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Browsing HumanISE by Author "5408"
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ItemAdaptation and Validation of the Temple Presence Inventory in a Portuguese Population( 2019) José Vasconcelos Raposo ; Miguel Correia Melo ; Cabral,L ; Teixeira,CM ; Maximino Bessa ; 6565 ; 5095 ; 5408
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ItemAge and level of education impact on expectancy and perceived similarity between virtual and real touristic environments( 2019) Magalhaes,M ; Maximino Bessa ; António Coelho ; Miguel Correia Melo ; 5095 ; 3132 ; 5408This paper focuses on the combination of 360-degree video and virtual reality for improving the touristic experience. Three scenarios were considered in this study: two 360-degree video visualizations, each one related to different touristic places, both presented in an immersive way, followed by an actual visit to those places. By comparing these situations, it was intended to determine the degree of perceived similarity between the virtual and the corresponding real sites, and to analyze if the users' expectancy was fulfilled. This research comprised a qualitative analysis using data collection based on questionnaires, which were applied to a sample consisted of 45 participants. The independent variables of the study were the participants' age and level of education. The results show no statistically significant impact between the two independent variables (users'age and level of education) and perceived similarity and users' expectancy. Our findings suggest that virtual tourism can act as an efficient promotion tool, considering that users' perceived destination image is not compromised regarding their age or level of education. © 2019 IEEE.
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ItemAssessing presence in virtual environments: adaptation of the psychometric properties of the Presence Questionnaire to the Portuguese populations( 2021) Vasconcelos Raposo,J ; Miguel Correia Melo ; Luis Barbosa ; Teixeira,C ; Cabral,L ; Maximino Bessa ; 5408 ; 6279 ; 5095
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ItemAuthoring tool for creating immersive virtual experiences expeditiously for training( 2022) Machado,R ; Rodrigues,R ; Hugo Rafael Mendes ; Miguel Correia Melo ; Barbosa,L ; Maximino Bessa ; 5095 ; 5408 ; 7622Virtual reality (VR) is still a field that is in constant development, and people are trying to use it to have a close representation of reality by creating immersive environments. However, despite the existence of some tools that have been adapted to work with VR, they require some experience to work with, and there is a considerable amount of resources that need to be spent to create and maintain the VR experiences, which prevents the adoption and use of all the benefits that VR can bring. This work proposes an architecture for an authoring tool that allows users to create their own virtual experiences without the need for an extensive understanding of it and use them to create a virtual training exercise. This paper uses a case study built upon a real training context scenario applied to the agroforestry field. To validate this proposal, a prototype was built and subject to usability and satisfaction tests that demonstrated the ease of understanding and learning of the interfaces and all the functionalities implemented.
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ItemAuthoring tools for creating 360 multisensory videos—Evaluation of different interfaces( 2019) Luis Barbosa ; Maximino Bessa ; Teixeira,MS ; José Luís Martins ; Coelho,H ; Miguel Correia Melo ; 5408 ; 5095 ; 6516 ; 6279
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ItemAuthoring tools for virtual reality experiences: a systematic review( 2022) Hugo Rafael Mendes ; Pedro Ermida Monteiro ; Guilherme Santos Gonçalves ; Miguel Correia Melo ; Maximino Bessa ; 5095 ; 5408 ; 6871 ; 6927 ; 7622Virtual reality (VR) is used in different application fields like health, tourism, or training. Most VR applications for these fields have been built from the ground up without any authoring tool to help the process. This systematic review surveys the existing literature on authoring tools for immersive content and critically analyzes its features and how they are evaluated. It proposes a research agenda with key contribution opportunities for the field. An analysis of the 29 studies that met the eligibility criteria revealed that four records did not present any evaluation regarding the authoring tools' evaluation, and only five records used specialized users to evaluate their authoring tools; all the others used non-specialized users. The most evaluated metrics were usability, effectiveness, efficiency, and satisfaction. The data collected to evaluate the metrics consisted mainly of Likert scales and reported mean opinion score (MOS). However, few records used well-established questionnaires to evaluate those metrics like System Usability Scale, Post-Study System Usability Questionnaire, After-Scenario Questionnaire and Igroup Presence Questionnaire. Additionally, five of the analyzed records included stimuli other than audiovisual. More research is recommended about the usage of ontologies in authoring tools to comprehend the full potential of its usage since none of them had ontologies.
