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In this section, I present several products developed for the economic and social valorization of knowledge in collaboration with other researchers and students. Includes the design, development, and testing of some tools for educational, health, and research purposesThe range encompasses:

Software & Hardware,

Multimedia applications, Videos,

Board games, Exergames, Activity books

Virtual reality environments.


Manuals with guidelines,

Psychological instruments

(e.g., questionnaires)

Datasets with research stimuli.


Creation of the Robot YOLO to foster CREATIVITY in children

Ph.D. thesis by Patrícia Alves-Oliveira. wth Patrícia Arriaga, Ana Paiva & Guy Hoffman

Patrícia Alves Oliveira's doctoral thesis was outstanding, and in addition to several scientific publications from the empirical studies conducted under my supervision, Ana Paiva and Guy Hoffman, the software and hardware of the robot were published, along with guidelines for the design of robots co-constructed with children and grounded in theory.


Guidelines for the design of robots for children: The YOLO Robot was developed, grounded on creativity research literature and on iterative co-design sessions with children. Throughout 3 years, a robot was created, fabricated, and develop to foster creative-driven behaviors in children. 


Both Hardware and Software of the robot were created and published in open access in scientific journals, and the robot was licensed under the CC Attribution 4.0 International. The Github platform includes product information and a wiki page at Github was created to help the user install, run, and improve the software that controls the YOLO robot.

- The installation guide directs users on how to install the current software version of YOLO

- The API documentation guides on how to produce programs using YOLO and improve the functioning of the current version of the software.

- Both Software and Hardware were published in peer-review articles


All the instructions on how to build this robot are available for the general community.

Many tutorial videos were developed and posted on Youtube by Patrícia Alves-Oliveira to facilitate its development. Examples: How to heat brass inserts (3:11); How to cut and drill a circuit board (5:42); How to hack a mouse (4:23); How to attach glowing fibers (3:26). See also her website.  


"An Adventure at the Hospital": the surgery day 

Creation of Preoperative Educational Materials for pediatric outpatient surgery

Sara Fernandes completed her PhD with a grant from the Portuguese National Foundation for Science and Technology (FCT), focusing on developing tools to prepare children for surgery and evaluating their effectiveness.  


Digital Game

In the video below, Sara presented the draft of the board game and of the digital game as they were tested with children who were scheduled for outpatient surgery, leading to two publications.


Board game & Booklet


 Later, with additional funding for product development, the board game and some coloring pamphlets were developed to prepare children for surgery. This board game was created in collaboration with the company "Ideias com História."


Pedagogical Game"Uma aventura na Saúde Oral"

Creation of an educational board game for oral health promotion in children

Authors: Sara Fernandes, Luísa Bandeira Lopes, Francisco Esteves, & Patrícia Arriaga.


"Uma aventura na Saúde Oral" translates to "An Adventure in Oral Health" in English. It is a pedagogical board game designed to educate players, likely children, about oral health.  It is more suitable for children between 8 and 12 years old. It aims to make learning about dental hygiene and oral care engaging and interactive, incorporating elements of fun to maintain the interest of its young audience.

Board game & Booklet


FLOWSENSE - Software for continuous recording of Emotions


The prototype of the “Flowsense” software was developed for continuous recording of self-report emotions and physiological responses. It was customized for specific projects in collaboration with Octavian Postolache

The image below shows the FLOWSENSE Monitor Architecture and the researcher’s Graphical User Interface (GUI)


The image below shows the Participant’s Graphical User Interface with a snapshot of one video used in the experiment) while the video illustrates some of the measurements collected by Flowsense in relation to one participant while he/she was watching an antismoking ad. Results were published in two publications, one in a conference aiming to show the software, and the other in a journal focusing on the results from the study.  


CUBUS - Software to foster Creativity


CUBUS makes use of autonomous virtual agents that express emotions. The agents act as characters for the stories that children create, hinting for new storylines. 

I must confess that my collaboration in this work was minimal and heavily anchored in the work of Patrícia Alves Oliveira, who was at the time a doctoral student under my supervision. As the work focused on emotions and creativity, I had the opportunity to discuss ideas for the game with Patrícia Alves-Oliveira and colleagues who were aiming to develop the application at that time, specifically in collaboration with GAIPS from INESC-ID/IST, through André Pires (INESC-ID/IST/UL), Ana Paiva (INESC-ID/IST/UL), and Carlos Martinho (INESC-ID/IST/UL) in the development of the digital tool “CUBUS” to foster children's creativity.

This video created by Patrícia Alves, is a Tutorial detailing how CUBUS works

This Video was presented at the 12th International Conference on Computational Creativity ICCC'21 showing the CUBUS

A more detailed account of the development and findings can be found in the Publication folder


VIRTUAL Environments as tools for the treatment of  AgoraPhobia

Design and testing of Virtual Reality Environments for the Treatment of Agoraphobia


The software was developed and tested by Tomaz Saraiva, as part of his Master's degree under my supervision and cosupervision of Pedro Gamito (ULHT). Tomaz finished his master degree in Psychology and he is now a software developer. Check his website here


Tomaz Saraiva

The virtual environments were set in the Lisbon Metro, on the yellow line, at the stations: Campo Grande, Cidade Universitária, Entre Campos, Campo Pequeno, Saldanha, and Picoas.

It was later used as a tool in psychotherapy to assist in the treatment of individuals with Agoraphobia.


List of other Manuals / Guidelines


Manual do programa da intervenção de canto em grupo para seniores. / Manual for a Group singing intervention program for seniors (in Portuguese). Digital/online:

Lab manuals for efficient and high quality science in a happy and safe work environment. Preprint:


Questionnaires / Scales

Portuguese validation of the Cognitive Emotion Regulation Questionnaire short version in youthEuropean Journal of Developmental Psychology

Preliminary validation of the European Portuguese version of the Robotic Social Attributes Scale (RoSAS).

Psychometric validation of the Portuguese version of the Measure of Anxiety in Selection Interviews

Portuguese validation of the Cognitive Emotion Regulation Questionnaire short version in youth:

Psychometric Assessment of the "Child Surgery Worries Questionnaire" Among Portuguese children.

Estudo psicométrico de duas medidas no âmbito da agressão humana [Psychometric study of two measures in the context of human aggression]. 

The New Ecological Paradigm scale to the European Portuguese language.

Structural Validity Evidence for the Oxford Utilitarianism Scale Across 15 Languages


List of Datasets

Brief list of short film excerpts tested to induce emotions.

Stimuli can be found @

Did you know that....?
In addition to research, these stimuli were used to induce emotions in a music composer - Rodrigo Leão - which then gave rise to songs that were presented at the Calouste Gulbenkian Exhibition «Brain - wider than the sky» in 2019


Brief list of Musical excerpts tested to induce emotions.

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