Pedro ReisinhoUniversity of Aveiro | UA · Department of Communication and Art
Pedro Reisinho
Master | Multimedia Communication - Interactive Multimedia
PhD Student @ DigiMedia | Information and Communication in Digital Platforms
About
10
Publications
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Introduction
Pedro Reisinho holds a Bachelor's degree in New Communication Technologies (2018) and a Master's degree in Multimedia Communication - Interactive Multimedia (2021), both from the University of Aveiro. Currently, he is a Ph.D. student in Information and Communication in Digital Platforms and is exploring the use of interactive narratives and virtual reality as a reminiscence instrument to stimulate the oral communication of people with dementia.
Publications
Publications (10)
As the adoption of XR progressively grows across diverse domains, it is paramount to delve into the factors that can affect the user experience while using XR technology. The purpose of this research was to understand the influence of content type, exposure time, and gender on presence and cybersickness within the context of virtual reality experie...
The prevalence of dementia is a growing concern, affecting approximately fifty-seven million individuals worldwide, with projections indicating a rising incidence. The COVID-19 pandemic has significantly impacted the lives of people with dementia in unforeseen ways, leading to higher social isolation and feelings of loneliness, as well as an increa...
In parallel with the rapid growth of the digital games market, the modding phenomenon has been gaining momentum. Mod culture, a manifestation of the convergence and the remix cultures, emerges as a way to adapt digital games to the needs of their players and incorporate content from other media, such as books, movies, or series, into the game world...
The number of hours dedicated to working at a desk and in front of a computer is gradually taking its toll on millions of people. It has drastically increased the number of health issues associated with this study and work habits. The ATOMIC project, presented in this paper, explores the use of Virtual Reality and Augmented Reality solutions for tr...
The rapid changes experienced in the industrial development processes to ensure interconnectivity and customization have led to an increasing need to adopt collaborative design practices and consider end-users' context at earliest stages. Such contextual information generates large amounts of data that are usually oversimplistic, overlooking the sp...
Without a cure for dementia, researchers are focusing on reminiscence therapy, which effectively improves patients' quality of life. The use of virtual reality as a complement to this non-pharmacological therapy could help mitigate the loss of oral communication competencies in people with dementia. This systematic literature review aimed to invest...
This paper presents and concludes the ATOMIC project, which was to create an XR-based educational environment that enables students to meet the challenges of a natural business environment such as planning and organizing, staffing and control, problem solving, critical thinking, creativity, and teamwork. Four different approaches were taken utilizi...
In this paper we present and discuss the potentialities of using augmented reality and tangible interfaces to enhance kids’ cooking skills within a serious nutrition hybrid board game, grounded in the research project “FlavourGame”. The research project is developing a serious game for kids aged 10-12 years old to generate discussion and sense maki...
In this paper we present and discuss the creative process behind a hybrid game, grounded in the research project “FlavourGame”. The research project is developing a serious game for kids aged 10–12 years old to generate discussion and sense-making around nutrition, more specifically everyday choices of nourishment and food. The main aim is to devel...