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About

About

Luís Barbosa is a computer science teacher at the Engineering department of the University of Trás-os-Montes e Alto Douro, Portugal. He obtained his Ph.D. degree in Computer Science from the University of Trás-os-Montes e Alto Douro whose dissertation theme was “Teaching Support Information Systems The Case Study of the portal SIDE from UTAD”. His area of interest and research are mainly Information Systems, Multisensory Virtual Environments and Interaction and has participated in several related research projects.

Interest
Topics
Details

Details

  • Name

    Luis Barbosa
  • Role

    Senior Researcher
  • Since

    01st January 2014
001
Publications

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.

2022

Evaluation of the impact of different levels of self-representation and body tracking on the sense of presence and embodiment in immersive VR

Authors
Goncalves, G; Melo, M; Barbosa, L; Vasconcelos Raposo, J; Bessa, M;

Publication
VIRTUAL REALITY

Abstract
The main goal of this paper is to investigate the effect of different types of self-representations through floating members (hands vs. hands + feet), virtual full body (hands + feet vs. full-body avatar), walking fidelity (static feet, simulated walking, real walking), and number of tracking points used (head + hands, head + hands + feet, head + hands + feet + hip) on the sense of presence and embodiment through questionnaires. The sample consisted of 98 participants divided into a total of six conditions in a between-subjects design. The HTC Vive headset, controllers, and trackers were used to perform the experiment. Users were tasked to find a series of hidden objects in a virtual environment and place them in a travel bag. We concluded that (1) the addition of feet to floating hands can impair the experienced realism (p = 0.039), (2) both floating members and full-body avatars can be used without affecting presence and embodiment (p > 0.05) as long as there is the same level of control over the self-representation, (3) simulated walking scores of presence and embodiment were similar when compared to static feet and real walking tracking data (p > 0.05), and (4) adding hip tracking overhead, hand and feet tracking (when using a full-body avatar) allows for a more realistic response to stimuli (p = 0.002) and a higher overall feeling of embodiment (p = 0.023).

2022

Authoring tool for creating immersive virtual experiences expeditiously for training

Authors
Machado, R; Rodrigues, R; Coelho, H; Melo, M; Barbosa, L; Bessa, M;

Publication
2022 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI)

Abstract
Virtual reality (VR) is still a field that is in constant development, and people are trying to use it to have a close representation of reality by creating immersive environments. However, despite the existence of some tools that have been adapted to work with VR, they require some experience to work with, and there is a considerable amount of resources that need to be spent to create and maintain the VR experiences, which prevents the adoption and use of all the benefits that VR can bring. This work proposes an architecture for an authoring tool that allows users to create their own virtual experiences without the need for an extensive understanding of it and use them to create a virtual training exercise. This paper uses a case study built upon a real training context scenario applied to the agroforestry field. To validate this proposal, a prototype was built and subject to usability and satisfaction tests that demonstrated the ease of understanding and learning of the interfaces and all the functionalities implemented.

2021

Authoring tools for creating 360 multisensory videos-Evaluation of different interfaces

Authors
Coelho, H; Melo, M; Barbosa, L; Martins, J; Teixeira, MS; Bessa, M;

Publication
EXPERT SYSTEMS

Abstract
Authoring 360 multisensory videos is a true challenge as the authoring tools available are scarce and restrictive. In this paper, we propose an authoring tool with three different authoring interfaces (desktop, immersive, and tangible interface) for creating multisensory 360 videos with the advantage of having a live preview of the multisensory content that is being produced. An evaluation of the three authoring tools having into account gender, system usability, presence, satisfaction, and effectiveness (time to accomplish tasks, number of errors, and number of help requests) is presented. The sample consisted of 48 participants (24 males and 24 females) evenly distributed between the different interfaces (8 males and 8 females for each interface). The results revealed that gender does not have any impact in the studied interfaces regarding all the dependent variables; immersive and tangible interfaces have higher levels of satisfaction than desktop interface as it allows more interaction freedom, and desktop interface have the lowest time to accomplish the tasks because people are more familiar with keyboard and mouse.

2021

Assessing presence in virtual environments: adaptation of the psychometric properties of the Presence Questionnaire to the Portuguese populations

Authors
Vasconcelos Raposo, J; Melo, M; Barbosa, L; Teixeira, C; Cabral, L; Bessa, M;

Publication
BEHAVIOUR & INFORMATION TECHNOLOGY

Abstract
Virtual Reality applications have the goal of transporting their users to a given virtual environment (VE). Thus, Presence is a consensual metric for evaluating the VEs' effectiveness. The present study adapts the Presence Questionnaire (PQ) for the Portuguese-speaking population, maintaining the validity of the contents and concepts, to ascertain the psychometric properties of the instrument.The adaptation to Portuguese was achieved through the standard adaptation process of translation and back-translation process. The sample consisted of 451 individuals (268 males and 183 females). Factor reliability ranged from 0.63 to 0.86. Confirmatory factor analysis produced a theoretical model of 21 items distributed among seven factors, where the covariance between some residual item errors was established. The fit indices obtained were , GFI , CFI , RMSEA , P [RMSEA ], MECVI . Results obtained allowed us to consider that the adapted Portuguese version of the PQ, with 21 items, forms a robust and valid questionnaire whose use is recommended to evaluate Presence in virtual reality research programmes, provided that they use samples of the Portuguese language (Europe).

Supervised
thesis

2023

Ehealth-Engagement & VR Gaming

Author
Emanuel Ramos Trigo

Institution
UTAD

2023

Modelo de referência para arquiteturas IoT para melhoria da aceitabilidade do monitoramento inteligente de idosos com doenças crônicas

Author
Hércules Sant’Ana da Silva José

Institution
UTAD

2022

Criação de experências virtuais imersivas de forma expedita: Caso de estudo projeto Smartcut

Author
Rui Pedro Carvalho Machado

Institution
UTAD

2022

GreenNext - A solução da Deloitte para a pontuação, emissão, comercialização e relatórios de impacto de ativos verdes

Author
Nuno Filipe Ferreira Fernandes

Institution
UTAD

2022

Digital Twin em ambientes de realidade virtual imersivos. Caso de estudo projeto Smartcut

Author
Ricardo José Borges Rodrigues

Institution
UTAD