Utilize este identificador para referenciar este registo: http://hdl.handle.net/10362/180178
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Campo DCValorIdioma
dc.contributor.authorMarques, Gabriel-
dc.contributor.authorNóbrega, Rui-
dc.contributor.authorMadeira, Rui Neves-
dc.date.accessioned2025-03-05T22:59:02Z-
dc.date.available2025-03-05T22:59:02Z-
dc.date.issued2024-09-25-
dc.identifier.isbn9798400706899-
dc.identifier.otherPURE: 108209132-
dc.identifier.otherPURE UUID: 85a82323-4de4-4ef6-a8de-87efbfc8a133-
dc.identifier.otherScopus: 85211766185-
dc.identifier.otherWOS: 001324806600014-
dc.identifier.urihttp://hdl.handle.net/10362/180178-
dc.descriptionA special thank you goes to therapists Andr\u00E9 Fernandes and Catarina Alves, who participated in the design of Pikita VR Quest, providing essential knowledge and support for the development\u00B4s success. © 2024 Copyright held by the owner/author(s). Publication rights licensed to ACM.-
dc.description.abstractThis paper presents research on how to use Virtual Reality with gamified exercises in a therapeutic context with children, focusing on the particular case of warning sensations triggered by sensory properties of food (sensory food aversion). To achieve this goal, we developed a tool featuring several food exposure challenges for patients to use. In the gamified system, the child explores a virtual environment while facing the food they have a problem with. These environments present tasks that resemble typical interactions performed in the real world to develop accommodation. The therapist also has an external system to control the system from outside. In addition, the system sends data collected during the session for the therapist to analyze. We researched how to keep a child engaged in therapeutic tasks and how a child perceives virtual interaction interfaces. The results suggest our system kept the users engaged. Moreover, data show a tendency for the users’ results (ease of use, presence, and performance) to remain the same when using controllers or hand tracking. The preliminary results are encouraging and allow us to apply the current system to a wider audience.en
dc.language.isoeng-
dc.publisherACM - Association for Computing Machinery-
dc.relationFunding Information: info:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDB%2F04516%2F2020/PT-
dc.relationinfo:eu-repo/grantAgreement/FCT/Concurso de avaliação no âmbito do Programa Plurianual de Financiamento de Unidades de I&D (2017%2F2018) - Financiamento Programático/UIDP%2F04516%2F2020/PT-
dc.rightsopenAccess-
dc.subject3D Environments-
dc.subjectChildren-
dc.subjectDigital Health-
dc.subjectExposure Therapy-
dc.subjectGamification-
dc.subjectSensory Food Aversion-
dc.subjectVirtual Reality-
dc.subjectComputer Networks and Communications-
dc.subjectComputer Graphics and Computer-Aided Design-
dc.titleExploring Virtual Reality in Exposure Therapy for Sensory Food Aversion-
dc.typeconferenceObject-
degois.publication.titleProceedings - Web3D 2024-
degois.publication.title29th International ACM Conference on 3D Web Technology, Web3D 2024-
dc.peerreviewedyes-
dc.identifier.doihttps://doi.org/10.1145/3665318.3677166-
dc.description.versionpublishersversion-
dc.description.versionpublished-
dc.contributor.institutionNOVALincs-
Aparece nas colecções:Home collection (FCT)

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