31
TITLE: The Influence of Brain Activity on the Interactive Process through Biofeedback Mechanisms in Virtual Reality Environments †
AUTHORS: Costa, R; Gomes, PV; Correia, A; Marques, A; Pereira, J;
PUBLISHED: 2021, SOURCE: Engineering Proceedings, VOLUME: 7, ISSUE: 1
INDEXED IN: Scopus CrossRef
IN MY: ORCID
32
TITLE: The Effect of Music on Brain Activity an Emotional State †
AUTHORS: Cunha, J; Gomes, PV; Marques, A; Pereira, J;
PUBLISHED: 2021, SOURCE: Engineering Proceedings, VOLUME: 7, ISSUE: 1
INDEXED IN: Scopus CrossRef
IN MY: ORCID
33
TITLE: Emotional self-regulation, virtual reality and neurofeedback
AUTHORS: Pinheiro, Joana; de Almeida, Raquel Simoes; Marques, Antonio;
PUBLISHED: 2021, SOURCE: COMPUTERS IN HUMAN BEHAVIOR REPORTS, VOLUME: 4
INDEXED IN: WOS CrossRef: 6
IN MY: ORCID
34
TITLE: Mixed Reality in an Operating Room Using Hololens 2—The Use of the Remote Assistance from Manufacturers Techinicians during the Surgeries
AUTHORS: Rita Veloso; Renato Magalhães; António Marques; Paulo Gomes; Javier Pereira;
PUBLISHED: 2021, SOURCE: The 4th XoveTIC Conference
INDEXED IN: CrossRef
IN MY: ORCID
35
TITLE: Gamification in Dementia and Mild Cognitive Impairment
AUTHORS: Vitor Simões-Silva; Susana Alexandra Mendonça Gregório; Tarcisio de Tarco Moura Luz; Ana Francisca Casinhas Coutinho Lapa; António Marques;
PUBLISHED: 2021, SOURCE: Advances in Medical Technologies and Clinical Practice - Handbook of Research on Solving Modern Healthcare Challenges With Gamification
INDEXED IN: CrossRef
IN MY: ORCID
36
TITLE: The Use of Gamification in Social Phobia
AUTHORS: Vitor Simões-Silva; Vanessa Maravalhas; Ana Rafaela Cunha; Maria Inês Soares; António Marques;
PUBLISHED: 2021, SOURCE: Advances in Medical Technologies and Clinical Practice - Handbook of Research on Solving Modern Healthcare Challenges With Gamification
INDEXED IN: CrossRef: 1
IN MY: ORCID
37
TITLE: Gamification as Upper Limb Rehabilitation Process
AUTHORS: Vitor Simões-Silva; Ana Filipa Duarte Mesquita; Karla Lígia Santos Da Silva; Vanessa Solange Arouca Quental; António Marques;
PUBLISHED: 2021, SOURCE: Advances in Medical Technologies and Clinical Practice - Handbook of Research on Solving Modern Healthcare Challenges With Gamification
INDEXED IN: CrossRef: 1
IN MY: ORCID
38
TITLE: Handbook of Research on Solving Modern Healthcare Challenges With Gamification
AUTHORS: Ricardo Alexandre Peixoto de Queirós; António José Marques;
PUBLISHED: 2021, SOURCE: Advances in Medical Technologies and Clinical Practice
INDEXED IN: CrossRef: 2
IN MY: ORCID
39
TITLE: Characterization of wellbeing in the youth population of the metropolitan area of Porto
AUTHORS: Beatriz Couto; Maria João Trigueiro; Vítor Simões-Silva; António Marques;
PUBLISHED: 2021, SOURCE: RevSALUS - Revista Científica da Rede Académica das Ciências da Saúde da Lusofonia, VOLUME: 3, ISSUE: 2
INDEXED IN: CrossRef
IN MY: ORCID
40
TITLE: Facial Emotion Recognition: Virtual Reality Program for Facial Emotion Recognition-A Trial Program Targeted at Individuals With Schizophrenia
AUTHORS: Souto, T; Silva, H; Leite, A; Baptista, A; Queir?s, C; Marques, A;
PUBLISHED: 2020, SOURCE: REHABILITATION COUNSELING BULLETIN, VOLUME: 63, ISSUE: 2
INDEXED IN: Scopus WOS CrossRef: 7
IN MY: ORCID
Page 4 of 7. Total results: 66.