2023
Authors
Narciso, D; Melo, M; Rodrigues, S; Cunha, JP; Vasconcelos-Raposo, J; Bessa, M;
Publication
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
Abstract
The use of Virtual Reality (VR) technology to train professionals has increased over the years due to its advantages over traditional training. This paper presents a study comparing the effectiveness of a Virtual Environment (VE) and a Real Environment (RE) designed to train firefighters. To measure the effectiveness of the environments, a new method based on participants' Heart Rate Variability (HRV) was used. This method was complemented with self-reports, in the form of questionnaires, of fatigue, stress, sense of presence, and cybersickness. An additional questionnaire was used to measure and compare knowledge transfer enabled by the environments. The results from HRV analysis indicated that participants were under physiological stress in both environments, albeit with less intensity on the VE. Regarding reported fatigue and stress, the results showed that none of the environments increased such variables. The results of knowledge transfer showed that the VE obtained a significant increase while the RE obtained a positive but non-significant increase (median values, VE: before - 4 after - 7, p = .003; RE: before - 4 after - 5, p = .375). Lastly, the results of presence and cybersickness suggested that participants experienced high overall presence and no cybersickness. Considering all results, the authors conclude that the VE provided effective training but that its effectiveness was lower than that of the RE.
2023
Authors
Forero, J; Bernardes, G; Mendes, M;
Publication
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
Abstract
Language is closely related to how we perceive ourselves and signify our reality. In this scope, we created Desiring Machines, an interactive media art project that allows the experience of affective virtual environments adopting speech emotion recognition as the leading input source. Participants can share their emotions by speaking, singing, reciting poetry, or making any vocal sounds to generate virtual environments on the run. Our contribution combines two machine learning models. We propose a long-short term memory and a convolutional neural network to predict four main emotional categories from high-level semantic and low-level paralinguistic acoustic features. Predicted emotions are mapped to audiovisual representations by an end-to-end process encoding emotion in virtual environments. We use a generative model of chord progressions to transfer speech emotion into music based on the tonal interval space. Also, we implement a generative adversarial network to synthesize an image from the transcribed speech-to-text. The generated visuals are used as the style image in the style-transfer process onto an equirectangular projection of a spherical panorama selected for each emotional category. The result is an immersive virtual space encapsulating emotions in spheres disposed into a 3D environment. Users can create new affective representations or interact with other previously encoded instances (This ArtsIT publication is an extended version of the earlier abstract presented at the ACM MM22 [1]). © 2023, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.
2023
Authors
Dias, N; Amaral, G; Almeida, C; Ferreira, A; Camilo, A; Silva, E; Barbosa, S;
Publication
Abstract
2023
Authors
Melo, M; Gontalves, G; Vasconcelos-Raposo, J; Bessa, M;
Publication
IEEE ACCESS
Abstract
Presence is often used to evaluate Virtual Reality (VR) applications. However, the raw scores are hard to interpret and need to be compared to other data to be meaningful. This paper leverages a database of 1909 responses to the Igroup Presence Questionnaire (IPQ) in different contexts to put forward a scale that qualitatively interprets raw Presence scores for VR experiences. The qualitative grading encompasses the acceptability dimension and analogous academic grading scales ranging from A to F and the adjective of such scores in a scale from Excellent to Unacceptable. Furthermore, the qualitative grading system encompasses Presence and its subscales Spatial Presence, Involvement, and Experienced Realism as defined by the IPQ. Adopting this grading system, supported by a robust dataset of Presence scores, enables practitioners to evaluate and interpret individual IPQ scores, allowing them to gain insights regarding the evaluated applications' effectiveness.
2023
Authors
Moreira, P; Ribeiro, A; Silva, JMC;
Publication
IEEE Symposium on Computers and Communications, ISCC 2023, Gammarth, Tunisia, July 9-12, 2023
Abstract
The increasing use of microservices architectures has been accompanied by the profusion of tools for their design and operation. One relevant tool is API Gateways, which work as a proxy for microservices, hiding their internal APIs, providing load balancing, and multiple encoding support. Particularly in cloud environments, where the inherent flexibility allows on-demand resource deployment, API Gateways play a key role in seeking quality of service. Although multiple solutions are currently available, a comparative performance assessment under real workloads to support selecting the more suitable one for a specific service is time-consuming. In this way, the present work introduces AGE, a service capable of automatically deploying multiple API Gateways scenarios and providing a simple comparative performance indicator for a defined workload and infrastructure. The designed proof of concept shows that AGE can speed up API Gateway deployment and testing in multiple environments. © 2023 IEEE.
2023
Authors
Campos, JC; Nigay, L; Dix, A; Dittmar, A; Barbosa, SDJ; Spano, LD;
Publication
HUMAN-COMPUTER INTERACTION - INTERACT 2023, PT IV
Abstract
This second workshop on HCI Engineering Education aims at carrying forward work on identifying, examining, structuring, and sharing educational resources and approaches to support the process of teaching/learning Human-Computer Interaction (HCI) Engineering. The widening range of available interaction technologies and their applications in increasingly varied contexts (private or professional) underlines the importance of teaching HCI Engineering but also the difficulty of taking into account changes and developments in this field in often static university curricula. Besides, as these technologies are taught in diverse curricula (ranging from Human Factors and Psychology to hardcore Computer Science), we are interested in what the best approaches and best practices are to integrate HCI Engineering topics in the curricula of programs in Software Engineering, Computer Science, Human-computer Interaction, Psychology, Design, etc. The workshop is proposed on behalf of the IFIP Working Group 2.7/13.4 on User Interface Engineering.
The access to the final selection minute is only available to applicants.
Please check the confirmation e-mail of your application to obtain the access code.