Interações Mediadas por Avatares no Metaverso: Percepções de Indivíduos com Características Comuns ao TDAH
Resumo
O metaverso compreende ambientes virtuais tridimensionais persistentes nos quais usuários interagem por meio de avatares que mediam a comunicação e a colaboração. Esses ambientes podem impor desafios a pessoas com características associadas ao Transtorno do Déficit de Atenção e Hiperatividade (TDAH), devido à sobrecarga sensorial e às demandas atencionais. Este estudo investiga as percepções desse público por meio de um grupo focal e de uma visita guiada em ambientes virtuais contrastantes. A análise qualitativa identificou dificuldades relacionadas a estímulos excessivos, foco e expressividade dos avatares, reforçando a importância de aspectos cognitivos e sensoriais no design inclusivo.
Palavras-chave:
metaverso, avatares, grupo focal, acessibilidade, TDAH
Referências
Alimamy, S. (2024). Neurodiversity in the metaverse: Advancing customer augmentation and service accessibility. In SaudiCIS 2024 Proceedings, number 43. AIS eLibrary.
Berto, R. (2005). Exposure to restorative environments helps restore attentional capacity. Journal of Environmental Psychology, 25(3):249–259.
Braun, V. and Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3:77–101.
Collins, J., Ko, W., Shende, T., Lin, S. Y., Jiang, L., Stevenson Won, A., and Azenkot, S. (2024). Exploring the accessibility of social virtual reality for people with adhd and autism: Preliminary insights. In Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility, ASSETS ’24, New York, NY, USA. Association for Computing Machinery.
Dionisio, J. D. N., III, W. G. B., Gilbert, R., and othes (2013). 3d virtual worlds and the metaverse: Current status and future possibilities. ACM Comput. Surv., 45(3).
Faraone, S. V., Banaschewski, T., Coghill, D., Zheng, Y., Biederman, J., Bellgrove, M. A., Newcorn, J. H., Gignac, M., Al Saud, N. M., Manor, I., et al. (2021). The world federation of adhd international consensus statement: 208 evidence-based conclusions about the disorder. Neuroscience & biobehavioral reviews, 128:789–818.
Ghasemi, S., Behravan, M., Ubur, S. D., and Gračanin, D. (2024). Attention and sensory processing in augmented reality: Empowering adhd population. In International Conference on Human-Computer Interaction, pages 301–320. Springer.
Gualano, R. J., Jiang, L., Zhang, K., Shende, T., Won, A. S., and Azenkot, S. (2024). “i try to represent myself as i am”: Self-presentation preferences of people with invisible disabilities through embodied social vr avatars. In The 26th International ACM SIGACCESS Conference on Computers and Accessibility, ASSETS ’24, page 1–15. ACM.
Han, E., Miller, M. R., DeVeaux, C., Jun, H., Nowak, K. L., Hancock, J. T., Ram, N., and Bailenson, J. N. (2023). People, places, and time: a large-scale, longitudinal study of transformed avatars and environmental context in group interaction in the metaverse. Journal of Computer-Mediated Communication, 28(2):zmac031.
Ismail, L. and Buyya, R. (2023). Metaverse: A vision, architectural elements, and future directions for scalable and realtime virtual worlds.
Jia, Y., Zhang, M., Zhang, J., and Li, S. (2022). Effects of different environmental color stimuli on the cognitive performance and brain activation of college students. Brain Sciences, 12(1):31.
Jonauskaite, D. and Mohr, C. (2025). Do we feel colours? a systematic review of 128 years of psychological research linking colours and emotions. Psychonomic Bulletin & Review, 32(4):1457–1486. Epub 2025 Jan 13.
Meliande, R., Ribeiro, A., Arouca, M. G., Amorim, A. M., Pestana, M. C., and Vieira, V. (2024). Meta-education: A case study in academic events in the metaverse. In Anais do XIX Simpósio Brasileiro de Sistemas Colaborativos (SBSC 2024), pages 28–41, Salvador, BA. Sociedade Brasileira de Computação.
Meta (2022). What is the metaverse? Accessed: January 12, 2025.
