HumanISE - Indexed Articles in Journals
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Browsing HumanISE - Indexed Articles in Journals by Author "5095"
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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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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 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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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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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.
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ItemDisplaying detail in bright environments: A 10,000 nit display and its evaluation( 2019) Toffoli,D ; Debattista,K ; Maximino Bessa ; Miguel Correia Melo ; Hatchett,J ; Chalmers,A ; 5408 ; 5095Consumer High Dynamic Range (HDR) displays are appearing on the market. Capable of generating a peak luminance of up to 2,000 nits, the improved dynamic range they provide can only be perceived when viewed in a dark environment. In this paper, we present a display architecture that is capable of generating a peak luminance of 10,000 nits. We demonstrate, with a subjective evaluation, that the increased peak luminance is required to perceive a high dynamic range in bright ambient environments. Furthermore, we show that by fitting a surface through the data, we can predict the dynamic range that can be perceived from the luminance and illuminance with low error. We can also invert the prediction to estimate the required peak luminance for a particular combination of dynamic range and ambient lighting.
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ItemDo Multisensory stimuli benefit the virtual reality experience? A systematic review( 2022) Miguel Correia Melo ; Guilherme Santos Gonçalves ; Pedro Ermida Monteiro ; Hugo Rafael Mendes ; José Vasconcelos Raposo ; Maximino Bessa ; 7622 ; 6871 ; 6927 ; 5095 ; 5408 ; 6565
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ItemEvaluation of the impact of different levels of self-representation and body tracking on the sense of presence and embodiment in immersive VR( 2022) Guilherme Santos Gonçalves ; Miguel Correia Melo ; Luis Barbosa ; José Vasconcelos Raposo ; Maximino Bessa ; 5095 ; 5408 ; 6279 ; 6565 ; 6871The main goal of this paper is to investigate the effect of different types of self-representations through floating members (hands vs. hands feet), virtual full body (hands feet vs. full-body avatar), walking fidelity (static feet, simulated walking, real walking), and number of tracking points used (head hands, head hands feet, head hands feet hip) on the sense of presence and embodiment through questionnaires. The sample consisted of 98 participants divided into a total of six conditions in a between-subjects design. The HTC Vive headset, controllers, and trackers were used to perform the experiment. Users were tasked to find a series of hidden objects in a virtual environment and place them in a travel bag. We concluded that (1) the addition of feet to floating hands can impair the experienced realism (p = 0.039), (2) both floating members and full-body avatars can be used without affecting presence and embodiment (p > 0.05) as long as there is the same level of control over the self-representation, (3) simulated walking scores of presence and embodiment were similar when compared to static feet and real walking tracking data (p > 0.05), and (4) adding hip tracking overhead, hand and feet tracking (when using a full-body avatar) allows for a more realistic response to stimuli (p = 0.002) and a higher overall feeling of embodiment (p = 0.023).
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ItemForeign Language Learning Gamification Using Virtual Reality-A Systematic Review of Empirical Research( 2021) Pinto,RD ; Bruno Miguel Peixoto ; Miguel Correia Melo ; Cabral,L ; Maximino Bessa ; 5095 ; 5408 ; 7926Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new technologies. This systematic review of empirical research aims at understanding whether the use of gaming strategies in virtual reality is beneficial for the learning of a second/foreign language or not. Results show that more than half of the articles proved that virtual reality technologies with gaming strategies can be used to learn a foreign language. It was also found that "learning" was the most evaluated dependent variable among the chosen records, augmented reality was the leading technology used, primary education and lower secondary was the most researched school stages, and the most used language to evaluate the use of gamified technology was by far the English language. Given the lack of directed investigation, it is recommended to use these technologies to support second language learning and not entirely replace traditional approaches. A research agenda is also proposed by the authors.
