Paulo Veloso Gomes

Prof. Paulo Veloso Gomes

LabRP, Psychosocial Rehabilitation Laboratory, Polytechnic Institute of Porto, School of Allied Health Technologies, Portugal
orcid

Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

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

Representative Publications

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MFMafalda Ferreira
Mafalda Ferreira
António José MarquesAntónio José Marques
António José Marques
Paulo Veloso GomesPaulo Veloso Gomes
Paulo Veloso Gomes
Resilience interventions have been gaining importance among researchers due to their potential to provide well-being and reduce the prevalence of mental disorders that are becoming an increasing concern, especially in Western countries, because of the costs associated. The purpose of this systematic review is to identify the intervention studies carried out in the last decade in adult population samples, evaluate their methodological quality and highlight the trends of these types of interventions. This review was performed using systematic literature searches in the following electronic databases: B-on, PubMed, PsycNet and Science Direct. The application of eligibility criteria resulted in the inclusion of 38 articles, of which 33 were randomized controlled trials and the other five were nonrandomized controlled studies. Although most studies showed statistical significance for their results, these were constrained by the great heterogeneity of the studies, the lack of power of the samples and their fair methodological quality. Therefore, it is important to consolidate the theoretical basis and standardize certain methodologies so that the effects of the interventions can be compared through a meta-analysis.

4 May 2022 in Frontiers in Psychology
Verified
Journal Article
Open access
António José MarquesAntónio José Marques
António José Marques
Paulo Veloso GomesPaulo Veloso Gomes
Paulo Veloso Gomes
MAMargarida Araújo
Margarida Araújo
RARaquel Simões de Almeida
Raquel Simões de Almeida
ACAntónio Correia
António Correia
CSCarlos F. Silva
Carlos F. Silva
Virtual Reality (VR) has been identified as one of the most promising resources for developing empathy towards stigmatized groups as it allows individuals to experience a situation close to reality from another person’s perspective. This quasi-experimental study aimed to examine the impact on empathy, knowledge, and attitudes towards people with schizophrenia of a VR simulation that reproduces the experience of psychotic symptoms while performing a cognitive task compared with watching a 2D video and, thus, how these experiences could reduce stigma towards people diagnosed with schizophrenia. The sample comprised of 102 higher education health students, distributed by the experimental and control groups. The impact of the program was measured by completing multiple questionnaires on levels of empathy, attitudes, and mental health knowledge. Both methods (VR and 2D video) were, to a certain extent, effective. However, VR was more effective at eliciting attitudes and knowledge change compared to the control group. These findings suggest that not only VR but also 2D videos could be interesting strategies to enhance empathy and improve attitudes towards people with schizophrenia in higher education health students.

30 May 2021 in Applied Sciences
Verified
Journal Article
Open access
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Paulo Veloso GomesPaulo Veloso Gomes
Paulo Veloso Gomes
António José MarquesAntónio José Marques
António José Marques
JDJoão Donga
João Donga
CSCatarina Sá
Catarina Sá
ACAntónio Correia
António Correia
José PereiraJosé Pereira
José Pereira
The interactivity of an immersive environment comes up from the relationship that is established between the user and the system. This relationship results in a set of data exchanges between human and technological actors. The real-time biofeedback devices allow to collect in real time the biodata generated by the user during the exhibition. The analysis, processing and conversion of these biodata into multimodal data allows to relate the stimuli with the emotions they trigger. This work describes an adaptive model for biofeedback data flows management used in the design of interactive immersive systems. The use of an affective algorithm allows to identify the types of emotions felt by the user and the respective intensities. The mapping between stimuli and emotions creates a set of biodata that can be used as elements of interaction that will readjust the stimuli generated by the system. The real-time interaction generated by the evolution of the user’s emotional state and the stimuli generated by the system allows him to adapt attitudes and behaviors to the situations he faces.

