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Publications

Publications by Maximino Bessa

2006

Expeditious Modelling of Virtual Urban Environments with Geospatial L-systems

Authors
Coelho, A; Bessa, M; de Sousa, AA; Ferreira, FN;

Publication
Ibero-American Symposium in Computer Graphics, SIACG 2006, Santiago de Compostela, Spain, July 5-7, 2006

Abstract
This paper presents Geospatial L-systems, a new extension of L-systems that incorporates geospatial awareness, and shows an application of this new tool in the expeditious modelling of urban environments, integrated with a modelling system with interoperable access to data sources. L-systems have been used in Computer Graphics for the modelling of plants, and in a few experiments to model urban environments. However, the lack of geospatial awareness is a limitation and in spite of some developments like open l-systems introduced the ability to communicate with the environment, there was a need for more flexibility. A new modelling system, named XL3D, generates virtual urban environments automatically from a XL3D document with a modelling specification. This modelling system accesses data sources in a interoperable way and the modelling processes are based on L-systems. The integration of geospatial L-systems with the XL3D modelling system has increased its potential for automation and improved the potential to generate virtual urban environments with a higher level of detail and visual fidelity, with a lower level of complexity of the modelling processes. These facts are shown in a case study where a virtual urban environment taken from an area in the Porto downtown is generated by this solution. © The Eurographics Association 2006.

2007

Expeditious modelling of virtual urban environments with geospatial L-systems

Authors
Coelho, A; Bessa, M; Sousa, AA; Ferreira, FN;

Publication
COMPUTER GRAPHICS FORUM

Abstract
L-systems have been used in Computer Graphics, namely for modelling plants, as well as in a few experiments to model urban environments. However, the lack of geospatial awareness is a limitation and in spite of some developments like open L-systems, that introduced the ability to communicate with the environment, there was a need for more flexibility. This paper presents Geospatial L-systems, a new extension of L-systems that incorporates geospatial awareness, and shows an application in the area of expeditious modelling of urban environments. A modelling system, named XL3D, generates virtual urban environments automatically from a XML based document that contains a modelling specification and accesses data sources in an interoperable way. The integration of geospatial L-systems in this modelling system has increased the potential for automation and the potential to generate virtual urban environments with a higher level of detail and visual fidelity, with a lower level of complexity of the modelling processes. These facts are shown in a case study where a virtual urban environment, taken from an area in the Porto downtown, is generated by this solution.

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

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

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

Publication
MULTIMEDIA TOOLS AND APPLICATIONS

Abstract
Virtual reality and emotions have become inseparable concepts over the past few years, supported by the increasing number of studies relating them. However, these studies' methodologies are often poorly justified or dependent on the authors' subjective definition of emotion and its classification. Moreover, frequently, these studies only consider two stimuli, specifically audiovisual, despite being known the relevance of including a greater variety of sensory channels to improve the relationship between the individual and the virtual environment. So, to address these gaps, and considering the importance of multisensory stimulation, this paper aims to review the methods and instruments found in the literature regarding the analysis of the users' emotions in virtual reality. Also, we provide an overview of the main limitations of such studies. Little information can be found in the literature regarding the connection between the input stimulus and the users' emotional responses. This corroborates the difficulty in creating and evaluating immersive virtual experiences when stimulating more than two human senses, typically audiovisual. Nevertheless, we address some clues on the impact of visual, auditory, haptic, smell, and taste elements to trigger specific emotions. Also, we address the association between the research area and the method used. Finally, the main gaps and challenges are discussed. We expect that the combination of these results acts as guidelines for designing richer multisensory virtual experiences. Moreover, we intend to contribute to future research on emotions-based immersive virtual reality by providing a review of the most suitable methodologies and instruments for specific contexts.

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.

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