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          <string-name>Program</string-name>
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      <pub-date>
        <year>2020</year>
      </pub-date>
      <issue>952279</issue>
      <abstract>
        <p>Virtual Reality (VR) has emerged as a mainstream opportunity to develop immersive virtual environments (VE) that enable people to be exposed to relevant stimuli systematically and safely. In addition to providing controlled exposure to stimuli, VR systems allow a more efficient and unbiased information gathering with practical applications in diagnosis, intervention, and health monitoring processes. Despite scientific literature demonstrating numerous benefits, interacting with VR technology and its peripherals can be challenging, particularly for populations less familiar with technology (e.g., older adults) or with clinical conditions that are not adequately accommodated by the technology, such as cognitive (e.g., dementia) or physical impairments (e.g., blindness). The Workshop on Virtual Reality for Health and Wellbeing1 was a one-day workshop that was part of the scientific program of the 21st International Conference on Mobile and Ubiquitous Multimedia (MUM) 2022, held at Faculdade de Ciências da Universidade de Lisboa, Lisbon, Portugal. The workshop was organised by a team of junior and senior researchers with academic and scientific expertise in different areas, including VR tools for cognitive and functional training and rehabilitation, games for health, serious games, human-computer interaction, accessibility, pervasive health, digital health technologies, physiological sensing, artificial intelligence, and machine learning. The workshop aimed to provide a platform for networking and exchanging experiences, knowledge, and know-how on the strategies for developing effective and accessible VR tools for diagnosis, intervention, rehabilitation, and monitoring of health and wellbeing. The discussion topics included the strengths and limitations of VR technology in healthcare, ethical, privacy, and access implications of VR technology in clinical populations, and future scenarios,</p>
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      <title>-</title>
      <p>challenges, and opportunities for using VR technology in
health and wellbeing.</p>
      <p>Six papers were submitted to the workshop. After a
peerreview process involving two to three reviewers per
manuscript submitted, five papers addressing various aspects
of the use of VR in health and wellbeing were accepted. One
author of each accepted paper was invited to present the paper
at the workshop, followed by a Q&amp;A session. At the end of
each presentation session, workshop participants, including
authors of the papers, were invited to discuss the findings
presented based on a set of seed discussion topics.
We would like to express our gratitude to all authors, keynote
speakers, session chairs, participants, and organisation
members for making the workshop a success. We hope the
Virtual Reality for Health and Wellbeing workshop has
been a fruitful meeting and has stimulated the discussion on
the strengths, potential, and shortcomings of VR technology
applied to promote users' health and well-being. Furthermore,
we hope this meeting has laid the foundations for future
international partnerships and collaborations.</p>
      <p>Lisbon, Portugal,
May, 2022
Filipa Ferreira-Brito</p>
      <p>João Guerreiro
Tiago Guerreio</p>
    </sec>
    <sec id="sec-2">
      <title>Organizing Committee</title>
      <sec id="sec-2-1">
        <title>Filipa Ferreira-Brito is a neuropsychologist and a member of</title>
        <p>the Portuguese Association of Psychologists. She holds a
Bachelor's degree in Psychology from the University of Évora
and a Master's in Neuropsychology from the Catholic
University of Lisbon. She is finishing her PhD in the
EnviHealth &amp; Co Doctoral Program at the Faculdade de
Medicina da Universidade de Lisboa, Portugal, while also
serving as a research assistant at LASIGE, Department of
Informatics, Faculdade de Ciências da Universidade de
Lisboa, Portugal. Her research focuses on designing digital
health platforms to assess and promote health-related
outcomes, which has resulted in several international journal
publications as both author and co-author. She was recognised
for her work through the ISAMB/AstraZeneca scientific
incentive award in 2019 and two LASIGE Distinguished
Papers Awards for works published as first author in 2019 and
2020.</p>
      </sec>
      <sec id="sec-2-2">
        <title>Hristijan Gjoreski is an Assistant Professor at UKIM. He</title>
        <p>finished his Ph.D at Jožef Stefan Institute at 2015 in Ljubljana,
Slovenia. In 2017 was visiting researcher at the University of
Sussex, United Kingdom. His R&amp;D experience is in the
domains of Computer Science, Artificial Intelligence and
Sensor data-analysis. He participated in numerous
international and industry projects. He has more than 70
conference publications, and 13 international journal articles,
of which 10 with impact factor. He has more than 1047
citations and h-index of 19 based on Google Scholar. He is a
co-inventor of one international and two Slovenian patents. He
received 2 best paper awards and the award “Best Young
Scientist” for 2016 from the President of the Republic of
Macedonia. He has won 3 Activity Recognition challenges:
EvAAL 2013, – Valencia, Spain; International EMTEQ AR
Challenge – London, United Kingdom; International
competition ChallengeUP Multimodal Fall Detection –
Budapest, Hungary.
