Cookies
O website necessita de alguns cookies e outros recursos semelhantes para funcionar. Caso o permita, o INESC TEC irá utilizar cookies para recolher dados sobre as suas visitas, contribuindo, assim, para estatísticas agregadas que permitem melhorar o nosso serviço. Ver mais
Aceitar Rejeitar
  • Menu
Sobre

Sobre

Luís Barbosa é professor de informática no Departamento de Engenharia da Universidade de Trás-os-Montes e Alto Douro, Portugal. Ele obteve seu Doutoramento em Ciências da Computação pela Universidade de Trás-os-Montes e Alto Douro, cujo tema de dissertação foi "Sistemas de Informação de Apoio ao Ensino. O Estudo de Caso do portal SIDE da UTAD". Sua área de interesse e pesquisa são principalmente Sistemas de Informação, Ambientes Virtuais Multisensoriais e Interação e tem participado de vários projetos de investigação relacionados.

Tópicos
de interesse
Detalhes

Detalhes

  • Nome

    Luis Barbosa
  • Cargo

    Investigador Sénior
  • Desde

    01 janeiro 2014
001
Publicações

2024

The impact of virtual reality and biological sex on the promotion of tourist destinations: effects on destination image, place attachment, and behavioural intention

Autores
Melo, M; Gonçalves, G; Jorge, F; Losada, N; Barbosa, L; Teixeira, MS; Bessa, M;

Publicação
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.

2024

Web of Things in the context of AAL and AHA: a mapping review

Autores
Sant'Ana, H; Paredes, H; Barbosa, L; Rodrigues, NF;

Publicação
2024 IEEE 12TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH, SEGAH 2024

Abstract
The Web of Things (WoT) is an essential component within the Internet of Things (IoT) domain, offering a standardized method for describing, consuming, and orchestrating the functions of IoT devices. WoT plays a crucial role in promoting interoperability and streamlining the development of applications for IoT solutions. Recent research focusing on IoT solutions for ambient assisted living (AAL) has highlighted WoT as a key framework for integrating diverse smart devices and services to enhance the quality of life for older adults and individuals with specific health conditions. However, a closer look at recent literature reviews reveals a deficiency in comprehensive research regarding the interplay between WoT, AAL, and the health and wellbeing of older adults. To address this question, a comprehensive mapping review is performed to delve into the existing literature and pinpoint the most pertinent themes and topics within WoT. This analysis aims to uncover evidence of the correlation between WoT, AAL, and active and healthy aging (AHA) to support future research in this area.

2022

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

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

Publicação
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

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

Publicação
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

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

Publicação
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.

Teses
supervisionadas

2023

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

Autor
Hércules Sant’Ana da Silva José

Instituição
UTAD

2023

Ehealth-Engagement & VR Gaming

Autor
Emanuel Ramos Trigo

Instituição
UTAD

2022

DevOps e testes automáticos para plataformas low-code

Autor
Leandro Filipe Pereira Lima

Instituição
UTAD

2022

Ferramentas de monitorização e alarmística numa arquitetura de microsserviços orientados a eventos

Autor
Daniel Teixeira Guedes

Instituição
UTAD

2022

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

Autor
Rui Pedro Carvalho Machado

Instituição
UTAD