Paula Alexandra Silva

Dr. Paula Alexandra Silva

Department of Informatics Engineering | Centre for Informatics and Systems (CISUC), University of Coimbra

Research Focus & Metrics

Academic Career Length

20Years (2007-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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4 September 2012
Verified
Conference Paper
Open access
PDF file
AVAna Vasconcelos
Ana Vasconcelos
Paula Alexandra SilvaPaula Alexandra Silva
Paula Alexandra Silva
JCJoão Caseiro
João Caseiro
FNFrancisco Nunes
Francisco Nunes
LTLuis Teixeira
Luis Teixeira
This paper describes the analysis and design of a tablet-based gaming platform for seniors that promotes their quality-of-life and well-being by incorporating cognitive training mechanisms. A literature review of age-related changes and games for seniors indicated 'casual games' have the characteristics necessary to provide an enjoyable user experience for the senior audience. Having concluded that these games should target cognitive stimulation, the authors analysed mechanisms to achieve this purpose and compiled them into a matrix to be used as a starting point for the games design process. In parallel, the authors also gathered seniors' preferences and requirements regarding games, through observations and a game book. Low-, medium-, and high-fidelity prototypes for a gaming cognitive platform were developed, evaluated with end-users, and iteratively improved. Results showed that seniors easily interacted with the platform and were willing to use it in the future. Re sults and experience led to the identification of 10 rules of thumb that can be beneficial if applied to related projects. This paper concludes by identifying exciting areas for future research and development

1 January 2015
Verified
Conference Paper
Closed access
Paula Alexandra SilvaPaula Alexandra Silva
Paula Alexandra Silva
KHKelly Holden
Kelly Holden
PJPhilipp Jordan
Philipp Jordan
This paper presents a list of heuristics to evaluate smartphone apps for older adults. It further verifies the usefulness of the proposed list through a study performed with two groups of five expert evaluators, who inspected two popular health and fitness smartphone apps -- Nike+ and Run keeper -- through heuristic evaluation. Additionally, the evaluators completed a post-evaluation survey to provide feedback to the researchers about the usefulness, strengths and gaps of the heuristics list. The results of the heuristic evaluations and post questionnaires demonstrate both a comprehensive application of the heuristics as well as an overall positive assessment of their quality and potential to identify usability issues of smartphone apps targeted at older adults.

29 May 2022 in Electronics
Verified
Journal Article
Open access
PDF file
Sergi Bermúdez i BadiaSergi Bermúdez i Badia
Sergi Bermúdez i Badia
Paula Alexandra SilvaPaula Alexandra Silva
Paula Alexandra Silva
DBDiogo Branco
Diogo Branco
APANA PINTO
ANA PINTO
CCCarla Maria Santos Carvalho
Carla Maria Santos Carvalho
APArtur Pilacinski
Artur Pilacinski
Collaborative robots (cobots) could help humans in tasks that are mundane, dangerous or where direct human contact carries risk. Yet, the collaboration between humans and robots is severely limited by the aspects of the safety and comfort of human operators. In this paper, we outline the use of extended reality (XR) as a way to test and develop collaboration with robots. We focus on virtual reality (VR) in simulating collaboration scenarios and the use of cobot digital twins. This is specifically useful in situations that are difficult or even impossible to safely test in real life, such as dangerous scenarios. We describe using XR simulations as a means to evaluate collaboration with robots without putting humans at harm. We show how an XR setting enables combining human behavioral data, subjective self-reports, and biosignals signifying human comfort, stress and cognitive load during collaboration. Several works demonstrate XR can be used to train human operators and provide them with augmented reality (AR) interfaces to enhance their performance with robots. We also provide a first attempt at what could become the basis for a human–robot collaboration testing framework, specifically for designing and testing factors affecting human–robot collaboration. The use of XR has the potential to change the way we design and test cobots, and train cobot operators, in a range of applications: from industry, through healthcare, to space operations.

27 October 2015 in Universal Access in the Information Society
Verified
Journal Article
Closed access
PDF file
FNFrancisco Nunes
Francisco Nunes
Paula Alexandra SilvaPaula Alexandra Silva
Paula Alexandra Silva
JCJoão Cevada
João Cevada
ABAna Correia de Barros
Ana Correia de Barros
LTLuis Teixeira
Luis Teixeira

23 June 2010
Verified
Conference Paper
Open access
PDF file
FNFrancisco Nunes
Francisco Nunes
Paula Alexandra SilvaPaula Alexandra Silva
Paula Alexandra Silva
FAFilipe Abrantes
Filipe Abrantes
This paper reports on the outcomes of the first phase of the eCAALYX project - an European project which aim is to develop a complete solution that improves the quality of life of the older adult with chronic conditions by monitoring his health and by improving the communication with his caretakers. Specifically, the authors are responsible for creating a TV user interface for older adults with chronic conditions. The work described followed a multi-disciplinary approach strongly influenced by Human-Computer Interaction (HCI) methodologies. The main contributions of this paper are two-fold and materialize into i) a user research study that covers aspects such as perception, cognition, mental and psychosocial changes that occur with age and ii) an example-based description of the process of creating personas. John, the diabetic persona, is the example provided that abstracts the process followed to generate the remaining personas in the project

HMHannah Marston
Hannah Marston
KNKelly Niles-Yokum
Kelly Niles-Yokum
Paula Alexandra SilvaPaula Alexandra Silva
Paula Alexandra Silva
This paper explores the intersection of the World Health Organization’s (WHO) concepts of age-friendly communities and The Blue Zones® checklists and how the potential of integrating the two frameworks for the development of a contemporary framework can address the current gaps in the literature as well as consider the inclusion of technology and environmental press. The commentary presented here sets out initial thoughts and explorations that have the potential to impact societies on a global scale and provides recommendations for a roadmap to consider new ways to think about the impact of health and wellbeing of older adults and their families. Additionally, this paper highlights both the strengths and the weaknesses of the aforementioned checklists and frameworks by examining the literature including the WHO age-friendly framework, the smart age-friendly ecosystem (SAfE) framework and the Blue Zones® checklists. We argue that gaps exist in the current literature and take a critical approach as a way to be inclusive of technology and the environments in which older adults live. This commentary contributes to the fields of gerontology, gerontechnology, anthropology, and geography, because we are proposing a roadmap which sets out the need for future work which requires multi- and interdisciplinary research to be conducted for the respective checklists to evolve.