Oscar Mayora is a senior researcher at FBK, the head of the
Digital Health Lab Unit at FBK Center for Health and
Wellbeing, and scientific coordinator for the Joint Research
Unit between the Trentino Local Health Trust, the Province of
Trento and FBK as part of Trentino Salute 4.0 Initiative. He is
also an adjunct professor in the Faculty of Cognitive Sciences
at the University of Trento (Italy) and FH-Burgenland
(Austria). He has published over 100 papers in International
Conferences and Journals and participated as Guest Editor of
special issues of Journals such as IEEE Intelligent Systems,
EURASIP Signal Processing, Springer MONET, and IMIA
Journal on Methods of Information in Medicine on the topic of
Pervasive Healthcare. Dr. Mayora has coordinated research
projects at National and International level. He has been
involved in projects on the topic of pervasive healthcare and
assistive technologies sponsored by different funding
instruments such as EC FP6, FP7, H2020, and ICT Labs,
among others, with different roles.</p>
      </sec>
      <sec id="sec-2-3">
        <title>Mitja Lustrek is the Head of the Ambient Intelligence Group</title>
        <p>at the Department of Intelligent Systems at Jožef Stefan
Institute, Ljubljana, Slovenia. He received his PhD from the
Faculty of Computer and Information Science of the
University of Ljubljana. At that time, his work focused on
heuristic search algorithms. Later, he worked on text mining,
bioinformatics, and other topics. Most of his career, though,
his main research interest has been the interpretation of sensor
and other health-related data using machine learning. He has
been the principal investigator in numerous international
research projects developing personal health systems and
similar. He teaches ambient intelligence at Jožef Stefan
International Postgraduate School. He has also served as the
chair of the Slovenian Artificial Intelligence Society for two
terms and is a member of several programme committees of
international conferences.
Emilija Kizevska is a researcher and PhD candidate at the
Jožef Stefan Institute in Ljubljana, Slovenia. She finished her
bachelor’s and master’s studies at the Faculty of electrical
engineering and information technologies at the Ss. Cyril and
Methodius University in Skopje, N.Macedonia. During her
master’s studies, she has a few study visits to Anhalt
University of Applied Sciences, Koethen, Germany. She has
been a teaching assistant at FEEIT, Skopje, North Macedonia,
for 2 years. Her research experience is in the domains of
applied Artificial Intelligence and Machine Learning in the
areas of Renewable energy and Ambient Intelligence. She has
participated in research projects and industrial projects and has
been a team supervisor or project team lead in three
international competitions in the field of ICT and Robotics.
She has held consulting positions across several software
companies.</p>
      </sec>
      <sec id="sec-2-4">
        <title>João Guerreiro is an Assistant Professor at Faculdade de</title>
        <p>Ciências, Universidade de Lisboa. Previously, he was a
Postdoctoral researcher at Carnegie Mellon University. He
received his PhD with distinction and honour in Information
Systems and Computer Engineering from Instituto Superior
Técnico, Universidade de Lisboa. His research in the fields of
Human-Computer Interaction and Accessible Computing aims
to improve blind people’s access to the physical and digital
worlds using novel non-visual interaction techniques and
systems. João Guerreiro publishes his research regularly at the
premiere venues in Human-Computer Interaction and
Accessible Computing (e.g., ACM CHI and ACM ASSETS).
