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Publications

Publications by CSE

2019

Designing Collaborative and Coordinated Virtual Reality Training Integrated with Virtual and Physical Factories

Authors
Yildiz, E; Melo, M; Moller, C; Bessa, M;

Publication
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)

Abstract
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.

2019

Extended Reality Framework for Remote Collaborative Interactions in Virtual Environments

Authors
Pereira, V; Matos, T; Rodrigues, R; Nobrega, R; Jacob, J;

Publication
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)

Abstract
This paper proposes the implementation of a framework for the development of collaborative extended reality (XR) applications. Using the framework, developers can focus on understanding which collaborative mechanisms they need to implement for the respective reality model application. In this paper we specifically study collaborative mechanisms around object manipulation in Virtual Reality (VR). As such, we planned a VR prototype using the proposed framework, which was used to validate the various interaction and collaboration features in VR. The gathered data from the user tests revealed that they enjoyed the experience and the collaborative mechanisms helped them work together. Furthermore, to understand whether the framework allowed for the development of XR applications, we decided to implement an augmented reality prototype as well. Afterwards, we ran an experiment with 4 VR and 3 AR users sharing the same virtual environment. The experiment was successful at allowing them to interact in real-time in the same shared environment. Therefore, the framework enables the development of XR applications that support different mixed-reality technologies.

2019

Developing Training Applications for Hydrogen Emergency Response Training

Authors
Pinto, D; Peixoto, B; Goncalves, G; Melo, M; Amorim, V; Bessa, M;

Publication
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)

Abstract
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.

2019

UAV-Based Automatic Detection and Monitoring of Chestnut Trees

Authors
Marques, P; Padua, L; Adao, T; Hruska, J; Peres, E; Sousa, A; Sousa, JJ;

Publication
REMOTE SENSING

Abstract
Unmanned aerial vehicles have become a popular remote sensing platform for agricultural applications, with an emphasis on crop monitoring. Although there are several methods to detect vegetation through aerial imagery, these remain dependent of manual extraction of vegetation parameters. This article presents an automatic method that allows for individual tree detection and multi-temporal analysis, which is crucial in the detection of missing and new trees and monitoring their health conditions over time. The proposed method is based on the computation of vegetation indices (VIs), while using visible (RGB) and near-infrared (NIR) domain combination bands combined with the canopy height model. An overall segmentation accuracy above 95% was reached, even when RGB-based VIs were used. The proposed method is divided in three major steps: (1) segmentation and first clustering; (2) cluster isolation; and (3) feature extraction. This approach was applied to several chestnut plantations and some parameterssuch as the number of trees present in a plantation (accuracy above 97%), the canopy coverage (93% to 99% accuracy), the tree height (RMSE of 0.33 m and R-2 = 0.86), and the crown diameter (RMSE of 0.44 m and R-2 = 0.96)were automatically extracted. Therefore, by enabling the substitution of time-consuming and costly field campaigns, the proposed method represents a good contribution in managing chestnut plantations in a quicker and more sustainable way.

2019

Evaluation of different body tracking configurations in the sense of presence and embodiment

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

Publication
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)

Abstract
Innovations in virtual reality have boosted their use for business purposes and personal consumption. The main objective of this technology is to transport the user to virtual environments. The use of avatars to replace the user's body in these environments increases the levels of presence and embodiment of the user. Through the inverse kinematics it is possible to animate the avatars according to the data obtained in sensors scattered around the user's body, replicating the movements in a avatar. These sensors can vary in number offering different levels of fidelity in the tracking of the human body. In this paper, we study the impact of the number of sensors used in the presence of the user and in the embodiment of the avatar, using three, five and six tracking points. The results show that there is no statistically significant differences in presence nor in any of its sub-scale, however one can observe a positive trend in the 6-points conditions. As for embodiment, the results show that there is statistically signifficant differences in some of presence sub-scales, namelly tactile sensation, response and in the embodiment as a whole.

2019

Collaborative immersive authoring tool for real-time creation of multisensory VR experiences

Authors
Coelho, H; Melo, M; Martins, J; Bessa, M;

Publication
MULTIMEDIA TOOLS AND APPLICATIONS

Abstract
With the appearance of innovative virtual reality (VR) technologies, the need to create immersive content arose. Although there are already some non-immersive solutions to address immersive audio-visual content, there are no solutions that allow the creation of immersive multisensory content. This work proposes a novel architecture for a collaborative immersive tool that allows the creation of multisensory VR experiences in real-time, thus promoting the expeditious development, adoption, and use of immersive systems and enabling the building of custom-solutions that can be used in an intuitive manner to support organizations' business initiatives. To validate the presented proposal, two approaches for the authoring tools (Desktop interface and Immersive interface) were subjected to a set of tests and evaluations consisting of a usability study that demonstrated not only the participants' acceptance of the authoring tool but also the importance of using immersive interfaces for the creation of such VR experiences.

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