2021
Authors
Ferreira, J; Mendes, D; Nobrega, R; Rodrigues, R;
Publication
2021 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2021)
Abstract
We present VR Designer, a tool for expediting the creation 3D scenes inside VR. It uses controllers and voice commands to create and manipulate primitives and objects imported from openly available repositories. We use modifiers to accelerate repetitive tasks, resorting to procedural content creation techniques to automate the workflow. The tool allows non-expert users to quickly create scenes for contexts such as training or education. We also conducted a user study to validate VR Designer.
2022
Authors
Rodrigues, N; Mendes, D; Santos, LP; Bouatouch, K;
Publication
COMPUTERS & GRAPHICS-UK
Abstract
2022
Authors
Moreira, J; Castanheira, F; Mendes, D; Goncalves, D;
Publication
PROCEEDINGS OF THE 17TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS (IVAPP), VOL 3
Abstract
Visualizations for Streaming Big Data need to handle high volumes of information in real-time, making it challenging to convey significant data changes without confusing users. A simple first approach would be switching from the current visual idiom to another, highlighting a significant change. Unfortunately, there are no guidelines to design effective transitions between two visual idioms in Streaming Big Data. Therefore, we created a tree of animation concepts to serve as a starting point for designing such animated transitions. The concepts represent several ways in which a visual idiom can be transformed into another. We chose three visual idioms to test our idea and arranged several concepts to apply at each possible pairing (six possibilities). For each pairing, we tested the accuracy of people's perceptions. Finally, we conducted a user study with 100 participants, where each participant answered various questions about transitions between two visual idioms shown in several videos. We concluded that to conceive appropriate animated transitions for Streaming Big Data (which also applies just for Data Streaming) that allow users to understand the changes in incoming data, varying how the proposed concepts are applied is not enough, highlighting the need for future research to address this challenge.
2021
Authors
Castanheira, F; Moreira, J; Mendes, D; Gonçalves, D;
Publication
International Conference on Graphics and Interaction, ICGI 2021, Porto, Portugal, November 4-5, 2021
Abstract
Visualizations for Streaming Big Data convey high volumes of information in real-time, making it challenging for people to grasp significant data changes. One solution could be having visualizations that change themselves according to the incoming data. However, these changes would need to be effectively conveyed. In this work, we propose a set of transitions between different pairs of visual idioms, aiming to aid users in keeping track of the information in real-time and notice relevant changes. We target transitions between Line charts, Heat maps, and Stream graphs. We conceived seven transitions that modify different properties of the visual elements for each pair of visual idioms, following a novel taxonomy for their conceptualization. To assess the performance of the transitions, we conducted an online user study with 100 participants. Results suggest that animations are indeed better to change between different visualization idioms than abrupt transitions. We also suggest transition techniques for each visualization pair, between those proposed, according to participants' preferences. Lastly, we identify which concepts of our taxonomy were more present in our suggested transitions.
2022
Authors
Cassola, F; Mendes, D; Pinto, M; Morgado, L; Costa, S; Anjos, L; Marques, D; Rosa, F; Maia, A; Tavares, H; Coelho, A; Paredes, H;
Publication
IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES
Abstract
The use of virtual reality (VR) for industrial training helps minimize risks and costs by allowing more frequent and varied use of experiential learning activities, leading to active and improved learning. However, creating VR training experiences is costly and time-consuming, requiring software development experts. Additionally, current authoring tools lack integration with existing data and are desktop-oriented, which detach the pedagogic process of creating the immersive experience from experiencing it in a situated context. In this article, we present a novel interactive approach for immersive authoring of VR-based experiential training by the trainers themselves, from inside the virtual environment and without the support of development experts. The design includes identifying interactable elements, such as 3-D models, equipment, tools, settings, and environment. The trainer also specifies by demonstration the actions to be performed by trainees, as a virtual choreography. During course execution, trainees' activities are also registered as virtual choreographies and matched to those specified by the trainer. Thus, trainer and trainee are culturally situated within their area semantics and social discourse, rather than adopting concepts of the VR system for the learning content. We conducted a usability case study with professionals from an international wind energy company, using detailed models of wind turbines and real-world procedures. Trainers set up a training course using the immersive authoring tool, and trainees executed the course. The learning experience and usability were analyzed, and the training was certified by comparing real-world task completion between a user who had undergone virtual training and a user who did not.
2022
Authors
Amaro, G; Mendes, D; Rodrigues, R;
Publication
2022 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR 2022)
Abstract
Typical VR interactions can be tiring, including standing up, walking, and mid-air gestures. Such interactions result in decreased comfort and session duration compared with traditional non-VR interfaces, which may, in turn, reduce productivity. Nevertheless, current approaches often neglect this aspect, making the VR experience not as promising as it can be. As we see it, desk VR experiences provide the convenience and comfort of a desktop experience and the benefits of VR immersion, being a good compromise between the overall experience and ergonomics. In this work, we explore navigation techniques targeted at desk VR users, using both controllers and a large multi-touch surface. We address travel and orientation techniques independently, considering only continuous approaches for travel as these are better suited for exploration and both continuous and discrete approaches for orientation. Results revealed advantages for a continuous controller-based travel method and a trend for a dragging-based orientation technique. Also, we identified possible trends towards task focus affecting overall cybersickness symptomatology.
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