Kathrin Gerling is an Assistant Professor at KU Leuven,
Belgium. Her work broadly falls into Human-Computer
Interaction and Physical Computing. She is particularly
interested in how interfaces can be made accessible for
audiences with special needs, and how playful interactive
technologies can be leveraged to support well-being. Kathrin
previously held an appointment as a Senior Lecturer (Assistant
Professor) at the University of Lincoln, UK. She received a
PhD in Computer Science from the University of
Saskatchewan, Canada, and completed an MSc in Cognitive
Science at the University of Duisburg-Essen, Germany.</p>
      </sec>
      <sec id="sec-2-5">
        <title>Sergi Bermúdez I Badia has pursued research at several</title>
        <p>institutes in Europe and the USA, including the Laboratoire de
Production Microtechnique at the EPFL (Lausanne), the
Institute of Neuroinformatics at the ETHZ (Zurich), at the
Institute of Audiovisual Studies at the Technology Department
of the Universitat Pompeu Fabra (Barcelona), where I was a
Juan de la Cierva research fellow and head of the Robotic
Systems Laboratory at the laboratory for Synthetic Perceptive,
Emotive and Cognitive Systems (SPECS), and the Quality of
Life Technologies and Entertainment technology centers of
the Carnegie Mellon University (Pittsburgh). I am currently a
professor at the Universidade da Madeira and a researcher at
the Madeira Interactive Technologies Institute, where I lead
the NeurorehabLab research group.
Tiago Guerreiro is an Associated Professor at Universidade
de Lisboa (Faculdade de Ciências) and a researcher at
LASIGE. His main areas of expertise are Pervasive
Healthcare, Mobile, and Accessible Computing. In these areas,
he published 100+ peer-reviewed papers and received awards
for 10+ papers and an ACM Best of Computing award in 2016.
He is Editor-in-Chief for ACM Transactions on Accessible
Computing, was the Web for All General and Program Chair
in 2016 and 2015, respectively, and was ASSETS 2020
General Chair, among many other service roles. He was an
invited expert supporting the European Commission in
implementing the Web Accessibility Directive. He is the
President of his institution’s Ethics Review Board,
ViceDirector and past coordinator of LASIGE’s research line on
Accessibility and Aging, and Coordinator of the Data Science
Master at FCUL. He leads the Tech&amp;People Labs.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Keynote Speakers</title>
      <p>Micaela Fonseca</p>
      <sec id="sec-3-1">
        <title>Designing for Maximized Entertainment. How to contribute to greater ubiquity of immersive digital environments for therapy?</title>
        <p>Micaela Fonseca holds a PhD in Physics (Universidade Nova
de Lisboa [PT], 2011). Micaela is a Principal Researcher at
HEI-Lab (Digital Human-Environment Interaction Lab) and
assistant Professor at the School of Communication,
Architecture, Arts and Information Technologies, Lusófona
University. Since 2012, she has been an invited Assistant
Professor at NOVA FCT for Biomedical Engineering, Physics
Engineering and a researcher at LIBPhys-UNL Micaela has
been engaged in several VR-based simulation projects; she is
co-founder of VR4NeuroPain and Games for Good. She has
published several scientific papers in ehealth and serious
games. Micaela also studied Directing Fiction and Ceramics
(her works have been exhibited in contemporary galleries).</p>
      </sec>
      <sec id="sec-3-2">
        <title>Enabling the Communication of Physical Experiences</title>
        <p>Jun Nishida is an incoming Assistant Professor at the
University of Maryland, College Park at the Department of
Computer Science. Previously he was a postdoctoral fellow at
the University of Chicago, advised by Prof. Pedro Lopes and
received a PhD in Human Informatics at the University of
Tsukuba, Japan, in 2019. He is interested in exploring
interaction techniques and wearable interfaces where people
can communicate their embodied experiences to support each
other, with applications in the fields of rehabilitation,
education, and design. He has received ACM UIST Best Paper
Award, ACM CHI Best Paper Honorable Mention Award,
Microsoft Research Asia Fellowship Award, and Forbes 30
Under 30 Award, among others.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Opening Keynote Lecture</title>
      <p>Designing for Maximized Entertainment. How to contribute to greater ubiquity of
immersive digital environments for therapy?</p>
      <sec id="sec-4-1">
        <title>Micaela Fonseca</title>
        <p>For this workshop, our first keynote, Micaela Fonseca, began her presentation by calling the
audience's attention to the fact that a significant shortcoming of traditional
neurorehabilitation approaches is the high rate of patient drop-out. This limitation is even
more evident when clients are required to do their rehabilitation exercises at home.