Othman, A., Chemnad, K., Hassanien, A. E., Tlili, A., Zhang, C. Y., Al-Thani, D., Altınay, F., Chalghoumi, H., S. Al-Khalifa, H., Obeid, M., Jemni, M., Al-Hadhrami, T., and Altınay, Z. (2024). Accessible metaverse: A theoretical framework for accessibility and inclusion in the metaverse. Multimodal Technologies and Interaction, 8(3).
Palmini, A. (2024). Attention-deficit/hyperactivity disorder (adhd) in adults: a multilayered approach to a serious disorder of inattention to the future. Arquivos de Neuro-Psiquiatria, 82(7):s00441791513.
Panagiotidi, M., Overton, P. G., and Stafford, T. (2018). The relationship between adhd traits and sensory sensitivity in the general population. Comprehensive Psychiatry, 80:179–185.
Ribeiro, A., Vieira, V., Alves, L., and Maciel, C. (2024). Vishnu: An approach to support the personalization of self-expressive avatars using context-awareness. International Journal of Human-Computer Studies, 185:103243.
WAI, W. W. W. C. W. W. A. I. (2019). Cognitive accessibility at w3c. [link]. Primeira publicação: Março 2019; Atualizado: 25 Abr 2024. Acesso em: 25 nov. 2025.
Wang, Y., Liu, X., Arora, C., Grundy, J., and Hoang, T. (2025). Understanding vr accessibility practices of vr professionals. In Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems, CHI ’25, New York, NY, USA. Association for Computing Machinery.
WCAG, W. W. W. C. (2012). W3c publishes wcag 2.0 as iso/iec standard. [link]. Acesso em: 25 nov. 2025.
Xaur (2021). Xr accessibility user requirements. [link]. Acesso em: 25 nov. 2025.
Xia, G., Henry, P., Li, M., Queiroz, F., Westland, S., and Yu, L. (2022). A comparative study of colour effects on cognitive performance in real-world and vr environments. Brain Sciences, 12(1).
Zallio, M. and Clarkson, P. J. (2022). Designing the metaverse: A study on inclusion, diversity, equity, accessibility and safety for digital immersive environments. Telematics and Informatics, 75:101909.
Zhang, K., Spencer, Edward Glenn Scott, J., Manikandan, A., Li, A., Li, A., Yao, Y., and Zhao, Y. (2025). Inclusive avatar guidelines for people with disabilities: Supporting disability representation in social virtual reality. In Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems, CHI ’25, New York, NY, USA. Association for Computing Machinery.
Berto, R. (2005). Exposure to restorative environments helps restore attentional capacity. Journal of Environmental Psychology, 25(3):249–259.
Braun, V. and Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3:77–101.
Collins, J., Ko, W., Shende, T., Lin, S. Y., Jiang, L., Stevenson Won, A., and Azenkot, S. (2024). Exploring the accessibility of social virtual reality for people with adhd and autism: Preliminary insights. In Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility, ASSETS ’24, New York, NY, USA. Association for Computing Machinery.
Dionisio, J. D. N., III, W. G. B., Gilbert, R., and othes (2013). 3d virtual worlds and the metaverse: Current status and future possibilities. ACM Comput. Surv., 45(3).
Faraone, S. V., Banaschewski, T., Coghill, D., Zheng, Y., Biederman, J., Bellgrove, M. A., Newcorn, J. H., Gignac, M., Al Saud, N. M., Manor, I., et al. (2021). The world federation of adhd international consensus statement: 208 evidence-based conclusions about the disorder. Neuroscience & biobehavioral reviews, 128:789–818.
Ghasemi, S., Behravan, M., Ubur, S. D., and Gračanin, D. (2024). Attention and sensory processing in augmented reality: Empowering adhd population. In International Conference on Human-Computer Interaction, pages 301–320. Springer.
Gualano, R. J., Jiang, L., Zhang, K., Shende, T., Won, A. S., and Azenkot, S. (2024). “i try to represent myself as i am”: Self-presentation preferences of people with invisible disabilities through embodied social vr avatars. In The 26th International ACM SIGACCESS Conference on Computers and Accessibility, ASSETS ’24, page 1–15. ACM.
Han, E., Miller, M. R., DeVeaux, C., Jun, H., Nowak, K. L., Hancock, J. T., Ram, N., and Bailenson, J. N. (2023). People, places, and time: a large-scale, longitudinal study of transformed avatars and environmental context in group interaction in the metaverse. Journal of Computer-Mediated Communication, 28(2):zmac031.