23 February 2024 in BMC Psychology
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Journal Article
Open access
PDF file
GMGislene Meilsmeidth
Gislene Meilsmeidth
MTMaria João Trigueiro
Maria João Trigueiro
VSVítor Simões-Silva
Vítor Simões-Silva
Raquel Simões de AlmeidaRaquel Simões de Almeida
Raquel Simões de Almeida
PPPaula Portugal
Paula Portugal
António José MarquesAntónio José Marques
António José Marques
The prevalence of mental disorders in adolescents has a considerable impact on daily life, restricting tasks and diminishing overall quality of life while potentially leading to stigmatization. This study aims to measure the impact of a mental health literacy intervention program, called “Bicho de 7 Cabeças” project, in b-learning format, on the increase of knowledge and the decrease of stigma in young people from Póvoa de Varzim, in Portugal. A quasi-experimental study was conducted, from November 2022 to May 2023, involving an experimental group (“Bicho de 7 Cabeças” protocol) and an active control group (informational brochures), utilizing a pre-test/post-test design. Mental Health Literacy Measure-MHLM, Mental Health Promoting Knowledge Scale-MHPK-10, Mental Illness Knowledge Schedule-MAKS, Reported and Intended Behaviour Scale-RIBS, and Community Attitudes toward People with Mental Illness-CAMI were used. A total of 504 young students from the 9th grade enroll in this study, with a mean age around 14 years old. There is a significant difference between stigma (p <.001) and knowledge (p <.001) scores at baseline and follow-up. The results of this study shows that interventions aimed at young people for the promotion of mental health literacy and stigma reduction are needed and more initiatives should be implemented in schools to address these problems.

25 August 2020 in Proceedings
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Conference Paper
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CSCatarina Sá
Catarina Sá
Paulo Veloso GomesPaulo Veloso Gomes
Paulo Veloso Gomes
António José MarquesAntónio José Marques
António José Marques
ACAntónio Correia
António Correia
The application of electroencephalography electrodes in Virtual Reality (VR) glasses allows users to relate cognitive, emotional, and social functions with the exposure to certain stimuli. The development of non-invasive portable devices, coupled with VR, allows for the collection of electroencephalographic data. One of the devices that embraced this new trend is Looxid LinkTM, a system that adds electroencephalography to HTC VIVETM, VIVE ProTM, VIVE Pro EyeTM, or Oculus Rift STM glasses to create interactive environments using brain signals. This work analyzes the possibility of using the Looxid LinkTM device to perceive, evaluate and monitor the emotions of users exposed to VR.

5 August 2024 in Healthcare
Verified
Journal Article
Open access
PDF file
Paulo Veloso GomesPaulo Veloso Gomes
Paulo Veloso Gomes
António José MarquesAntónio José Marques
António José Marques
José PereiraJosé Pereira
José Pereira
RPRui Esteves Pimenta
Rui Esteves Pimenta
JDJoão Donga
João Donga
Raquel Simões de AlmeidaRaquel Simões de Almeida
Raquel Simões de Almeida
Rehabilitation involves all types of patients, including people with schizophrenia. Schizophrenia is considered a complex syndrome characterized in general by fundamental and characteristic distortions of thinking and perception. The quality of life of a person with schizophrenia can be compromised by difficulty in carrying out their daily tasks and by the social stigma of their condition. The importance of training and sensitizing students in rehabilitation areas to this type of problem to improve the rehabilitation processes in which they will participate as future professionals involves empathy and the ability to communicate with these populations. It is possible through virtual reality to create immersive environments to simulate some psychotic symptoms characteristic of people with schizophrenia, such as visual hallucinations and hearing voices. The aim of this study was to test the effect of exposure to experiences characteristic of schizophrenia through two different types of immersive environments, graphical computational virtual reality and 360° video, on students from areas of social rehabilitation regarding empathy, social distance, and attitudes towards people with schizophrenia. Although the results were positive for the three parameters under study, no significant differences were found for each of them between the environments to which the participants were exposed. This study concluded that the choice between the two types of immersive environments should be based on the project’s objectives, the target audience’s needs, and available resources, rather than the type of environment itself, as their impact was similar.