According to Micaela's perspective, one way to counter the high drop-out rate observed and
promote clients' adherence to rehabilitation VR activities, even when they are performed at
home, is by treating clients as game players. Instead of a collection of commonly available
exercises, a new paradigm for serious games (nowadays applied games) is needed.
According to Micaela, for this new approach to be successful, it is necessary a switch from
perceiving clients as someone with cognitive or motor limitations to perceived clients as
game players that need to enjoy, connect, and be motivated to play the game outside the
clinical context (i.e., client's home). However, to achieve this, the games developed for
rehabilitation purposes need to provide (achieve) a game-like quality experience as they
were designed for the average player. In other words, they need to be engaging and fun (by
themselves) independently of being a game for rehabilitation.</p>
        <p>To illustrate her perspective, Micaela provides an example PlayersAll project
(EXPL/COMOUT/0882/2021). The PlayersAll project explores a novel approach to games for physical
and cognitive upper-limb rehabilitation therapy for motor dysfunction clients. A VR-based
motor rehabilitation game was developed to embed clients into a Druid's house, where they
must follow Druid's instructions to make different magic potions successfully. In this game,
the movements that clients need to perform to complete the task in Druid's game were
inspired and developed in co-creation with occupational therapists. The ultimate goal of the
PlayersAll project is to contribute to greater ubiquity of immersive digital environments for
therapy so that their therapeutic benefits are delivered more consistently.</p>
        <p>Following this perspective, Micaela's work team follows a co-creation methodology, where
a multidisciplinary team (e.g., occupational therapists, psychologists, game designers, and
game developers) together with stakeholders (clients, families, and caregivers) gathered
efforts to find the best and more engaging VR-based rehabilitation applied games.
By using a workflow that includes light, sound, and difficulty levels and sensors, such as
eye-tracking, it will be possible to develop increasingly engaging digital games that adapt to
clients' performance and skills as they progress in the game.</p>
        <p>Based on the perspective presented, Micaela shared with the audience other VR-applied
games developed to train technical skills, instrumental activities of daily life in children with
autism (e.g., shopping and use of public transports), as well as to rehabilitate clients with
psychological disorders such as phobias (e.g., fear of cockroaches) and Post-Traumatic
Stress Disorders in war veterans. Another stream of research was presented, for example,
studying the impact of specific interactions and movements on emotional magnitude through
a virtual reality video game.</p>
      </sec>
      <sec id="sec-4-2">
        <title>Enabling the Communication of Physical Experiences</title>
        <p>At the closing session of our workshop, Jun Nishida delivered an insightful lecture on the
importance of bodily cues in human communication. While modern technology allows
effective communication via video and text, it often leaves out crucial communication
channels, such as bodily cues. These cues are crucial not only for face-to-face
communication but also for conveying forces (muscle tension, joint stiffness, etc.), feelings,
and emotions. Unfortunately, current communication paradigms rely only on symbolic and
graphical communication, neglecting the significance of this additional modality.
In his lecture, Jun Nishida addressed how physical experiences can be communicated across
people. Nishida discussed his engineering of wearable devices which allow for sharing
physical experiences between people, such as between a physician and a patient, including
people with neuromuscular diseases and even children. These custom-built on-body
interfaces include exoskeletons, virtual reality systems, and interactive devices based on
electrical muscle stimulation. The concept was extended to support interactive activities,
such as product design, by communicating one's bodily cues.</p>
        <p>The lecture ended with a discussion on exploring possibilities enabled by a user interface
that communicates more than audio-visual cues. The roadmap for using this approach in new
territories, such as allowing more empathic communication, was also discussed.
Nishida emphasised the significance of bodily cues in communication and how current
technology often fails to account for them. However, through wearable devices and
innovative engineering, Nishida demonstrated that it is possible to communicate physical
experiences across individuals. The applications of this technology are diverse and can be
used to enhance communication between physicians and patients, as well as in product
design and other fields. Furthermore, the possibilities of a user interface that communicates
more than audio-visual cues are vast, and this technology has the potential to enable more
empathic communication in various domains.</p>
        <p>In conclusion, Jun Nishida's lecture shed light on the importance of bodily cues in human
communication and demonstrated how VR technology could be used to convey physical
experiences across individuals.</p>
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