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ItemBackward Compatible Object Detection Using HDR Image Content( 2020) Mukherjee,R ; Miguel Correia Melo ; Vitor Manuel Filipe ; Chalmers,A ; Maximino Bessa ; 5095 ; 5408 ; 5843Convolution Neural Network (CNN)-based object detection models have achieved unprecedented accuracy in challenging detection tasks. However, existing detection models (detection heads) trained on 8-bits/pixel/channel low dynamic range (LDR) images are unable to detect relevant objects under lighting conditions where a portion of the image is either under-exposed or over-exposed. Although this issue can be addressed by introducing High Dynamic Range (HDR) content and training existing detection heads on HDR content, there are several major challenges, such as the lack of real-life annotated HDR dataset(s) and extensive computational resources required for training and the hyper-parameter search. In this paper, we introduce an alternative backwards-compatible methodology to detect objects in challenging lighting conditions using existing CNN-based detection heads. This approach facilitates the use of HDR imaging without the immediate need for creating annotated HDR datasets and the associated expensive retraining procedure. The proposed approach uses HDR imaging to capture relevant details in high contrast scenarios. Subsequently, the scene dynamic range and wider colour gamut are compressed using HDR to LDR mapping techniques such that the salient highlight, shadow, and chroma details are preserved. The mapped LDR image can then be used by existing pre-trained models to extract relevant features required to detect objects in both the under-exposed and over-exposed regions of a scene. In addition, we also conduct an evaluation to study the feasibility of using existing HDR to LDR mapping techniques with existing detection heads trained on standard detection datasets such as PASCAL VOC and MSCOCO. Results show that the images obtained from the mapping techniques are suitable for object detection, and some of them can significantly outperform traditional LDR images.
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ItemCollaborative immersive authoring tool for real-time creation of multisensory VR experiences( 2019) Hugo Rafael Mendes ; Maximino Bessa ; José Luís Martins ; Miguel Correia Melo ; 6516 ; 5408 ; 5095 ; 7622With the appearance of innovative virtual reality (VR) technologies, the need to create immersive content arose. Although there are already some non-immersive solutions to address immersive audio-visual content, there are no solutions that allow the creation of immersive multisensory content. This work proposes a novel architecture for a collaborative immersive tool that allows the creation of multisensory VR experiences in real-time, thus promoting the expeditious development, adoption, and use of immersive systems and enabling the building of custom-solutions that can be used in an intuitive manner to support organizations’ business initiatives. To validate the presented proposal, two approaches for the authoring tools (Desktop interface and Immersive interface) were subjected to a set of tests and evaluations consisting of a usability study that demonstrated not only the participants’ acceptance of the authoring tool but also the importance of using immersive interfaces for the creation of such VR experiences. © 2019, Springer Science+Business Media, LLC, part of Springer Nature.
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ItemA Comparative Study Between Wired and Wireless Virtual Reality Setups( 2020) Guilherme Santos Gonçalves ; Pedro Ermida Monteiro ; Miguel Correia Melo ; Vasconcelos Raposo,J ; Maximino Bessa ; 5095 ; 5408 ; 6871 ; 6927
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ItemComparison of Radial and Panel Menus in Virtual Reality( 2019) Pedro Ermida Monteiro ; Maximino Bessa ; Miguel Correia Melo ; Goncalves,G ; Coelho,H ; 5095 ; 6927 ; 5408Although selection menus are widely used for interaction, their use on 3D virtual reality applications needs to be objectively assessed. The focus of this study is to evaluate a traditional panel and a radial menu in two distinct virtual environment placements (i.e. fixed on the wall and following the users' hands). Fifty-one participants used two different menus of the four possible combinations. To evaluate the menus' effectiveness and efficiency, we measured usability (System Usability Scale Questionnaire), user satisfaction (After-Scenario Questionnaire), time to finish the tasks (in seconds) and the number of unnecessary steps (errors) performed by the users. Overall results showed a clear preference for the traditional panel menu type and the fixed wall placement of the menu. We conclude that all menu types perform well, despite different user preferences, and that fixing the menu to the wall gives users a better overview of both the menu and the virtual environment, improving their ability to perceive their actions on the menu.
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ItemCorrection to: Collaborative immersive authoring tool for real-time creation of multisensory VR experiences( 2020) Hugo Rafael Mendes ; Miguel Correia Melo ; Martins,J ; Maximino Bessa ; 5095 ; 5408 ; 7622
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ItemCorrection to: Collaborative immersive authoring tool for real-time creation of multisensory VR experiences (Multimedia Tools and Applications, (2019), 10.1007/s11042-019-7309-x)( 2020) Hugo Rafael Mendes ; Miguel Correia Melo ; José Luís Martins ; Maximino Bessa ; 5095 ; 7622 ; 5408 ; 6516In the original publication, Figs. 1 and 2 were interchange and the citation of Fig. 1 in the third paragraph of section 2.2 Authoring tools for multisensory VR experiences should be removed. The citation of Fig. 2 in section 3.1 System architecture should be changed to Fig. 1 and the citation of Fig. 1 in the same section should be change to Fig. 2. Also, the acknowledgement is missing in the original publication. The corrected figures and acknowledgement are presented in this erratum. © 2020, Springer Science Business Media, LLC, part of Springer Nature.
