Vítor Simões-Silva

Vitor Simões-Silva has a PhD in Education and Behavioral Science since 2015 and currently is Occupation Therapy professor in School of Health of the Polytechnic Institute of Porto (ESS-P. Porto), Portugal, with interest in paediatrics, youth, disability and lifestyle fields. Is also a collaborating researcher at the Psychosocial Rehabilitation Lab (LabRP) of the Center for Rehabilitation Research (CIR) of ESS-P.Porto, integrating the Recovery and Social Innovation investigation group. His main research areas include the well-being in cases of several diseases and the paper of virtual reality and technologies of support to the treatment. Has several contributions to national and international research projects.

Publications

Handbook of Research on Advances in Digital Technologies to Promote Rehabilitation and Community Participation
Raquel Simões de Almeida, Vítor Simões-Silva, Maria João Trigueiro. © 2024. 513 pages.
Digital technologies hold immense potential to transform the field of rehabilitation and enable greater community participation for individuals with disabilities. In the Handbook...
Enter the Virtual Forest: Exploring the Benefits of Forest Therapy in a Digital World
Ana Paula Soutelo, Ana Rita Sousa, Maria Luís Monteiro, Raquel Simões de Almeida, Vitor Simões-Silva, Paula Portugal. © 2024. 24 pages.
One of the many challenges of this urbanization is significantly reflected in the distribution of urban green spaces, which may still not meet the needs of all inhabitants and...
Use of Socially Assistive Robots in Mental Health: Barriers and Facilitators
Ana Raquel da Rocha Ferreira, Maria Goreti Moreira Magalhães De Sousa Silva, Maria de Oliveira Correia, Raquel Simões de Almeida, Vitor Simões-Silva, Maria João Trigueiro. © 2024. 24 pages.
Access to mental healthcare is faced with many challenges and to address the needs of patients, socially assistive robots (SAR) have been used as an innovative therapeutic tool....
The Use of Gamification in Social Phobia
Vitor Simões-Silva, Vanessa Maravalhas, Ana Rafaela Cunha, Maria Inês Soares, António Marques. © 2023. 22 pages.
Social phobia usually starts in adolescence. Social situations that include meeting people, talking in groups, or in more specific situations are going to be avoided by...
Gamification Applied to Autism Spectrum Disorder
Vítor Simões-Silva, António Marques, Catarina Pinho, Diana Gonçalves Pereira, Joana Ferreira Oliveira, Maria Luísa Barros. © 2022. 24 pages.
Gamification is a recent technique in software development that allows the application of game principles to non-game contexts and environments. In an increasingly technological...
Gamification in Stroke Rehabilitation
António José Pereira Silva Marques, Helena Maria Martins Caldas, Mariana Castro Barbosa, Luís Miguel Brazão Soares, Maria Inês Dias Ribeiro, Vítor Simões-Silva. © 2022. 13 pages.
Stroke rehabilitation aims to improve patients' abilities to realize daily life activities and, consequently, regain their self-confidence and improve independence and...
Virtual Reality Environments in Pain Management
Inês Pinho, Cindy Santos, Inês Brito, João Coelho, Vítor Simões-Silva, António Marques. © 2022. 21 pages.
Pain is a distressing and subjective feeling that occurs in different intensities and may result from the stimulation of a nerve due to injury, illness, or emotional disturbance....
Gamification in Dementia and Mild Cognitive Impairment
Vitor Simões-Silva, Susana Alexandra Mendonça Gregório, Tarcisio de Tarco Moura Luz, Ana Francisca Casinhas Coutinho Lapa, António Marques. © 2021. 20 pages.
The following chapter will address the use of gamification (specifically serious games), as well as its results and conditions of use, as an assessment and intervention tool for...
The Use of Gamification in Social Phobia
Vitor Simões-Silva, Vanessa Maravalhas, Ana Rafaela Cunha, Maria Inês Soares, António Marques. © 2021. 22 pages.
Social phobia usually starts in adolescence. Social situations that include meeting people, talking in groups, or in more specific situations are going to be avoided by...
Gamification as Upper Limb Rehabilitation Process
Vitor Simões-Silva, Ana Filipa Duarte Mesquita, Karla Lígia Santos Da Silva, Vanessa Solange Arouca Quental, António Marques. © 2021. 15 pages.
In our modern life world, health and well-being strongly depend on the individual's health behaviours. Motivation is a major factor of health behaviour change, and...