RESEARCH PROJECTS
RESEARCH PROJECTS
Neural biomarkers of the Binge Eating Disorder: a study of event-related potentials
Institutions: Fluminense Federal University (Brazil) and Federal University of Rio de Janeiro (Brazil)
Roles: Research scholar (2015)
Summary: The intention of this project is to identify possible candidates for neural biomarkers of binge eating symptom severity through the Event-Related Potentials technique applied to electroencephalography. The results of this project can provide objective evidence to assist in the diagnosis and treatment of this disorder.
Experience:
Literature Review: Engaged in comprehensive reading and analysis of relevant scientific literature on binge eating disorder and event-related potentials to support the project’s conceptual foundation.
Research Development: Contributed to the early stages of research planning, including the formulation of ideas for potential neural biomarkers and strategies for EEG data collection and analysis.
Funding Preparation: Assisted in drafting research proposals and documents aimed at securing funding and institutional support for the continuation of the project.
Collaborative Discussion: Participated in team meetings and interdisciplinary discussions to shape the study's direction and assess the feasibility and clinical relevance of proposed biomarker candidates.
Impact of warnings to reduce consumption of unhealthy foods: a psychophysiological study
Institution: Fluminense Federal University (Brazil)
Funding: National Council for Scientific and Technological Development (CNPq)
Roles: Research scholar (2016 – 2018)
Summary: The project assesses, through psychophysiological measures, such as electroencephalography and psychometric scales, whether different types of nutritional labeling are capable of promoting motivational changes that modulate the subjective evaluation of the image of a food with high energy value and low nutritional value.
Experience:
Research Design and Development: Actively contributed to the conceptualisation and methodological design of the study, focusing on how nutritional labelling affects food perception and intention to consume it.
Literature Review: Conducted an in-depth review of scientific literature on psychophysiology, nutritional labeling, and consumer behaviour to inform the study’s framework.
Funding Acquisition: Participated in preparing and submitting funding proposals, contributing to the successful grant awarded by CNPq.
Data Collection: Applied psychometric scales and supported the collection of neurophysiological data using electroencephalography (EEG) to assess participants’ responses to different warning labels.
Data Analysis: Carried out quantitative data analysis, including processing psychometric data to investigate patterns in emotional and motivational responses.
Scientific Communication and Academic Writing: Presented project findings at academic conferences and co-authored a scientific paper for peer-reviewed publication.
Team Collaboration: Engaged in regular research group meetings to refine protocols, discuss results, and coordinate tasks among researchers.
Fat consumption and exposure to pollutants: potential development of metabolic diseases related to nutrition
Institution: Rio de Janeiro State University (Brazil)
Funding: Brazilian Federal Agency for Support and Evaluation of Graduate Education (CAPES)
Roles: Research scholar (2019 – 2021)
Summary: This project seeks to evaluate the effect of consuming interesterified fat and persistent organic pollutants alone and in combination on the modulation of metabolic and epigenetic markers associated with liver disease.
Experience:
Research Design and Development: Actively participated in shaping the research scope, particularly investigating the combined effects of interesterified fat and persistent organic pollutants on metabolic and epigenetic markers related to liver disease.
Systematic Literature Review: Conducted a thorough and structured review of scientific literature to identify relevant studies, extract and analyse data, and synthesise findings to support evidence-based conclusions.
Data Collection and Analysis: Supported the gathering and evaluation of existing research data, with an emphasis on methodological quality, consistency of outcomes, and relevance to the project's hypothesis.
Academic Writing: Worked on thoroughly and rigorously describing the research project in thesis.
Scientific Communication: Contributed to the preparation of research presentations and materials for academic dissemination.
Team Collaboration: Collaborated closely with faculty and fellow scholars, participating in research meetings, reviewing drafts, and aligning the project with broader scientific goals.
Happy Maths
Institutions: Technological University Dublin (Ireland), University of Galway (Ireland), University of Graz (Austria)
Funding: Science Foundation Ireland (SFI), Taighde Éireann/Research Ireland
Roles: Research scholar (2021 – present); Social media manager (2024 – 2025); Website content writer (2024 – 2025)
Summary: The Happy Maths project develops games that seek to help students overcome anxiety related to learning mathematics. The project team has so far developed three educational games – "Seven Spells", "Once Upon a Maths" and "Code of Kells" – which have been tested through workshops in primary schools, and modified to positively influence learning. Additionally, the project evaluates game design aspects and their potential influence on students' experiences with digital game-based learning.