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ItemCorrelation between Game Experience and Presence in immersive virtual reality games( 2019) Coelho,H ; Maximino Bessa ; Miguel Correia Melo ; Pedro Ermida Monteiro ; Goncalves,G ; 5095 ; 5408Virtual Reality (VR) technologies have evolved to the point where it is being used in various areas (entertainment, medicine, education, etc.). One of the metrics that allow the evaluation of the virtual experience is Presence. In this work, we conduct an exploratory study that studies which factors of VR games correlate to presence. Various components of games are also shared between other VR applications allowing the results to be applicable not only in VR games. A study with 78 participants divided into 5 groups was conducted where each group played a different VR game. Presence and Game Experience were evaluated. The results indicated multiple positive correlations between subscales of Presence and Game Experience. © 2019 IEEE.
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ItemCould Virtual Reality Substitute the ‘Real’ Experience? Evidence from a UNESCO World Heritage Site in Northern Portugal( 2021) Losada,N ; Jorge,F ; Teixeira,MS ; Miguel Correia Melo ; Maximino Bessa ; 5095 ; 5408Virtual Reality could be useful for heritage management and preservation by complementing or, even, by replacing the ‘real’ visitation to more threatened destinations. The objective of this study was to empirically test the level of similarity perceived by a group of students between VR experience and the ‘real’ visit in a UNESCO World Heritage Cultural attraction in order to assess the capacity of VR to act as a substitute of the ‘real’ visit. Ridit analysis was conducted in order to rank the level of agreement perceived by respondents concerning to similarity between the VR experience and the ‘real’ visit. Results revealed that VR experience could act as a complement, rather than a substitute of the ‘real’ visitation. This is, the feelings and emotions derived from the ‘real’ visit could not be replaced by the VR experience. VR could be an effective marketing tool to encourage sustainable tourism behaviors, rather than to substitute the ‘real’ visit. © 2021, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
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ItemThe Dawn of the Human-Machine Era: A forecast of new and emerging language technologies( 2021) Sayers,D ; Sousa-Silva,R ; Höhn,S ; Ahmedi,L ; Allkivi-Metsoja,K ; Anastasiou,D ; Benuš,Š ; Bowker,L ; Bytyçi,E ; Catala,A ; Çepani,A ; Chacón-Beltrán,R ; Dadi,S ; Dalipi,F ; Despotovic,V ; Doczekalska,A ; Drude,S ; Fort,K ; Fuchs,R ; Galinski,C ; Gobbo,F ; Gungor,T ; Guo,S ; Höckner,K ; Láncos,PL ; Libal,T ; Jantunen,T ; Jones,D ; Klimova,B ; Korkmaz,EE ; Maucec,MS ; Miguel Correia Melo ; Meunier,F ; Migge,B ; Mititelu,VB ; Névéol,A ; Rossi,A ; Pareja-Lora,A ; Sanchez-Stockhammer,C ; Sahin,A ; Soltan,A ; Soria,C ; Shaikh,S ; Turchi,M ; Yildirim Yayilgan,S ; 5408New language technologies are coming, thanks to the huge and competing private investment fuelling rapid progress; we can either understand and foresee their effects, or be taken by surprise and spend our time trying to catch up. This report scketches out some transformative new technologies that are likely to fundamentally change our use of language. Some of these may feel unrealistically futuristic or far-fetched, but a central purpose of this report - and the wider LITHME network - is to illustrate that these are mostly just the logical development and maturation of technologies currently in prototype. But will everyone benefit from all these shiny new gadgets? Throughout this report we emphasise a range of groups who will be disadvantaged and issues of inequality. Important issues of security and privacy will accompany new language technologies. A further caution is to re-emphasise the current limitations of AI. Looking ahead, we see many intriguing opportunities and new capabilities, but a range of other uncertainties and inequalities. New devices will enable new ways to talk, to translate, to remember, and to learn. But advances in technology will reproduce existing inequalities among those who cannot afford these devices, among the world’s smaller languages, and especially for sign language. Debates over privacy and security will flare and crackle with every new immersive gadget. We will move together into this curious new world with a mix of excitement and apprehension - reacting, debating, sharing and disagreeing as we always do. Plug in, as the human-machine era dawns.
