TY - GEN
T1 - Gamified VR Environment with Second-Screen Web Interface for Therapist-Guided Exposure Therapy
AU - Marques, Gabriel
AU - Antunes, Andre
AU - Nobrega, Rui
AU - Madeira, Rui Neves
N1 - Funding Information:
info:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDB%2F04516%2F2020/PT#
info:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDP%2F04516%2F2020/PT#
info:eu-repo/grantAgreement/FCT//2022.12093.BD/PT#
UID/04516/NOVA Laboratory for Computer Science and Informatics (NOVA LINCS).
Publisher Copyright:
© 2025 IEEE.
PY - 2025
Y1 - 2025
N2 - This paper presents a gamified Virtual Reality (VR) application integrated with a second-screen Web interface to support exposure therapy for children with sensory food aversion. The system allows therapists to configure therapeutic sessions, monitor user actions in real time, and adapt the virtual environment according to the patient's responses. The Web interface records session data, including behavioral performance and, when available, biosignals such as EEG and ECG, building a historical profile for each patient. The solution was developed through a co-design process with therapists to ensure usability and alignment with therapeutic practice. Preliminary results show the system's potential to improve engagement, support therapist intervention, and enable future developments, such as the integration of real-time neurofeedback to adapt the experience based on physiological data.
AB - This paper presents a gamified Virtual Reality (VR) application integrated with a second-screen Web interface to support exposure therapy for children with sensory food aversion. The system allows therapists to configure therapeutic sessions, monitor user actions in real time, and adapt the virtual environment according to the patient's responses. The Web interface records session data, including behavioral performance and, when available, biosignals such as EEG and ECG, building a historical profile for each patient. The solution was developed through a co-design process with therapists to ensure usability and alignment with therapeutic practice. Preliminary results show the system's potential to improve engagement, support therapist intervention, and enable future developments, such as the integration of real-time neurofeedback to adapt the experience based on physiological data.
KW - Exposure Therapy
KW - Food Aversion
KW - Gamification
KW - Serious Games
KW - Virtual Reality
KW - Web Platform
UR - http://www.scopus.com/inward/record.url?scp=105015583674&partnerID=8YFLogxK
U2 - 10.1109/CoG64752.2025.11114283
DO - 10.1109/CoG64752.2025.11114283
M3 - Conference contribution
AN - SCOPUS:105015583674
T3 - IEEE Conference on Computatonal Intelligence and Games, CIG
BT - Proceedings of the IEEE 2025 Conference on Games, CoG 2025
PB - IEEE Computer Society Press
T2 - 2025 IEEE Conference on Games, CoG 2025
Y2 - 26 August 2025 through 29 August 2025
ER -