FÁBIO
DIAS
INVESTIGAÇÃO
Abstract: In response to the growing cybersecurity problem, this study presents an innovative approach using virtual reality to train individuals in reducing the risk of cyberattacks. The research involved 70 adult participants with or enrolled in higher education studies, who participated in a virtual reality task that simulates a typical workday in a corporate setting. The participants were divided into three groups: a control group of 24 engaged in tasks without cybersecurity threats, and two experimental groups of 23 each, with cybersecurity threats present, but one with feedback on performance and the other without feedback. The results revealed (1) that virtual reality shows promise as an effective tool to create immersive and ecological simulator experiences for cybersecurity training against cyberattacks, (2) the incorporation of feedback in real-world scenario simulators is crucial for participants to fully comprehend the complexities of cyber threats, and (3) risky behaviour within our virtual reality ecological setting, as well as age, can predict attitudes towards cybersecurity and cybercrime within organization. In conclusion, by taking advantage of this cutting-edge virtual reality approach, individuals, businesses, and governments can foster more secure cybersecurity practices, contributing to a safer digital landscape for everyone.
https://doi.org/10.21203/rs.3.rs-4610981/v1
Julho 2024
Abstract: Policing is a highly demanding and stressful profession. Virtual reality (VR) has emerged as a promising tool for enhancing stress management programs, including for police officers. The use of VR in combination with biosensors enables measurement of psychophysiological responses such as peripheral temperature (PT) and skin conductance level (SCL). This study investigated the psychophysiological responses of police officers exposed to a VR scenario simulating a car accident. The study included a total of 63 police officers from the Public Security Police. Participants were divided into three groups based on their police divisions: the Investigation Brigade of Traffic Accidents, the Traffic Surveillance Squad (TSS), and a control group from the Lisbon Metropolitan Command. The results indicated that the VR environment effectively induced psychophysiological arousal, particularly in less experienced officers (TSS), that is, there were significant group differences in mean SCL and PT, showing this group with higher SCL and lower PT during the VR exposure. These results support the potential of VR as a stress inoculation strategy for training police officers and highlight the complex nature of stress responses that are influenced by individual factors and psychopathology.
https://doi.org/10.1089/cyber.2023.0385
Abril 2024
Abstract: The acquired brain injuries (ABI) have consequences that affect the patients’ autonomy, particularly regarding activities of daily living (ADL). To reduce the impact that these changes will have on the patient’s life, it is important to develop diversified tasks with which individuals can train and improve their impaired abilities and strengthen those that are preserved. Therefore, this study aimed to validate a virtual ATM (Automated Teller Machine) task to be used to train patients with cognitive impairments. The sample consisted of 34 participants with ABI and 66 healthy controls. These participants performed the task either virtually or with a real ATM. Beyond revealing that the type of environment did not influence task performance, the results showed a relationship between the results of cognitive screening measures and the time to complete the task, in which participants with the lowest results had worse performance in the task. Also, the virtual ATM was more sensitive in discriminating the clinical group than the real task.
https://doi.org/10.1007/s10055-023-00819-7
Junho 2023
Abstract: Virtual reality-based interventions have gained attention as innovative approaches in clinical settings. However, the use of virtual-based relaxation in reducing psychological distress and physiological activation, a common strategy in traditional interventions, is not well documented. This study aims at exploring the role of a non-familiar synthetic agent (SyA) as a resource to promote relaxation in a virtual environment (VE). Sixty-nine healthy participants were randomly assigned to three conditions: relaxing in VE while listening to relaxing instructions delivered by a SyA (n = 23), relaxing in the same VE while listening to the same instructions but aired by a radio set (n = 23; ‘active’ control group) and waiting to the end of the experience without relaxing instructions (n = 23; ‘passive’ control group). The instruction was preceded by an activation task (i.e., a matching game within a limited time). Our hypothesis claims that the presence of a humanoid-like figure that is strange to the participant (SyA) hinders the relaxing process. Data from several self-reports (Presence, Immersion, Cybersickness and emotional response) and from psychophysiology (respiratory rate—RR) revealed that no differences were found between the two groups that listened to the relaxing instructions (SyA and radio). Additionally, a significant decrease in RR recordings was only significant for these two relaxation conditions (SyA and radio), but not for the ‘passive’ control group. Results suggest that the presence of a non-familiar humanoid character was not perceived as a dissonant element in the VE setting and did not negatively influence the relaxation outcome. This study sets the ground for future studies that may provide an insight into the optimal characteristics of a SyA, contributing to the development of accessible and beneficial digital applications to a wide range of individuals in clinical and non-clinical contexts.
https://doi.org/10.1007/s10055-022-00650-6
Maio 2022
Absratct: We present the VREthics application that enables immersive training in ethical decision making of internship psychologist. The development of this app is supported on theoretical information regarding best practices for ethics decisions in Psychology and technological issues concerning the system design. Eleven internship psychologists tested the VREthics and were questioned about their subjective assessment of the app, the VR training experience and its impact on the learning process. They reported a positive appreciation of both the VR training experience (43.52%) and of the impact on their training (31.98%). The most referenced characteristic is related to the realism and interactivity of the case, allowing them a sense of presence. Results are accordingly to the scarce literature and suggest that the VR training can be an important resource for practical learning, providing an educational context close to the real, interactive and engaging context. Therefore, the use of technological tools, more specifically VR, should be integrated in the psychologists skills ́ training of the utmost relevance to practice, namely in ethical decision-making. The next steps will be to implement VREthics in the initial training plan for internship psychologists at the Portuguese Psychologists Association, being a differentiating tool in their training that allows a more practical and interactive level of access to fundamental theoretical concepts.
https://doi.org/10.1037/tms0000059
Novembro 2021