Micaela Fonseca
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Research Interests
Micaela Fonseca has a total of 269 co-authors. Here are the top co-authors by number of shared publications:
- Adelaide P. Jesus
Universidade Nova de Lisboa
21 shared publications - Joao Cruz
Laboratório de Instrumentação, Engenharia Biomédica e Física da Radiação (LIBPhys-UNL), Departamento de Física, Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa, Monte da Caparica, 2892-516 Caparica, Portugal
16 shared publications - H. Luis
Universidade de Lisboa
15 shared publications - Rodrigo Mateus
Instituto de Plasmas e Fusão Nuclear Instituto Superior Técnico Universidade de Lisboa Av. Rovisco Pais 1049-001 Lisboa Portugal
9 shared publications - Eduardo Alves
Instituto de Plasmas e Fusão Nuclear, Instituto Superior Técnico, Universidade de Lisboa, Av. Rovisco Pais 1, 1049-001 Lisboa, Portugal
7 shared publications - Hugo Silva
LIBPhys-UNL
7 shared publications
Latest Publications
- 1 June 2025
- Published by IATED Academy in EDULEARN Proceedings
- Vol. 1, 2956-2964
ÓBIDOS LAGOON SUSTAINABILITY AND BIODIVERSITY - SDG GAME JAM MODEL
- 1 June 2025
- Published by IATED Academy in EDULEARN Proceedings
- Vol. 1, 2956-2964
ÓBIDOS LAGOON SUSTAINABILITY AND BIODIVERSITY - SDG GAME JAM MODEL
- Open Access
- 12 April 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Behind the Door: Exploring Horror VR Game Interaction and its Influence on Anxiety
Video games are increasingly present and are currently a dominant vehicle not only for entertainment, but also for information. This position has generated a rapid growth and consequent increase in competitiveness in the game development industry, which has required the exploration of new techniques to engage users. Considering the crucial role of emotions in this domain, an increasingly appreciated approach is the integration of psychophysiology in this context. This project is thus included in the field of psychophysiological analysis, framed within the branch of video games, and consists of the study of different actions and how they can influence emotional intensity. To understand the emotional reactions of players, two versions of a horror game in virtual reality were created, which differ in the way users interact with doors along a virtual scenario. The objective of this work is to understand if more intricate interactions can increase the intensity of human bodily reactions. Thus, to observe this potential phenomenon physiological data was acquired: electrodermal activity, electrocardiogram and respiration; in addition to self-reported questionnaires. Results showed that the version that had a more positive global evaluation by the participants was also the one that presented a higher variation in some physiological indicators, such as heart rate and respiratory signal amplitude. Despite this, no significant differences were observed between both versions, indicating that further study is necessary for any in-depth conclusions.
- 12 April 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessBehind the Door: Exploring Horror VR Game Interaction and its Influence on Anxiety
Video games are increasingly present and are currently a dominant vehicle not only for entertainment, but also for information. This position has generated a rapid growth and consequent increase in competitiveness in the game development industry, which has required the exploration of new techniques to engage users. Considering the crucial role of emotions in this domain, an increasingly appreciated approach is the integration of psychophysiology in this context. This project is thus included in the field of psychophysiological analysis, framed within the branch of video games, and consists of the study of different actions and how they can influence emotional intensity. To understand the emotional reactions of players, two versions of a horror game in virtual reality were created, which differ in the way users interact with doors along a virtual scenario. The objective of this work is to understand if more intricate interactions can increase the intensity of human bodily reactions. Thus, to observe this potential phenomenon physiological data was acquired: electrodermal activity, electrocardiogram and respiration; in addition to self-reported questionnaires. Results showed that the version that had a more positive global evaluation by the participants was also the one that presented a higher variation in some physiological indicators, such as heart rate and respiratory signal amplitude. Despite this, no significant differences were observed between both versions, indicating that further study is necessary for any in-depth conclusions.
- Open Access
- 12 April 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-4
Physiological-Based Difficulty Assessment for Virtual Reality Rehabilitation Games
This paper proposes an empirical framework that aims to classify difficulty according to the player’s physiological response. As part of the experimental protocol, a simple puzzle-based Virtual Reality (VR) videogame with three levels of difficulty was developed, each targeting a distinct region of the valence-arousal space. A study involving 32 participants was conducted, during which physiological responses (EDA, ECG, Respiration), were measured alongside emotional ratings, which were self-assessed using the Self-Assessment Manikin (SAM) during gameplay. Statistical analysis of the self-reports verified the effectiveness of the three levels in eliciting different emotions. Furthermore, classification using a Support Vector Machine (SVM) was performed to predict difficulty considering the physiological responses associated with each level. Results report an overall F1-score of 74.05% in detecting the three levels of difficulty, which validates the adopted methodology and encourages further research with a larger dataset.
- 12 April 2023
- Published by Association for Computing Machinery (ACM)
- p. 1-4
Open AccessPhysiological-Based Difficulty Assessment for Virtual Reality Rehabilitation Games
This paper proposes an empirical framework that aims to classify difficulty according to the player’s physiological response. As part of the experimental protocol, a simple puzzle-based Virtual Reality (VR) videogame with three levels of difficulty was developed, each targeting a distinct region of the valence-arousal space. A study involving 32 participants was conducted, during which physiological responses (EDA, ECG, Respiration), were measured alongside emotional ratings, which were self-assessed using the Self-Assessment Manikin (SAM) during gameplay. Statistical analysis of the self-reports verified the effectiveness of the three levels in eliciting different emotions. Furthermore, classification using a Support Vector Machine (SVM) was performed to predict difficulty considering the physiological responses associated with each level. Results report an overall F1-score of 74.05% in detecting the three levels of difficulty, which validates the adopted methodology and encourages further research with a larger dataset.