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ItemHow much Presence is enough? Qualitative scales for interpreting the Igroup Presence Questionnaire score( 2023) Miguel Correia Melo ; Guilherme Santos Gonçalves ; Vasconcelos-Raposo,J ; Maximino Bessa ; 5095 ; 5408 ; 6871
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ItemImmersive 360° video user experience: impact of different variables in the sense of presence and cybersickness( 2019) Miguel Correia Melo ; José Vasconcelos Raposo ; António Coelho ; David Gonçalves Narciso ; Maximino Bessa ; 6565 ; 5408 ; 5095 ; 3132 ; 6646Virtual Reality (VR) has been recently gaining interest from researchers and companies, contributing to the development of the associated technologies that aim to transport its users to a virtual environment by the stimulation of their senses. Technologies such as Head-Mounted Displays (HMD), capable of presenting 360° video in 3D, are becoming affordable and, consequently, more common among the average consumer, potentiating the creation of a market for VR experiences. The purpose of this study is to measure the influence of (a) video format (2D/monoscopic vs 3D/stereoscopic), (b) sound format (2D/stereo vs 3D/spatialized), and (c) gender on users’ sense of presence and cybersickness, while experiencing a VR application using an HMD. Presence and cybersickness were measured using questionnaires as subjective measures. Portuguese versions of the Igroup Presence Questionnaire for presence and the Simulator Sickness Questionnaire for cybersickness were used. Results revealed no statistically significant differences between (a) VIDEO and (b) SOUND variables on both senses of presence and cybersickness. When paired with (a) VIDEO, the independent variable (c) Gender showed significant differences on almost all subscales of presence. Results suggest that the widely acknowledged differences in spatial ability between genders were a major factor contributing to this outcome. © 2017 Springer-Verlag GmbH Germany
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ItemImmersive multisensory virtual reality technologies for virtual tourism( 2022) Miguel Correia Melo ; Hugo Rafael Mendes ; Guilherme Santos Gonçalves ; Losada,N ; Jorge,F ; Teixeira,MS ; Maximino Bessa ; 5095 ; 5408 ; 6871 ; 7622
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ItemImmersive Virtual Reality for Foreign Language Education: A PRISMA Systematic Review( 2021) Bruno Miguel Peixoto ; Pinto,R ; Miguel Correia Melo ; Cabral,L ; Maximino Bessa ; 5095 ; 5408 ; 7926Immersion is a proven method of learning a foreign language and using Virtual Reality to achieve that immersion has high potential educational benefits. However, there are no recent systematic reviews that combine both foreign language education and immersive Virtual Reality. This systematic review aims to identify features, educational methods, technologies, and gaps of immersive virtual reality for foreign and second language education. PRISMA method was followed to carry out the systematic review. From the analysis of the results, two main conclusions were drawn. Firstly, the relation between immersive Virtual Reality and foreign language learning is quite positive, particularly when compared with conventional pedagogical practices. Not only that, the connection between immersive Virtual Reality and the user's motivation and satisfaction is also quite positive. Lastly, limitations such as the low sample of studies and gaps in the literature are addressed, and directions for future work and the area's progress are pointed out.
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ItemImmersive VR for Real Estate: Evaluation of Different Levels of Interaction and Visual Fidelity( 2022) Meirinhos,G ; Martins,S ; Bruno Miguel Peixoto ; Pedro Ermida Monteiro ; Guilherme Santos Gonçalves ; Miguel Correia Melo ; Maximino Bessa ; 5095 ; 5408 ; 6871 ; 6927 ; 7926This work presents a study on how an immersive virtual environment's level of interaction and fidelity can affect the quality of experience (QOE) in a real estate context. Four versions of the virtual space were created with the level of interaction and the level of fidelity varying between them. The QoE dimensions considered in this work are user satisfaction, lighting quality, interior space quality, and interaction features. The sample comprises 28 participants, of which 21 are men and 7 are women, aged between 18 and 29 years. Results show that, overall, the level of fidelity is more relevant when the level of interaction is low, assuming the movement around the apartment is statistically higher in highfidelity experiences. © 2022 Galvão Meirinhos et al; published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 4.0 License.
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ItemThe impact of olfactory and wind stimuli on 360 videos using head-mounted displays( 2020) David Gonçalves Narciso ; Miguel Correia Melo ; Vasconcelos Raposo,J ; Maximino Bessa ; 5095 ; 5408 ; 6646Consuming 360 audiovisual content using a Head-Mounted Display (HMD) has become a standard feature for Immersive Virtual Reality (IVR). However, most applications rely only on visual and auditory feedback whereas other senses are often disregarded. The main goal of this work was to study the effect of tactile and olfactory stimuli on participants' sense of presence and cybersickness while watching a 360 video using an HMD-based IVR setup. An experiment with 48 participants and three experimental conditions (360 video, 360 video with olfactory stimulus, and 360 video with tactile stimulus) was performed. Presence and cybersickness were reported via post-test questionnaires. Statistical analysis showed a significant difference in presence between the control and the olfactory conditions. From the control to the tactile condition, mean values were higher but failed to show statistical significance. Thus, results suggest that adding an olfactory stimulus increases presence significantly while the addition of a tactile stimulus only shows a positive effect. Regarding cybersickness, no significant differences were found across conditions. We conclude that an olfactory stimulus contributes to higher presence and that a tactile stimulus, delivered in the form of cutaneous perception of wind, has no influence in presence. We further conclude that multisensory cues do not affect cybersickness.