Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Paula Carneiro

Biographic Data

ID3882374
NAMEPaula Carneiro
GIVEN NAMESPaula
FAMILY NAMECarneiro
SIGNATURECARNEIRO P
AFFILIATIONSUniversidade Lusófona
ORCID0000-0002-2985-606X
VERIFIEDYes
TOTAL WORKS7
TOTAL CITATIONS6
WORKS AS AUTHOR7
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2006
LATEST PUBLICATION YEAR2024
H-INDEX2
  • Exploring Musculoskeletal Complaints in a Needle Manufacturing Industry

    Open Access•Paulo C Anacleto Filho, Ana Cristina Braga et al.•ARTICLE•International Journal of…•2024

    Musculoskeletal disorders (MSD) encompass a variety of conditions affecting muscles, joints, and nerves. In Portugal, MSDs are the most prevalent occupational health problem in companies. Based on the relevance of work-related MSD (WMSD), this study aims to assess the prevalence of MSD complaints in a needle manufacturing industry in Northern Portugal, following a cross-sectional approach. Thus, 526 workers from five departments (i.e., operator, …

  • Memory updating after retrieval

    Paula Carneiro, Ana Lapa et al.•ARTICLE•Memory•2021

    We conducted three experiments testing the malleability of memory in incorporating new information following retrieval. All experiments used associative lists typical of the DRM paradigm [Deese, J. (1959). On the prediction of occurrence of particular verbal intrusions in immediate recall. Journal of Experimental Psychology, 58(1), 17–22; Roediger, H. L., & McDermott, K. B. (1995). Creating false memories: Remembering words not presented in lists…

  • Behavior as a stereotype cue

    Open Access•Margarida Cipriano, André Vaz et al.•ARTICLE•Análise Psicológica•2021

    When it comes to the study of stereotypes, plenty of material can be of use. While personality traits tend to be the most commonly adopted, behavioral information can also be relevant, both in the study of stereotypes, as well as in other research fields (e.g., illusory correlations, memory and judgement and decision making). The purpose of this paper was to create a readily available list of behavioral sentences with stereotypicality ratings for…

  • Respostas emocionais (verbais e psicofisiológicas) perante imagens de estímulos alimentares

    Open Access•Francisco Esteves, Patricia Arriaga et al.•ARTICLE•Psicologia•2014

    O processamento emocional de imagens com estímulos alimentares foi estudado em quatro experiências, comparando participantes que revelaram ter atitudes pouco saudáveis face à alimentação, dieta e forma do corpo, com grupos de controlo. Todos os participantes eram do sexo feminino e as respostas a imagens de alimentos de baixo e elevado teor calórico foram comparadas às respostas a outros estímulos emocionais. Nas primeiras três experiências foram…

  • Are the effects of Unreal violent video games pronounced when playing with a virtual reality system

    Open Access•Patricia Arriaga, Francisco Esteves et al.•ARTICLE•Aggressive Behavior•2008•Cited by: 2•References: 47

    This study was conducted to analyze the short‐term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants—148 undergraduate students—we…

  • Violent computer games and their effects on state hostility and physiological arousal

    Open Access•Patricia Arriaga, Francisco Esteves et al.•ARTICLE•Aggressive Behavior•2006•Cited by: 2•References: 47

    An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured…

  • Violent computer games and their effects on state hostility and Physiological arousal

    Open Access•Patricia Arriaga, Francisco Esteves et al.•ARTICLE•Aggressive Behavior•2006•Cited by: 2•References: 47

    An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years old. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were meas…

  • Are the effects of Unreal violent video games pronounced when playing with a virtual reality system

    Open Access•Patricia Arriaga, Francisco Esteves et al.•ARTICLE•Aggressive Behavior•2008•Cited by: 2•References: 47

    This study was conducted to analyze the short‐term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants—148 undergraduate students—we…

  • Violent computer games and their effects on state hostility and physiological arousal