Experience:
Research Design and Development: Contributed significantly to the conceptual and methodological development of the project, focusing on how educational games can reduce students' anxiety toward mathematics, as well as positively impact their learning/knowledge and motivation towards the subject.
Literature Review and Analysis: Conducted an extensive review of academic literature on math anxiety, game-based learning, and educational game design to inform the project's theoretical grounding.
Field Research: Participated in workshops and data collection sessions across primary schools, gathering feedback on game prototypes and observing their impact on student engagement and attitudes.
Data Analysis and Writing: Analysed qualitative and quantitative data to assess educational outcomes, and co-authored research reports and academic papers for dissemination.
Game Development Support: Designed and implemented a custom feedback system for Seven Spells using HTML, CSS, and JavaScript, enhancing the game's user experience and data tracking.
Digital Communication: Managed the project’s social media presence and contributed regularly to its website, developing accessible content to promote the project’s progress and public engagement.
Team Collaboration: Worked closely with an interdisciplinary team of educators, designers, and researchers to refine game mechanics and align research outputs with educational goals.
Arithmòs
Institutions: University College Dublin (Ireland) and Technological University Dublin (Ireland)
Funding: Irish Research Council (IRC)
Roles: Collaborator (2022)
Summary: The Arithmós project aims to transform mathematics education by engaging children, teachers, families and public policy developers. Arithmòs conducts research in schools to evaluate the impact of a digital educational game on mathematics learning, applies a programme for teachers seeking to improve the management of mathematics anxiety in classrooms, and has created an animation about mathematics anxiety for children and their families.
Experiences:
Project Discussions: Participated in collaborative meetings focused on the project, contributing perspectives on mathematics anxiety and digital educational tools.
Knowledge Sharing: Engaged in interdisciplinary conversations on how to effectively support children, educators, and families in addressing challenges related to mathematics learning.
Global Entrepreneurial Talent Management (GETM)
Institutions: Northumbria University (England), Technological University Dublin (Ireland), Dublin City University (Ireland), Chonnam National University (South Korea), Kyungpook National University (South Korea), Adolfo Ibáñez University (Chile), University of Nairobi (Kenya), Kenyatta University (Kenya), Tallinn University (Estonia), University of Warsaw (Poland), Cyril and Methodius University (North Macedonia) and University of Ljubljana (Slovenia)
Funding: Horizon Europe, Korean Research Foundation, United Kingdom Research Office (UKRO)
Roles: Secondee at Kyungpook National University, Chonnam National University and University of Ljubljana (2024); Social media manager (2024)
Summary: GETM is an international research group that studies how young talent can boost economic development. It aims to enhance the employability and talent management of young people who have entrepreneurial traits. It also seeks to address the challenges faced by young talent and employers in the labour market. To achieve its goals, GETM conducts research from different perspectives, integrates its findings, ensures researcher development and knowledge transfer and fosters international collaboration and mobility.
Experiences:
Digital Content Creation: Produced, edited, and published original content for GETM’s social media channels, highlighting project milestones and mobility updates across partner universities.
Media Coverage of Events: Captured photo and video materials during project events hosted at Kyungpook National University and Chonnam National University, in South Korea, and also photographed the University of Ljubljana, supporting the visibility and outreach of the programme.
Community Engagement: Contributed to the dissemination strategy by sharing updates, insights, and visuals that reflected the project’s international collaboration, youth-focused goals, and knowledge exchange efforts.
Games as a Multilayered Security Threat (GEMS)
Institutions: Trinity College Dublin (Ireland)
Funding: Horizon Europe
Roles: Visiting research assistant (2025 – present)
Summary: Project GEMS is a Horizon Europe-funded research initiative that explores the social dynamics of gaming environments, with a particular focus on how online games may intersect with issues such as radicalisation, extremism, and online harm. The project aims to understand the broader context of digital play, recognising games as powerful spaces for community, creativity, and self-expression — while also acknowledging that, like any online platform, they can be misused. Key goals of the project include studying communication and behaviour in online multiplayer games; investigating the potential misuse of gaming platforms by harmful actors; developing tools and frameworks for identifying and mitigating online risks without compromising player freedom or experience; designing Watchtower, a user-focused moderation and research tool aimed at supporting safe and inclusive gaming spaces through responsible AI use.
Experiences:
Tool Design for Safer Gaming Environments: Contributed to the conceptual and technical development of Watchtower, a user-focused moderation and research tool designed to support safer online gaming communities through responsible AI use.
Research and Design Integration: Participated in interdisciplinary discussions focused on balancing user safety, player freedom, and platform responsibility in digital play spaces.