- 24 November 2022
- Published by Springer Nature
- p. 528-535
VR for Rehabilitation: The Therapist Interaction and Experience
- 24 November 2022
- Published by Springer Nature
- p. 528-535
VR for Rehabilitation: The Therapist Interaction and Experience
- Open Access
- 21 November 2022
- Published by Association for Computing Machinery (ACM)
- p. 62-63
Improving the CS Curriculum of a Top-Down Videogames BA
We present a targeted curricular improvement on an interdisciplinary Videogames Bachelor of Arts, to be implemented in the 2022/23 academic year. The aim is to solve student adaptation issues with the program’s interdisciplinarity that were heightened by the COVID-19 pandemic.
- 21 November 2022
- Published by Association for Computing Machinery (ACM)
- p. 62-63
Open AccessImproving the CS Curriculum of a Top-Down Videogames BA
We present a targeted curricular improvement on an interdisciplinary Videogames Bachelor of Arts, to be implemented in the 2022/23 academic year. The aim is to solve student adaptation issues with the program’s interdisciplinarity that were heightened by the COVID-19 pandemic.
- 1 November 2022
- Published by IATED Academy in ICERI Proceedings
- Vol. 1, 8397-8406
AN ACCESSIBLE AND INCLUSIVE FUTURE FOR TABLETOP GAMES AND LEARNING: PARADIGMS AND APPROACHES
Information about the paper titled "AN ACCESSIBLE AND INCLUSIVE FUTURE FOR TABLETOP GAMES AND LEARNING: PARADIGMS AND APPROACHES" at IATED Digital Library
- 1 November 2022
- Published by IATED Academy in ICERI Proceedings
- Vol. 1, 8397-8406
AN ACCESSIBLE AND INCLUSIVE FUTURE FOR TABLETOP GAMES AND LEARNING: PARADIGMS AND APPROACHES
Information about the paper titled "AN ACCESSIBLE AND INCLUSIVE FUTURE FOR TABLETOP GAMES AND LEARNING: PARADIGMS AND APPROACHES" at IATED Digital Library
- 1 November 2022
- Published by IATED Academy in ICERI Proceedings
- Vol. 1, 6222-6226
COVID 19 AND EMERGENCY REMOTE TEACHING: A COMPARATIVE EXPLORATORY STUDY IN PORTUGUESE AND BRAZILIAN HIGHER EDUCATION
Information about the paper titled "COVID 19 AND EMERGENCY REMOTE TEACHING: A COMPARATIVE EXPLORATORY STUDY IN PORTUGUESE AND BRAZILIAN HIGHER EDUCATION" at IATED Digital Library
- 1 November 2022
- Published by IATED Academy in ICERI Proceedings
- Vol. 1, 6222-6226
COVID 19 AND EMERGENCY REMOTE TEACHING: A COMPARATIVE EXPLORATORY STUDY IN PORTUGUESE AND BRAZILIAN HIGHER EDUCATION
Information about the paper titled "COVID 19 AND EMERGENCY REMOTE TEACHING: A COMPARATIVE EXPLORATORY STUDY IN PORTUGUESE AND BRAZILIAN HIGHER EDUCATION" at IATED Digital Library
- 17 February 2022
- Published by Elsevier in Computer Physics Communications
- Vol. 275
ERYA-Bulk and ERYA-Profiling: An application for quantitative PIGE analysis
- 17 February 2022
- Published by Elsevier in Computer Physics Communications
- Vol. 275
ERYA-Bulk and ERYA-Profiling: An application for quantitative PIGE analysis
- Open Access
- 25 January 2022
- Published by Elsevier in Journal of Trace Elements in Medicine and Biology
- Vol. 71, 126938
Investigation of the protective suitability of a dental fluorinated varnish by means of X Ray fluorescence and Raman spectroscopy
- 25 January 2022
- Published by Elsevier in Journal of Trace Elements in Medicine and Biology
- Vol. 71, 126938
Open AccessInvestigation of the protective suitability of a dental fluorinated varnish by means of X Ray fluorescence and Raman spectroscopy
- 1 November 2021
- Published by IATED Academy in ICERI Proceedings
- Vol. 1, 4871
EDUCATIONAL TECHNOLOGIES IN THE DIGITAL AGE: A STUDY IN PORTUGAL
Information about the paper titled "EDUCATIONAL TECHNOLOGIES IN THE DIGITAL AGE: A STUDY IN PORTUGAL" at IATED Digital Library
- 1 November 2021
- Published by IATED Academy in ICERI Proceedings
- Vol. 1, 4871
EDUCATIONAL TECHNOLOGIES IN THE DIGITAL AGE: A STUDY IN PORTUGAL
Information about the paper titled "EDUCATIONAL TECHNOLOGIES IN THE DIGITAL AGE: A STUDY IN PORTUGAL" at IATED Digital Library