Ismail, L. and Buyya, R. (2023). Metaverse: A vision, architectural elements, and future directions for scalable and realtime virtual worlds.
Jia, Y., Zhang, M., Zhang, J., and Li, S. (2022). Effects of different environmental color stimuli on the cognitive performance and brain activation of college students. Brain Sciences, 12(1):31.
Jonauskaite, D. and Mohr, C. (2025). Do we feel colours? a systematic review of 128 years of psychological research linking colours and emotions. Psychonomic Bulletin & Review, 32(4):1457–1486. Epub 2025 Jan 13.
Meliande, R., Ribeiro, A., Arouca, M. G., Amorim, A. M., Pestana, M. C., and Vieira, V. (2024). Meta-education: A case study in academic events in the metaverse. In Anais do XIX Simpósio Brasileiro de Sistemas Colaborativos (SBSC 2024), pages 28–41, Salvador, BA. Sociedade Brasileira de Computação.
Meta (2022). What is the metaverse? Accessed: January 12, 2025.
Othman, A., Chemnad, K., Hassanien, A. E., Tlili, A., Zhang, C. Y., Al-Thani, D., Altınay, F., Chalghoumi, H., S. Al-Khalifa, H., Obeid, M., Jemni, M., Al-Hadhrami, T., and Altınay, Z. (2024). Accessible metaverse: A theoretical framework for accessibility and inclusion in the metaverse. Multimodal Technologies and Interaction, 8(3).
Palmini, A. (2024). Attention-deficit/hyperactivity disorder (adhd) in adults: a multilayered approach to a serious disorder of inattention to the future. Arquivos de Neuro-Psiquiatria, 82(7):s00441791513.
Panagiotidi, M., Overton, P. G., and Stafford, T. (2018). The relationship between adhd traits and sensory sensitivity in the general population. Comprehensive Psychiatry, 80:179–185.
Ribeiro, A., Vieira, V., Alves, L., and Maciel, C. (2024). Vishnu: An approach to support the personalization of self-expressive avatars using context-awareness. International Journal of Human-Computer Studies, 185:103243.
WAI, W. W. W. C. W. W. A. I. (2019). Cognitive accessibility at w3c. [link]. Primeira publicação: Março 2019; Atualizado: 25 Abr 2024. Acesso em: 25 nov. 2025.
Wang, Y., Liu, X., Arora, C., Grundy, J., and Hoang, T. (2025). Understanding vr accessibility practices of vr professionals. In Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems, CHI ’25, New York, NY, USA. Association for Computing Machinery.
WCAG, W. W. W. C. (2012). W3c publishes wcag 2.0 as iso/iec standard. [link]. Acesso em: 25 nov. 2025.
Xaur (2021). Xr accessibility user requirements. [link]. Acesso em: 25 nov. 2025.
Xia, G., Henry, P., Li, M., Queiroz, F., Westland, S., and Yu, L. (2022). A comparative study of colour effects on cognitive performance in real-world and vr environments. Brain Sciences, 12(1).
Zallio, M. and Clarkson, P. J. (2022). Designing the metaverse: A study on inclusion, diversity, equity, accessibility and safety for digital immersive environments. Telematics and Informatics, 75:101909.
Zhang, K., Spencer, Edward Glenn Scott, J., Manikandan, A., Li, A., Li, A., Yao, Y., and Zhao, Y. (2025). Inclusive avatar guidelines for people with disabilities: Supporting disability representation in social virtual reality. In Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems, CHI ’25, New York, NY, USA. Association for Computing Machinery.
Publicado
08/06/2026
Como Citar
MARINHO, Iasmim da Cruz; RIBEIRO, Ailton; PESTANA, Maria Clara; CARMONA, Victor Rafael Martinez; VIEIRA, Vaninha.
Interações Mediadas por Avatares no Metaverso: Percepções de Indivíduos com Características Comuns ao TDAH. In: SIMPÓSIO BRASILEIRO DE SISTEMAS COLABORATIVOS (SBSC), 21. , 2026, Porto Alegre/RS.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 257-270.
ISSN 2326-2842.
DOI: https://doi.org/10.5753/sbsc.2026.20987.
