filmeu

Teacher
Tomaz Saraiva

Tomaz Saraiva

Resume

TOMAZ MIRANDA DA CUNHA SARAIVA. Concluiu o(a) Mestrado integrado em Psicologia, Aconselhamento e Psicoterapia em 2008/07 pelo(a) Universidade Lusófona, Licenciatura em Psicologia em 2007/07 pelo(a) Universidade Lusófona e Master em Creative Games em 2010/07 pelo(a) University of Salford. Publicou 4 artigos em revistas especializadas. No seu currículo Ciência Vitae os termos mais frequentes na contextualização da produção científica, tecnológica e artístico-cultural são: NEUROCIÊNCIAS; PROCESSAMENTO DE INFORMAÇÃO; MEMÓRIA; PSICOLOGIA; NEUROSCIENCES; INFORMATION PROCESSING; MEMORY; PSYCHOLOGY; EYE TRACKING; ATENÇÃO; ESTÍMULOS EMOCIONAIS; MEDO; ATTENTION; EMOTIONAL STIMULI; FEAR; .

Graus

  • Licenciatura
    Psicologia
  • Mestrado integrado
    Psicologia, Aconselhamento e Psicoterapia
  • Master
    Creative Games
  • Curso de Especialização Tecnológica
    Desenvolvimento de Videojogos
  • Pós-Graduação
    Adolescent and Children Psychology Evaluation

Publicações

Artigo em revista

  • 2016-03, The Immersive Virtual Reality Experience: A Typology of Users Revealed Through Multiple Correspondence Analysis Combined with Cluster Analysis Technique, Cyberpsychology, Behavior, and Social Networking
  • 2015, Virtual Kitchen Test, Methods of Information in Medicine
  • 2014-01-01, Virtual exercises to promote cognitive recovery in stroke patients: the comparison between head mounted displays versus screen exposure methods, International Journal on Disability and Human Development
  • 2014-01-01, Virtual exercises to promote cognitive recovery in stroke patients: the comparison between head mounted displays versus screen exposure methods, International Journal on Disability and Human Development
  • 2012, Nicotine Craving: ERPs correlates after VR exposure to smoking cues
  • 2011-01-01, Traumatic brain injury memory training: a virtual reality online solution, International Journal on Disability and Human Development
  • 2011, Virtual reality exposure on nicotine craving
  • 2011, Hemispheric asymmetries in recognition memory for negative and neutral words
  • 2011, Attentional orienting to biologically fear-relevant stimuli: data from eye tracking using the continual alternation flicker paradigm
  • 2010, Training Presence: the Importance of Virtual Reality Experience on the “Sense of Being There”
  • 2009-12-20, PTSD Elderly War Veterans: A Clinical Controlled Pilot Study, CyberPsychology & Behavior
  • 2009, Virtual Reality Therapy Controlled Study for War Veterans with PTSD. Preliminary Results
  • 2008, Physiological assessment during VR PTSD treatment of a motor vehicle accident patient

Capítulo de livro

  • 2011, NeuAR ¿ A Review of the VR/AR Applications in the Neuroscience Domain, Augmented Reality - Some Emerging Application Areas
  • 2010, Serious Games for Serious problems: from Ludicus to Therapeuticus, Virtual Reality, InTech

Artigo em jornal

  • 2008, Presence, immersion and cybersickness assessment through a test anxiety virtual environment.
  • 2007, War PTSD: a VR pre-trial case study
  • 2006, Presence in a Virtual War Scenario ¿ a Posttraumatic Stress Disorder exploratory case study.
  • 2005, Virtual War PTSD ¿ a methodological thread

Artigo em conferência

  • The contribution of a VR-based programme in cognitive rehabilitation following stroke
  • Assessment of Frontal Brain Functions In Alcoholics Following A Health Mobile Cognitive Stimulation Approach

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