    Open Access•Patricia Arriaga, Francisco Esteves et al.•ARTICLE•Aggressive Behavior•2006•Cited by: 2•References: 47

    An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured…

  • Violent computer games and their effects on state hostility and Physiological arousal

    Open Access•Patricia Arriaga, Francisco Esteves et al.•ARTICLE•Aggressive Behavior•2006•Cited by: 2•References: 47

    An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years old. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were meas…

  • Violent computer games and their effects on state hostility and physiological arousal

    Open Access•Patricia Arriaga, Francisco Esteves et al.•ARTICLE•Aggressive Behavior•2006•Cited by: 2•References: 47

    An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured…

  • Violent computer games and their effects on state hostility and Physiological arousal

    Open Access•Patricia Arriaga, Francisco Esteves et al.•ARTICLE•Aggressive Behavior•2006•Cited by: 2•References: 47

    An experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years old. Before the experimental sessions, participants filled in self‐report measures concerning their video game habits and were also pre‐tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were meas…

  • Are the effects of Unreal violent video games pronounced when playing with a virtual reality system

    Open Access•Patricia Arriaga, Francisco Esteves et al.•ARTICLE•Aggressive Behavior•2008•Cited by: 2•References: 47

    This study was conducted to analyze the short‐term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants—148 undergraduate students—we…

  • Respostas emocionais (verbais e psicofisiológicas) perante imagens de estímulos alimentares

    Open Access•Francisco Esteves, Patricia Arriaga et al.•ARTICLE•Psicologia•2014

    O processamento emocional de imagens com estímulos alimentares foi estudado em quatro experiências, comparando participantes que revelaram ter atitudes pouco saudáveis face à alimentação, dieta e forma do corpo, com grupos de controlo. Todos os participantes eram do sexo feminino e as respostas a imagens de alimentos de baixo e elevado teor calórico foram comparadas às respostas a outros estímulos emocionais. Nas primeiras três experiências foram…

  • Memory updating after retrieval

    Paula Carneiro, Ana Lapa et al.•ARTICLE•Memory•2021

    We conducted three experiments testing the malleability of memory in incorporating new information following retrieval. All experiments used associative lists typical of the DRM paradigm [Deese, J. (1959). On the prediction of occurrence of particular verbal intrusions in immediate recall. Journal of Experimental Psychology, 58(1), 17–22; Roediger, H. L., & McDermott, K. B. (1995). Creating false memories: Remembering words not presented in lists…

  • Behavior as a stereotype cue

    Open Access•Margarida Cipriano, André Vaz et al.•ARTICLE•Análise Psicológica•2021

    When it comes to the study of stereotypes, plenty of material can be of use. While personality traits tend to be the most commonly adopted, behavioral information can also be relevant, both in the study of stereotypes, as well as in other research fields (e.g., illusory correlations, memory and judgement and decision making). The purpose of this paper was to create a readily available list of behavioral sentences with stereotypicality ratings for…

  • Exploring Musculoskeletal Complaints in a Needle Manufacturing Industry

    Open Access•Paulo C Anacleto Filho, Ana Cristina Braga et al.•ARTICLE•International Journal of…•2024

    Musculoskeletal disorders (MSD) encompass a variety of conditions affecting muscles, joints, and nerves. In Portugal, MSDs are the most prevalent occupational health problem in companies. Based on the relevance of work-related MSD (WMSD), this study aims to assess the prevalence of MSD complaints in a needle manufacturing industry in Northern Portugal, following a cross-sectional approach. Thus, 526 workers from five departments (i.e., operator, …

Psychology (6 works) · Social Psychology (5 works) · Computer Science (4 works) · Medicine (4 works) · Aggression (3 works) · Bullying, Victimization, and Aggression (3 works) · Developmental psychology (3 works) · Hostility (3 works) · Medical emergency (3 works) · Multimedia (3 works)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae