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Details

  • Name

    Maximino Bessa
  • Role

    Senior Researcher
  • Since

    01st March 2009
  • Nationality

    Portugal
  • Contacts

    +351222094199
    maximino.bessa@inesctec.pt
008
Publications

2024

Assessing the perceptual equivalence of a firefighting training exercise across virtual and real environments

Authors
Narciso, D; Melo, M; Rodrigues, S; Dias, D; Cunha, J; Vasconcelos-Raposo, J; Bessa, M;

Publication
VIRTUAL REALITY

Abstract
The advantages of Virtual Reality (VR) over traditional training, together with the development of VR technology, have contributed to an increase in the body of literature on training professionals with VR. However, there is a gap in the literature concerning the comparison of training in a Virtual Environment (VE) with the same training in a Real Environment (RE), which would contribute to a better understanding of the capabilities of VR in training. This paper presents a study with firefighters (N = 12) where the effect of a firefighter training exercise in a VE was evaluated and compared to that of the same exercise in a RE. The effect of environments was evaluated using psychophysiological measures by evaluating the perception of stress and fatigue, transfer of knowledge, sense of presence, cybersickness, and the actual stress measured through participants' Heart Rate Variability (HRV). The results showed a similar perception of stress and fatigue between the two environments; a positive, although not significant, effect of the VE on the transfer of knowledge; the display of moderately high presence values in the VE; the ability of the VE not to cause symptoms of cybersickness; and finally, obtaining signs of stress in participants' HRV in the RE and, to a lesser extent, signs of stress in the VE. Although the effect of the VE was shown to be non-comparable to that of the RE, the authors consider the results encouraging and discuss some key factors that should be addressed in the future to improve the results of the training VE.

2024

Measuring users' emotional responses in multisensory virtual reality: a systematic literature review

Authors
Magalhães, M; Coelho, A; Melo, M; Bessa, M;

Publication
Multim. Tools Appl.

Abstract

2023

How Much Presence is Enough? Qualitative Scales for Interpreting the Igroup Presence Questionnaire Score

Authors
Melo, M; Gontalves, G; Vasconcelos-Raposo, J; Bessa, M;

Publication
IEEE ACCESS

Abstract
Presence is often used to evaluate Virtual Reality (VR) applications. However, the raw scores are hard to interpret and need to be compared to other data to be meaningful. This paper leverages a database of 1909 responses to the Igroup Presence Questionnaire (IPQ) in different contexts to put forward a scale that qualitatively interprets raw Presence scores for VR experiences. The qualitative grading encompasses the acceptability dimension and analogous academic grading scales ranging from A to F and the adjective of such scores in a scale from Excellent to Unacceptable. Furthermore, the qualitative grading system encompasses Presence and its subscales Spatial Presence, Involvement, and Experienced Realism as defined by the IPQ. Adopting this grading system, supported by a robust dataset of Presence scores, enables practitioners to evaluate and interpret individual IPQ scores, allowing them to gain insights regarding the evaluated applications' effectiveness.

2023

Studying the Influence of Multisensory Stimuli on a Firefighting Training Virtual Environment

Authors
Narciso, D; Melo, M; Rodrigues, S; Cunha, JP; Vasconcelos-Raposo, J; Bessa, M;

Publication
IEEE Transactions on Visualization and Computer Graphics

Abstract

2023

Systematic Review of Comparative Studies of the Impact of Realism in Immersive Virtual Experiences

Authors
Goncalves, G; Coelho, H; Monteiro, P; Melo, M; Bessa, M;

Publication
ACM COMPUTING SURVEYS

Abstract
The adoption of immersive virtual experiences (IVEs) opened new research lines where the impact of realism is being studied, allowing developers to focus resources on realism factors proven to improve the user experience the most. We analyzed papers that compared different levels of realism and evaluated their impact on user experience. Exploratorily, we also synthesized the realism terms used by authors. From 1,300 initial documents, 79 met the eligibility criteria. Overall, most of the studies reported that higher realism has a positive impact on user experience. These data allow a better understanding of realism in IVEs, guiding future R&D.

Supervised
thesis

2022

Simulador da realidade virtual multissensorial realista para treino de bombeiros: comparando a resposta fisiológica de formadores em ambientes reais e virtuais

Author
David Gonçalves Narciso

Institution
UTAD

2021

Automated creation of authentic virtual experiences

Author
Guilherme Santos Gonçalves

Institution
UTAD

2021

Desenvolvimento e avaliação de interfaces de seleção em ambientes imersivos

Author
Samuel Octávio Varandas Pereira

Institution
UTAD

2021

Authoring framework for interactive and immersive virtual reality training

Author
Hugo Rafael Mendes Coelho

Institution
UTAD

2020

Automated Creation of Authentic Virtual Experiences

Author
Guilherme Santos Gonçalves

Institution
UTAD