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Publications

Publications by HumanISE

2024

Comparative Study Between Object Detection Models, for Olive Fruit Fly Identification

Authors
Victoriano, M; Oliveira, L; Oliveira, HP;

Publication
Proceedings of the 19th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2024, Volume 2: VISAPP, Rome, Italy, February 27-29, 2024.

Abstract
Climate change is causing the emergence of new pest species and diseases, threatening economies, public health, and food security. In Europe, olive groves are crucial for producing olive oil and table olives; however, the presence of the olive fruit fly (Bactrocera Oleae) poses a significant threat, causing crop losses and financial hardship. Early disease and pest detection methods are crucial for addressing this issue. This work presents a pioneering comparative performance study between two state-of-the-art object detection models, YOLOv5 and YOLOv8, for the detection of the olive fruit fly from trap images, marking the first-ever application of these models in this context. The dataset was obtained by merging two existing datasets: the DIRT dataset, collected in Greece, and the CIMO-IPB dataset, collected in Portugal. To increase its diversity and size, the dataset was augmented, and then both models were fine-tuned. A set of metrics were calculated, to assess both models performance. Early detection techniques like these can be incorporated in electronic traps, to effectively safeguard crops from the adverse impacts caused by climate change, ultimately ensuring food security and sustainable agriculture. © 2024 by SCITEPRESS – Science and Technology Publications, Lda.

2024

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
How we perceive and experience the world around us is inherently multisensory. Most of the Virtual Reality (VR) literature is based on the senses of sight and hearing. However, there is a lot of potential for integrating additional stimuli into Virtual Environments (VEs), especially in a training context. Identifying the relevant stimuli for obtaining a virtual experience that is perceptually equivalent to a real experience will lead users to behave the same across environments, which adds substantial value for several training areas, such as firefighters. In this article, we present an experiment aiming to assess the impact of different sensory stimuli on stress, fatigue, cybersickness, Presence and knowledge transfer of users during a firefighter training VE. The results suggested that the stimulus that significantly impacted the user's response was wearing a firefighter's uniform and combining all sensory stimuli under study: heat, weight, uniform, and mask. The results also showed that the VE did not induce cybersickness and that it was successful in the task of transferring knowledge.

2024

The impact of virtual reality and biological sex on the promotion of tourist destinations: effects on destination image, place attachment, and behavioural intention

Authors
Melo, M; Gonçalves, G; Jorge, F; Losada, N; Barbosa, L; Teixeira, MS; Bessa, M;

Publication
JOURNAL OF HOSPITALITY AND TOURISM TECHNOLOGY

Abstract
Purpose - This paper aims to generate knowledge of the impact of different virtual reality (VR) set-ups in tourism promotion regarding destination image, place attachment and behavioural intention.Design/methodology/approach - The paper presents a comparative study of the impact of different visualisation technologies (video, immersive VR and multisensory immersive VR) to promote tourism destinations. The study's dependent variables are destination image, place attachment and behaviour intention.Findings - Results show that VR content impacts these variables. Multisensory immersive VR is the preferred content type for destination promotion. It is also evidenced that female participants scored each variable higher than male participants. Males reported higher scores on the video set-up for destination image and place attachment. Behavioural intention reported higher values in the video when compared to immersive VR in both sexes.Practical implications - This paper concludes that there is a preference towards multisensory set-ups, which suggests that incorporating audiovisual and sensory elements can significantly enhance the effectiveness of VR experiences in attracting and engaging potential tourists.Originality/value - The paper contributes to the scarce body of knowledge regarding the impact of different VR factors on tourism promotion, including the multisensory VR component.

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

2024

Immersive Creation of Virtual Reality Training Experiences

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

Publication
IEEE ACCESS

Abstract
Virtual reality (VR) for training helps minimize risks and costs by allowing more frequent and varied use of experiential training experiences, leading to active and improved learning. However, creating VR training experiences is costly and time-consuming, requiring software development experts. Additionally, current authoring tools are desktop-oriented, which detaches the process of creating the immersive experience from experiencing it in a situated context. This paper presents the development of an immersive authoring tool designed to create immersive virtual environments that can be used to train operatives. The authoring tool can record and replay animations of each action the user performed that can later be used to instruct other users how the task should be performed. Participants were divided into two groups, and the proposed authoring tool was evaluated using usability, satisfaction, presence and cybersickness. Between groups, Independent T-tests revealed that there were no significant differences between expert and non-expert groups in any of the studied variables. Also, the results showed that the authoring tool had high usability and satisfaction, average presence, and low probability of cybersickness symptoms.

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