HumanISE - Indexed Articles in Conferences

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    Designing Collaborative and Coordinated Virtual Reality Training Integrated with Virtual and Physical Factories
    ( 2019) Yildiz,E ; Miguel Correia Melo ; Moller,C ; Bessa,M ; 5408
    Rapidly 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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    Developing Training Applications for Hydrogen Emergency Response Training
    ( 2019) Peixoto,B ; Bessa,M ; Amorim,V ; Miguel Correia Melo ; Goncalves,G ; Pinto,D ; 5408
    Virtual 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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    Correlation between Game Experience and Presence in immersive virtual reality games
    ( 2019) Coelho,H ; Maximino Bessa ; Miguel Correia Melo ; Pedro Ermida Monteiro ; Goncalves,G ; 5095 ; 5408
    Virtual 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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    Age 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 ; 5408
    This 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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    Authoring 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