HumanISE - Indexed Articles in Conferences
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Browsing HumanISE - Indexed Articles in Conferences by Author "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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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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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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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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ItemDoes gamification in virtual reality improve second language learning?( 2021) Pinto,RD ; Pedro Ermida Monteiro ; Miguel Correia Melo ; Cabral,L ; Maximino Bessa ; 5095 ; 5408 ; 6927
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ItemThe Effect of Multisensory Stimuli on Path Selection in Virtual Reality Environments( 2019) Gonçalves,G ; Maximino Bessa ; Vasconcelos Raposo,J ; José Luís Martins ; Miguel Correia Melo ; 5095 ; 6516 ; 5408
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ItemEvaluation of Animation and Lip-Sync of Avatars, and User Interaction in Immersive Virtual Reality Learning Environments( 2021) Bruno Miguel Peixoto ; Miguel Correia Melo ; Cabral,L ; Maximino Bessa ; 5095 ; 5408 ; 7926
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ItemEvaluation of different body tracking configurations in the sense of presence and embodiment( 2019) Correia,F ; Guilherme Santos Gonçalves ; Pedro Ermida Monteiro ; Hugo Rafael Mendes ; Miguel Correia Melo ; Maximino Bessa ; 5095 ; 5408 ; 6871 ; 6927 ; 7622Innovations in virtual reality have boosted their use for business purposes and personal consumption. The main objective of this technology is to transport the user to virtual environments. The use of avatars to replace the user's body in these environments increases the levels of presence and embodiment of the user. Through the inverse kinematics it is possible to animate the avatars according to the data obtained in sensors scattered around the user's body, replicating the movements in a avatar. These sensors can vary in number offering different levels of fidelity in the tracking of the human body. In this paper, we study the impact of the number of sensors used in the presence of the user and in the embodiment of the avatar, using three, five and six tracking points. The results show that there is no statistically significant differences in presence nor in any of its sub-scale, however one can observe a positive trend in the 6-points conditions. As for embodiment, the results show that there is statistically signifficant differences in some of presence sub-scales, namelly tactile sensation, response and in the embodiment as a whole. © 2019 IEEE.
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ItemImmersive Edition of Multisensory 360 Videos( 2018) Luis Barbosa ; Maximino Bessa ; Teixeira,MS ; José Luís Martins ; Coelho,H ; Miguel Correia Melo ; 5408 ; 5095 ; 6516 ; 6279The current technologic proliferation has originated new paradigms concerning the production and consumption of multimedia content. This paper proposes a multisensory 360 video editor that allows producers to edit such contents with high levels of customization. This authoring tool allows the edition and visualization of 360 video with the novelty of allowing to complement the 360 video with multiple stimuli such as audio, haptics, and olfactory. In addition to this multisensory feature, the authoring tool allows customizing individually each of the stimuli to provide an optimal multisensory user experience. A usability evaluation has revealed the pertinence of the editor, where it was verified an effectiveness rate of 100%, only one help request out of 10 participants, and positive efficiency. Satisfaction-wise, results equally revealed high level of satisfaction as the average score was 8.3 out of 10. © Springer International Publishing AG, part of Springer Nature 2018.
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ItemImpact of Different Role Types and Gender on Presence and Cybersickness in Immersive Virtual Reality Setups( 2021) Miguel Correia Melo ; Guilherme Santos Gonçalves ; Narciso,D ; Maximino Bessa ; 6871 ; 5095 ; 5408
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ItemImpact of Different Stimuli on User Stress During a Virtual Firefighting Training Exercise( 2020) David Gonçalves Narciso ; Miguel Correia Melo ; Susana Cristina Rodrigues ; João Paulo Cunha ; Maximino Bessa ; 5408 ; 6646 ; 5864 ; 6322 ; 5095Training firefighters using Virtual Reality (VR) technology brings several benefits over traditional training methods including the reduction of costs and risks. The ability of causing the same level of stress as a real situation so that firefighters can learn how to deal with stress was investigated. An experiment aiming to study the influence that additional stimuli (heat, weight, smell and using personal protective equipment-PPE) have on user's stress level while performing a Virtual Environment (VE) designed to train firefighters was developed. Participants' stress and Heart Rate Variability (HRV) were obtained from electrocardiograms recorded during the experiment. The results suggest that wearing the PPE has the largest impact on user's stress level. The results also showed that HRV was able to evidence differences between two phases of the experiment, which suggests that it can be used to monitor users' quantified reaction to VEs. © 2020 IEEE.
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ItemThe impact of gender, avatar and height in distance perception in virtual environments( 2019) Miguel Correia Melo ; Maximino Bessa ; Vasconcelos Raposo,J ; Frederico Branco ; Coelho,H ; 6499 ; 5095 ; 5408Virtual Reality is becoming more popular over the years because it allows the user to be the main actor in another environment and interact with it in real time. New interaction methods are being studied, like tangible interfaces, but there is little work done related to small distances when grabbing objects through a virtual environment. This study is important because, in our perspective, interaction in virtual reality will be at arms reach, meaning that the user will interact within very close distances (under 1 m). In this paper, the research team further evaluate distance perception using gender, the presence of avatar and height (fixed or personalised). The sample consisted of 64 participants (32 females and 32 males) evenly distributed between all four conditions (8 males and 8 females for each condition). Results revealed that gender does have an impact on small distance estimation; height does not have an impact on distance estimation; and avatar does make a difference when trying to grab a real object through the virtual environment. © Springer Nature Switzerland AG 2019.
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ItemLearning in Virtual Reality: Investigating the Effects of Immersive Tendencies and Sense of Presence( 2020) Krassmann,AL ; Miguel Correia Melo ; Bruno Miguel Peixoto ; Pinto,D ; Maximino Bessa ; Bercht,M ; 5095 ; 5408 ; 7926
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ItemPlace Attachment Through Virtual Reality: A Comparative Study in Douro Region (Northern Portugal) with Video and 'Real' Visit( 2022) Losada,N ; Jorge,F ; Teixeira,MS ; Sousa,N ; Miguel Correia Melo ; Maximino Bessa ; 5095 ; 5408Immersive technologies, such as virtual reality, could be effective marketing tools for destination marketing, namely in creating place attachment prior experience the destination. Place attachment plays a significant role in behavioural intentions to visit and to recommend a destination. However, place attachment research is relatively new in the tourism context. This study seeks to empirically examine the effectiveness of Virtual Reality in creating place attachment to destinations exploring the changes in the place attachment after two moments. First, after watching a video and after having an experience in the Virtual Reality environment. Second, after the experience in the Virtual Reality environment and after the 'real' visit to a representative viewpoint in Douro region. Students belonging to Gen Z were sampled. Findings reflect that Virtual Reality has potentialities for marketing destinations.
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ItemTone Mapping HDR Panoramas for Viewing in Head Mounted Displays( 2018) Maximino Bessa ; Chalmers,A ; Cozot,R ; Coelho,H ; Miguel Correia Melo ; Bouatouch,K ; 5408 ; 5095
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ItemUsability and Sense of Presence in Virtual Worlds for Distance Education: A Case Study with Virtual Reality Experts( 2020) Krassmann,AL ; Rocha Mazzuco,AEd ; Miguel Correia Melo ; Maximino Bessa ; Bercht,M ; 5095 ; 5408