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Publications

Publications by HumanISE

2023

Correlational study on novelty factor, immersive tendencies, purchase intention and memory in immersive VR e-commerce applications

Authors
Goncalves , G; Meirinhos, G; Melo, M; Bessa, M;

Publication
SCIENTIFIC REPORTS

Abstract
E-commerce is a field that changed how consumers purchase and interact with products. Although, inherent limitations such as the difficulty of testing the products first-hand before a purchase can compromise consumers' trust in online purchases. Virtual Reality (VR) has been investigated as a tool to solve limitations in several fields and how we can harness its potential to improve the overall user experience. This study analysed how immersive VR (IVR) could solve these limitations by allowing consumers to test products beforehand. We have studied how the Novelty Factor (evaluated by the users' past VR experience) and Immersive Tendencies correlate with the users' Purchase Intention and Memory (how well they remember the product's characteristics). We have analysed a sample of 38 participants (21 males) from 18 to 28 years old. Participants experienced a refrigerator with an interactive touchscreen in an IVR setup and were guided through its functionalities. Results indicated that memory of the product's characteristics was positively correlated with how recently they experienced VR. No correlations were found in the female sample. A negative correlation between Purchase Intention and Memory of the product's characteristics was found in the male sample. We concluded that IVR applications could become helpful for both consumers and online shops in an e-commerce context regardless of the Novelty Factor and Immersive Tendencies of consumers. However, differences between genders should be further investigated.

2023

Evaluation of Hands-Free VR Interaction Methods During a Fitts' Task: Efficiency and Effectiveness

Authors
Monteiro, P; Goncalves, G; Peixoto, B; Melo, M; Bessa, M;

Publication
IEEE ACCESS

Abstract
Currently, it is standard to use tracked handheld controllers for interaction in immersive virtual reality (VR). However, since VR interactions are becoming more natural with hand tracking, it is important to provide hands-free alternatives for selection and system control tasks. As such, this study aims to provide an exploratory evaluation of the effectiveness and efficiency of commonly used hands-free interfaces in selection and system control tasks. Nine interaction methods were evaluated while performing a Fitts' law task with nine advanced users of VR in a within-subject experiment. We evaluated handheld controllers as a baseline, against head gaze, eye gaze, and voice commands for pointing at the targets, and dwell time and voice commands to confirm selections. We found that using eye gaze with a 500 ms dwell time proved to be the hand-free method with the highest performance, matching the handheld controllers and being preferred by users. The evaluation also showed that using a multimodal approach to selection, especially using the voice, decreases performance, but increases effectiveness. Moreover, we verified that Fitts' law can be applied to hands-free methods, but its usage is limited when the methods have very short travel times. We then suggest selections per minute as a more robust comparative performance metric. Further studies should expand the audience and interaction tasks and focus on the confirmatory method of selection.

2023

An Exploratory Study about the Effect of COVID-19 on the Intention to Adopt Virtual Reality in the Tourism Sector

Authors
Sousa, N; Jorge, F; Teixeira, MS; Losada, N; Melo, M; Bessa, M;

Publication
SUSTAINABILITY

Abstract
During the health crisis caused by COVID-19, virtual reality (VR) proved to be useful for the tourism industry, allowing this industry to continue working despite the restrictions imposed. However, it remains to be seen if the impact of this sanitary crisis in the tourism industry influenced managers' intention to adopt this technology in the post-pandemic period. To fill this gap, a qualitative methodological approach was adopted, using the MAXQDA20 software and interviews with managers of tourism enterprises. The results show that the willingness to invest in technology, the perception of VR as a business strategy, and the perception of the impact of the pandemic are factors that regulate the intention of companies to adopt VR. In addition, prior experience with VR and the perception of technical support are also important for its adoption. Thus, it was concluded that VR can be a valuable sustainable strategy for tourism companies to address the challenges imposed by the pandemic. However, adopting the technology depends on factors such as financial availability, business strategy, and previous experience with VR. Furthermore, tourism companies must also receive adequate technical support to ensure its correct implementation.

2023

How are the sense of presence and learning outcomes being investigated when using virtual reality? A 24 years systematic literature review

Authors
Krassmann, AL; Melo, M; Pinto, D; Peixoto, B; Bessa, M; Bercht, M;

Publication
INTERACTIVE LEARNING ENVIRONMENTS

Abstract
The sense of presence is an important aspect of virtual reality experiences, being increasingly researched in educational contexts for its potential association with learning outcomes. A panorama of how these investigations have been conducted could help researchers and practitioners to harness this potential and find new directions. A systematic literature review was conducted to contribute to this perspective, with a comprehensive analysis of 140 primary studies recovered from five worldwide databases. The results show an overview of 24 years of research, with a summarization of areas, factors, and methodological approaches that have been the focus of investigation when these three variables of interest (VR, sense of presence, and learning) are together. We conclude with a list of research gaps that need to be addressed and a research agenda, identifying current and emerging challenges.

2023

The role of different light settings on the perception of realism in virtual replicas in immersive Virtual Reality

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

Publication
COMPUTERS & GRAPHICS-UK

Abstract
Immersive Virtual Reality (IVR) provides a platform where the real world can be replicated to a point where users can act and react in the virtual world as they would in reality. However, rendering visual stimuli is computationally heavy. Thus, optimizations must be done to take advantage of computational systems by studying our perception of reality. This study investigated parameters related to light rendering (Global Illumination, Ambient Occlusion, Screen Space Reflections (SSR) and Direct Shadows) in real-time in a virtual replica of a real place using IVR. Participants experienced both virtual and real rooms with only one flashlight and changed the quality settings of the considered parameters so that their sense of reality would be the closest to the one they felt when they experienced the real room. Participants were given a budget to drive them to prioritize what parameters, and their level of quality, are the most important for their sense of reality. Results indicated that participants considered Global Illumination the most important factor, closely followed by Direct Shadows. Ambient Occlusion and Reflections (Screen Space Reflections) were the less prioritized parameters. We conclude that in a lighting setting where only dynamic lights are used, Global Illumination and Direct Shadows should be prioritized over SSR Reflections and Ambient Occlusion when computational power is limited.

2023

Exploring the user experience of hands-free VR interaction methods during a Fitts' task

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

Publication
COMPUTERS & GRAPHICS-UK

Abstract
Despite advancements in interaction with immersive Virtual Reality (VR) systems, using hand gestures for all interactions still imposes some challenges, especially in interactions with graphical user interfaces that are usually performed with point-and-click interfaces. Therefore, exploring the use of alternative hands-free methods for selection is essential to overcome usability problems and provide natural interaction for users. The results and insights gained from this exploration can lead to enhanced user experiences in VR applications. This study aims to contribute to the literature with the evaluation of the usability of the most commonly used hands-free methods for selection and system control tasks in immersive VR and their impact on standard and validated experience and usability metrics, namely the sense of presence, cybersickness, system usability, workload, and user satisfaction. A Fitts' selection task was performed using a within-subjects design by nine participants experienced in VR. The methods evaluated were the handheld controllers, the head gaze, eye gaze, and voice commands for pointing at the targets, and dwell time and voice commands to confirm the selections. Results show that the methods provide similar levels of sense of presence and low cybersickness while showing low workload values and high user satisfaction, matching the experience of traditional handheld controllers for non-multimodal approaches. The assisted eye gaze with dwell was the preferred hands-free method and the one with the highest values of usability. Still, developers should minimize the number of gaze movements to reduce fatigue. The evaluation also showed that using a multimodal approach for selections, especially using the voice, decreases user satisfaction and increases users' frustration.(c) 2023 The Author(s). Published by Elsevier Ltd. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).

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