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ItemDelivering Critical Stimuli for Decision Making in VR Training: Evaluation Study of a Firefighter Training Scenario( 2021) Pedro Ermida Monteiro ; Miguel Correia Melo ; António Valente ; Vasconcelos Raposo,J ; Maximino Bessa ; 5408 ; 6927 ; 5762 ; 5095
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ItemDesigning Collaborative and Coordinated Virtual Reality Training Integrated with Virtual and Physical Factories( 2019) Yildiz,E ; Miguel Correia Melo ; Moller,C ; Bessa,M ; 5408Rapidly changing customer demands, regulations and technologies drive the complexity of products, processes and production systems, as well as shorter product and factory lifecycles. In order to handle such complexity while decreasing the time-to-market, immersive virtual reality (VR) technologies are increasingly being used in industry to support product and factory lifecycle engineering processes, such as (re)design, validation and verification, learning and training. However, the design and development of multi-user VR training for complex and manual production processes remain a challenge for industry. The integration of VR training simulations with virtual and physical factories could support the handling of such obstacles in terms of efficiency and effectiveness by increasing the precision, accuracy and reliability of data used in VR simulations. In this study, we present a collaborative and coordinated VR training model and its data integration with virtual factory tools and manufacturing execution systems for a wind turbine assembly scenario. A demonstration has been performed and evaluated by industry experts. The preliminary evaluation results show that integrated collaborative VR training has significant potential for more efficient and effective training, as well as enabling new use cases for industry.
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ItemDesigning collaborative and coordinated virtual reality training integrated with virtual and physical factories( 2019) Yildiz,E ; Miguel Correia Melo ; Moller,C ; Maximino Bessa ; 5095 ; 5408Rapidly changing customer demands, regulations and technologies drive the complexity of products, processes and production systems, as well as shorter product and factory lifecycles. In order to handle such complexity while decreasing the time-to-market, immersive virtual reality (VR) technologies are increasingly being used in industry to support product and factory lifecycle engineering processes, such as (re)design, validation and verification, learning and training. However, the design and development of multi-user VR training for complex and manual production processes remain a challenge for industry. The integration of VR training simulations with virtual and physical factories could support the handling of such obstacles in terms of efficiency and effectiveness by increasing the precision, accuracy and reliability of data used in VR simulations. In this study, we present a collaborative and coordinated VR training model and its data integration with virtual factory tools and manufacturing execution systems for a wind turbine assembly scenario. A demonstration has been performed and evaluated by industry experts. The preliminary evaluation results show that integrated collaborative VR training has significant potential for more efficient and effective training, as well as enabling new use cases for industry. © 2019 IEEE.
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ItemDeveloping Training Applications for Hydrogen Emergency Response Training( 2019) Peixoto,B ; Bessa,M ; Amorim,V ; Miguel Correia Melo ; Goncalves,G ; Pinto,D ; 5408Virtual Reality (VR) has been evolving over the years, becoming more and more accessible, in a wide area of applications. One of these areas where VR can have a major impact is training and certification. Hydrogen vehicles are becoming a reality and first responders still lack proper tools and resources to train emergency responses for the purpose. VR can play here a crucial role in ensuring a proper hydrogen emergency response training due to the advantages associated with VR training programs such as resource optimization, repeatability, and replicability. This paper proposes using VR for hydrogen emergency response training by developing a solution composed of three components: tutorial mode, training mode, and certification mode. A usability study is further conducted to evaluate its usability and user satisfaction. The results show that the use of this application regards usability and user satisfaction were extremely positive.
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ItemDevelopment and Evaluation of an Outdoor Multisensory AR System for Cultural Heritage( 2021) Marto,A ; Miguel Correia Melo ; Goncalves,A ; Maximino Bessa ; 5095 ; 5408Enhancing tourist visits to cultural heritage sites by making use of mobile augmented reality has been a tendency in the last few years, presenting mainly audiovisual experiences. However, these explorations using only visuals and sounds, or narratives, do not allow users to be presented with, for example, a particular smell that can be important to feel engaged or to better understand the history of the site. This article pursues the goal of creating an experience that puts the user in a scene planned to evoke several stimuli with SensiMAR prototype - a Multisensory Augmented Reality system that aims to be used in cultural heritage outdoors. When using SensiMAR, the user will be involved with visual reconstructions, surrounded by the soundscape of ancient times, and is exposed to a particular smell very common that time. Given the novelty of this proposal, ascertaining the usability of such a system was raised as a foremost demand. Thus, in addition to its development and implementation specifications, an experimental study was conducted to evaluate the usability of the system in end-users' perspective. The results obtained from random visitors of an archaeological site were analysed according to their sex, age, previous experience with augmented reality technology, and provided condition - audiovisual condition, and multisensory condition, with visual, audio, and smell stimuli. Results were collected from a total of 67 participants and show that this multisensory prototype achieved good usability results across all groups. No statistically differences were found, demonstrating good usability of the SensiMAR system regardless of their sex, age, previous experience with the technology or provided condition.