Eva Oliveira

Orcid: 0000-0001-8394-7088

According to our database1, Eva Oliveira authored at least 42 papers between 2009 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Online presence:

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Bibliography

2024
Evaluating Constrained Users Ability to Interact with Virtual Reality Applications.
Proceedings of the 12th IEEE International Conference on Serious Games and Applications for Health, 2024

Supportive Technologies and Videogames for Pediatric Hospital Patients: A scoping review.
Proceedings of the 12th IEEE International Conference on Serious Games and Applications for Health, 2024

2023
Development of a Virtual Reality Escape Room Game for Emotion Elicitation.
Inf., 2023

Current Devices and Future Perspectives on Neuromuscular Blockade Monitoring: A Systematic Review.
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023

The Effects And Viability Of Video Games On The Rehabilitation Of Schizophrenic Patients: A Systematic Review.
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023

The Role of Kiosks on Health Services: A Systematic Review.
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023

Review Apps to Evaluate Stroke Risk in Prehospital Setting.
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023

Validating Structural Cognitive Training Using Immersive Virtual Reality.
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023

A Human-Computer Interaction Perspective on Clinical Decision Support Systems: A Systematic Review of Usability, Barriers, and Recommendations for Improvement.
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023

Future Perspectives of Deep Learning in Laparoscopic Tool Detection, Classification, and Segmentation: A Systematic Review.
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023

A Serious Game Development and Usability Test for Blood Phobia Treatment - PHOBOS.
Proceedings of the 16th International Joint Conference on Biomedical Engineering Systems and Technologies, 2023

2022
Design principles for cognitive and physical rehabilitation of ICU patients using Virtual Reality (VR).
Proceedings of the 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH), 2022

Virtual Reality Video Game for Depression Awareness.
Proceedings of the 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH), 2022

2021
Optimal sensor placement for contamination detection: A multi-objective and probabilistic approach.
Environ. Model. Softw., 2021

Hand Rehabilitation with Virtual Reality: preliminary learning results.
Proceedings of the 9th IEEE International Conference on Serious Games and Applications for Health, 2021

A Pedagogical Virtual Reality Serious Game Tool for the Development of Emotional Competencies to Nursing Students.
Proceedings of the 9th IEEE International Conference on Serious Games and Applications for Health, 2021

Understand the Importance of Garments' Identification and Combination to Blind People.
Proceedings of the Human Interaction, Emerging Technologies and Future Systems V, 2021

Sea of Cells: Learn Biology Through Virtual Reality.
Proceedings of the Design, Learning, and Innovation - 6th EAI International Conference, 2021

2020
Application of AR and VR in hand rehabilitation: A systematic review.
J. Biomed. Informatics, 2020

A Virtual Reality Serious Game for Hand Rehabilitation Therapy.
Proceedings of the 8th IEEE International Conference on Serious Games and Applications for Health, 2020

Designing Effective User Interface Experiences for a Self-Service Kiosk to Reduce Emergency Department Crowding.
Proceedings of the 8th IEEE International Conference on Serious Games and Applications for Health, 2020

Designing a Serious Game for Myoelectric Prosthesis Control.
Proceedings of the 8th IEEE International Conference on Serious Games and Applications for Health, 2020

A Model Approach for an Automatic Clothing Combination System for Blind People.
Proceedings of the Design, Learning, and Innovation - 5th EAI International Conference, 2020

Potentiating Digital Educational Environments Through Data Analytics.
Proceedings of the Design, Learning, and Innovation - 5th EAI International Conference, 2020

2019
The Role of Technologies: Creating a New Labour Market.
Proceedings of the New Knowledge in Information Systems and Technologies, 2019

iSVC - Digital Platform for Detection and Prevention of Computer Vision Syndrome.
Proceedings of the 7th IEEE International Conference on Serious Games and Applications for Health, 2019

Design of a Smart Mechatronic System to Combine Garments for Blind People: First Insights.
Proceedings of the IoT Technologies for HealthCare - 6th EAI International Conference, 2019

Narrative and Gameplay: The Balanced and Imbalanced Relationship between Dramatic Tension and Gameplay Tension.
Proceedings of the ARTECH 2019: 9th International Conference on Digital and Interactive Arts, 2019

2018
A Serious Game for Hemophobia Treatment Phobos: First Insights.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2018

2017
Classification algorithms for body posture.
Proceedings of the 5th IEEE International Conference on Serious Games and Applications for Health, 2017

MyEyes-automatic combination system of clothing parts to blind people: First insights.
Proceedings of the 5th IEEE International Conference on Serious Games and Applications for Health, 2017

2016
Tag-IT: Embedding Audio in Objects and Surfaces.
Proceedings of the 9th Nordic Conference on Human-Computer Interaction, Gothenburg, Sweden, October 23, 2016

2015
Record, play, go...
Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology, 2015

t-stories: improving and expanding t-words.
Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology, 2015

2014
Rumination room: a serious game to deal with disturbing thoughts.
Proceedings of the 3nd IEEE International Conference on Serious Games and Applications for Health, 2014

2013
Accessing movies based on emotional impact.
Multim. Syst., 2013

Sharing Video Emotional Information in the Web.
Int. J. Web Portals, 2013

2011
Towards Emotional Interaction: Using Movies to Automatically Learn Users' Emotional States.
Proceedings of the Human-Computer Interaction - INTERACT 2011, 2011

Ifelt: accessing movies through our emotions.
Proceedings of the 9th International Interactive TV&Video Conference, 2011

Being Happy, Healthy and Whole Watching Movies That Affect Our Emotions.
Proceedings of the Affective Computing and Intelligent Interaction, 2011

2010
VIRUS: video information retrieval using subtitles.
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments, 2010

2009
Emotional access and interaction with videos.
Proceedings of the 13th International Academic MindTrek Conference: Everyday Life in the Ubiquitous Era, 2009


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