{"title":"Tecnologia e comportamento humano: Um infinito de possibilidades","authors":"Miguel Melo","doi":"10.26580/PTHJ.ED4-2018","DOIUrl":"https://doi.org/10.26580/PTHJ.ED4-2018","url":null,"abstract":"A tecnologia está cada vez mais presente no nosso dia a dia, tornando-se incontornável a sua utilização. Sendo que o conceito de comportamento humano se refere, de forma geral, a um conjunto de reações face às interações de um indivíduo com o meio envolvente, percebe-se desde logo a estreita ligação entre os domínios da tecnologia e do comportamento humano.","PeriodicalId":185696,"journal":{"name":"PSYCHTECH & HEALTH JOURNAL","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126348173","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Cátia Rosa da Silva Mendes, Débora Vieira, Ana Rita Almeida Alves da Costa
{"title":"Heart Rate, Electrodermic Activity and Player´s Experience with Virtual Games","authors":"Cátia Rosa da Silva Mendes, Débora Vieira, Ana Rita Almeida Alves da Costa","doi":"10.26580/PTHJ.ART12-2018","DOIUrl":"https://doi.org/10.26580/PTHJ.ART12-2018","url":null,"abstract":"The virtual reality can be defined as an immersive, interactive and tridimensional experience that occurs in real time. With this work we pretend to answer the following question: “How can the self report measures of game experience and the physiological measures of excitement be correlated?”. The sample was composed by 24 men, with age between 18 and 44. For such, we used a two questionnaires, HTC VIVE, Quiet comfort 15, the Endless Night game, Nexus 10 MKII. The results, showed that the level of heart frequency and electrodynamic activity vary with the difficulty levels of the game. It was possible to find out that there is no correlation between the satisfaction level and the physiological excitement in the different difficulty levels.","PeriodicalId":185696,"journal":{"name":"PSYCHTECH & HEALTH JOURNAL","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129204486","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
C. Teixeira, A. Gonçalves, Catarina Gonçalves, Cátia Martins, Luís Diogo Marinho Matos
{"title":"The Impact of Virtual Reality on the Induction of Affective States","authors":"C. Teixeira, A. Gonçalves, Catarina Gonçalves, Cátia Martins, Luís Diogo Marinho Matos","doi":"10.26580/PTHJ.ART9-2018","DOIUrl":"https://doi.org/10.26580/PTHJ.ART9-2018","url":null,"abstract":"The main objective of this study is to understand if two different virtual environments induce different affective states in the participants. The specific objectives are to compare the different levels of game experience according to the dimensions of presence, to compare the absence and presence of virtual reality in the induction of affective states and to compare the levels of regularity in the use of video games and its impact on affective states. For this purpose, 20 participants were collected for convenience, from a Portuguese University in the north, aged between 18 and 44 years of both sexes, which were distributed 10 for each virtual environment where a group performed the experience with the game Aboots Demo and the other group performed with the game Resident Evil 7. A Socio-Demographic Questionnaire, the Affective States Profile and the IPQp were used for data collection. The main conclusions of this study showed different affective states in the different virtual reality conditions/environments, where Tension, Vigor and fatigue are the most relevant.","PeriodicalId":185696,"journal":{"name":"PSYCHTECH & HEALTH JOURNAL","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130638079","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Vasconcelos-Raposo, Joana Filipa Almeida Fernandes, Sara Cristina Azevedo Nobre, Sónia Alexandra Gonçalves Teixeira
{"title":"Heart Rate, Electrodermic Activity and Self-Reported Experience in Shooter Games, in University Students","authors":"J. Vasconcelos-Raposo, Joana Filipa Almeida Fernandes, Sara Cristina Azevedo Nobre, Sónia Alexandra Gonçalves Teixeira","doi":"10.26580/PTHJ.ART11-2018","DOIUrl":"https://doi.org/10.26580/PTHJ.ART11-2018","url":null,"abstract":"The purpose of this investigation is to compare the heart rate frequency and the electrodermic activity during the gameplay of Bullet Sorrow VR Demo and VR Shooter Guns Demo, the generality of the players, reported the through self-report questionnaires the experiences they felt during their participation. Twenty male university students participated in this study [M = 22 anos, DP = 1.95]. The equipment used was the NeXus-10, the Vive, the IPQ and finally a socio-demographic quiz. The results showed that there was a null effect in the comparison between the FC of the game Bullet Sorrow VR Demo and a small negative statistical effect between the FC of the game VR Shooter Guns Demo. In conclusion, it was verified that there are no significant effects in the relationship between the psychophysiological measures and the two games.","PeriodicalId":185696,"journal":{"name":"PSYCHTECH & HEALTH JOURNAL","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133267764","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Internet, Physical Activity, Depression, Anxiety and Stress","authors":"F. Cabral, Monica Pereira, C. Teixeira","doi":"10.26580/PTHJ.ART10-2018","DOIUrl":"https://doi.org/10.26580/PTHJ.ART10-2018","url":null,"abstract":"The main objective of this study was to examine the relationship between internet use, depression, anxiety and stress, as well as with the practice of physical activity. The sample consisted of 150 college students, 25 males and 125 females, between the ages of 18 and 30. The instruments used were a sociodemographic questionnaire including questions about the frequency of Internet use (days per week and hours per day), as well as the frequency of physical activity practice. The Portuguese version of the Depression, Anxiety, and Stress-21 Scale and the Young Internet Addiction Test (IAT) were also used. Multivariate analyzes were carried out to compare the effect of gender, residence, frequency of Internet use (in days and hours) and the practice or not of PA on the dependent variables (Depression, anxiety and stress and internet dependence - IAT), Pearson’s correlation analyzes were also performed to examine possible associations between these dependent variables. We concluded that there are significant effects between sexes and Internet Addiction and significant positive correlations were found between stress, anxiety, depression and Internet Addiction.","PeriodicalId":185696,"journal":{"name":"PSYCHTECH & HEALTH JOURNAL","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117096493","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}