems that PA is a potential alternative to deal with mental health issues.
research-article Share on Playful or Gameful?: creating delightful user experiences Authors: Andrés Lucero Nokia Research Center Nokia Research CenterView Profile , Evangelos Karapanos Madeira Interactive Technologies Institute Madeira Interactive Technologies InstituteView Profile , Juha Arrasvuori University of Vaasa University of VaasaView Profile , Hannu Korhonen University of Tampere University of TampereView Profile Authors Info & Claims InteractionsVolume 21Issue 3May-June 2014pp 34–39https://doi.org/10.1145/2590973Αvailable in printPublished:01 May 2014Publication History 67citation5,502DownloadsMetricsTotal Citations67Total Downloads5,502Last 12 Months312Last 6 weeks36 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Here, we introduce the design and preliminary validation of a general-purpose architecture for affective-driven procedural content generation in virtual reality (VR) applications in mental health and wellbeing. The architecture supports seven commercial physiological sensing technologies and can be deployed in immersive and non-immersive VR systems. To demonstrate the concept, we developed the "The Emotional Labyrinth," a non-linear scenario in which navigation in a procedurally generated three-dimensional maze is entirely decided by the user, and whose features are dynamically adapted according to a set of emotional states. During navigation, affective states are dynamically represented through pictures, music, and animated visual metaphors chosen to represent and induce affective states. The underlying hypothesis is that exposing users to multimodal representations of their affective states can create a feedback loop that supports emotional self-awareness and fosters more effective emotional regulation strategies. We carried out a first study to, first, assess the effectiveness of the selected metaphors in inducing target emotions, and second, identify relevant psycho-physiological markers of the emotional experience generated by the labyrinth. Results show that the Emotional Labyrinth is overall a pleasant experience in which the proposed procedural content generation can induce distinctive psycho-physiological patterns, generally coherent with the meaning of the metaphors used in the labyrinth design. Furthermore, collected psycho-physiological responses such as electrocardiography, respiration, electrodermal activity, and electromyography are used to generate computational models of users' reported experience. These models enable the future implementation of the closed loop mechanism to adapt the Labyrinth procedurally to the users' affective state.
There are more than 962 million people aged 60 and up globally. Physical activity declines as people get older, as does their capacity to undertake everyday tasks, effecting both physical and mental health. Many researchers use machine learning and deep learning methods to recognize human activities, but very few studies have been focused on human activity recognition of elderly people. This paper focuses on providing assistance to elderly people by monitoring their activities in different indoor and outdoor environments using gyroscope and accelerometer data collected from a smart phone. Smart phones have been routinely used to monitor the activities of persons with impairments; routine activities such as sitting, walking, going upstairs, going downstairs, standing, and lying are included in the dataset. Conventional Machine Learning and Deep Learning algorithms such as k-Nearest Neighbors, Random Forest, Support Vector Machine, Artificial Neural Network, and Long Short-Term Memory Network are used for human activity recognition. Long Short-Term Memory is a recurrent neural network variation that is best suited to handling temporal sequences. Two-fold and ten-fold cross-validation methods were performed to show the effect of changing the data in the training and testing dataset. Among all the classification techniques, the proposed Long Short-Term Memory Network gave the best accuracy of 95.04%. However, Support Vector Machine gave 89.07% accuracy with a very low computational time of 0.42 min using 10-fold cross-validation.
Internet of Things (IoT) describes a world where everyday objects are always connected to the Internet, allowing them to communicate and interact with each other. By connecting these everyday objects to the Internet and making them available everywhere at any time, IoT allows to remotely monitor, manage, and gather status information about them and their surrounding environment. IoT is a revolutionary concept that brought new experiences to everyday life and enabled Smart City initiatives all over the world. These initiatives are using a combination of technology paired with physical infrastructure and services, to improve people's quality of life. One of the high-priority domain to support the Smart City's vision is the field of Smart Mobility. This paper reviews the current IoT approaches and concepts related to Smart Cities and Smart Mobility. In addition, it analyzes distinct features and numerous applications covering both Intelligent Transportation and Real Time Traffic Management Systems.
In the past few years, Internet of Things (IoT) devices have evolved faster and the use of these devices is exceedingly increasing to make our daily activities easier than ever. However, numerous security flaws persist on IoT devices due to the fact that the majority of them lack the memory and computing resources necessary for adequate security operations. As a result, IoT devices are affected by a variety of attacks. A single attack on network systems or devices can lead to significant damages in data security and privacy. However, machine-learning techniques can be applied to detect IoT attacks. In this paper, a hybrid machine learning scheme called XGB-RF is proposed for detecting intrusion attacks. The proposed hybrid method was applied to the N-BaIoT dataset containing hazardous botnet attacks. Random forest (RF) was used for the feature selection and eXtreme Gradient Boosting (XGB) classifier was used to detect different types of attacks on IoT environments. The performance of the proposed XGB-RF scheme is evaluated based on several evaluation metrics and demonstrates that the model successfully detects 99.94% of the attacks. After comparing it with state-of-the-art algorithms, our proposed model has achieved better performance for every metric. As the proposed scheme is capable of detecting botnet attacks effectively, it can significantly contribute to reducing the security concerns associated with IoT systems.