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Publicações

Publicações por Guilherme Santos Gonçalves

2019

Virtual Reality Games: A Study about the Level of Interaction vs. Narrative and the Gender in Presence and Cybersickness

Autores
Gonçalves, G; Melo, M; Bessa, M;

Publicação
Proceedings - ICGI 2018: International Conference on Graphics and Interaction

Abstract
Virtual reality (VR) games have the potential to produce immersive experiences. To better explore the potential of VR games, it becomes necessary to understand what affects the player's presence in VR games. This work measures and compares the levels of presence and cybersickness in VR environments. Two games with different levels of interaction and narrative were compared. Presence and cybersickness were measured in a sample of 32 subjects using the IPQp questionnaire and a Portuguese version of the SSQ respectively. The results indicate that there were no differences in presence and cybersickness between the interaction and the narrative dimensions. To extend the study, the gender of participants was also considered an independent variable where we found significant differences in the metrics of presence and experienced realism, nausea and disorientation with female participants getting higher scores. © 2018 IEEE.

2018

Virtual Reality Games: a study about the level of interaction vs. narrative and the gender in presence and cybersickness.

Autores
Goncalves, G; Melo, M; Bessa, M;

Publicação
2018 1ST INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2018)

Abstract
Virtual reality (VR) games have the potential to produce immersive experiences. To better explore the potential of VR games, it becomes necessary to understand what affects the player's presence in VR games. This work measures and compares the levels of presence and cybersickness in VR environments. Two games with different levels of interaction and narrative were compared. Presence and cybersickness were measured in a sample of 32 subjects using the IPQp questionnaire and a Portuguese version of the SSQ respectively. The results indicate that there were no differences in presence and cybersickness between the interaction and the narrative dimensions. To extend the study, the gender of participants was also considered an independent variable where we found significant differences in the metrics of presence and experienced realism, nausea and disorientation with female participants getting higher scores.

2019

Comparison of Radial and Panel Menus in Virtual Reality

Autores
Monteiro, P; Coelho, H; Goncalves, G; Melo, M; Bessa, M;

Publicação
IEEE ACCESS

Abstract
Although selection menus are widely used for interaction, their use on 3D virtual reality applications needs to be objectively assessed. The focus of this study is to evaluate a traditional panel and a radial menu in two distinct virtual environment placements (i.e. fixed on the wall and following the users' hands). Fifty-one participants used two different menus of the four possible combinations. To evaluate the menus' effectiveness and efficiency, we measured usability (System Usability Scale Questionnaire), user satisfaction (After-Scenario Questionnaire), time to finish the tasks (in seconds) and the number of unnecessary steps (errors) performed by the users. Overall results showed a clear preference for the traditional panel menu type and the fixed wall placement of the menu. We conclude that all menu types perform well, despite different user preferences, and that fixing the menu to the wall gives users a better overview of both the menu and the virtual environment, improving their ability to perceive their actions on the menu.

2020

A Comparative Study Between Wired and Wireless Virtual Reality Setups

Autores
Goncalves, G; Monteiro, P; Melo, M; Vasconcelos Raposo, J; Bessa, M;

Publicação
IEEE ACCESS

Abstract
Virtual Reality (VR) through head-mounted displays (HMDs) can be delivered via multiple setups such as smartphones, standalone VR or VR Workstations. The VR Workstation setup delivers the best performance of them all; however, as a drawback up until recently, it required cables to power up the VR equipment. The introduction of wireless solutions for VR Workstations came to solve one of the disadvantages of this setup. However, the impact of the wireless solution versus the HMD cables was not yet properly investigated. In this paper, we study the impact of using a wired vs wireless HMD on Presence, Cybersickness, and Game Experience. We conducted a quasi-experimental between-subjects study with 68 participants assigned to the following three groups that were balanced regarding gender and sample size: Cable (participants used a wired HMD), Cable & x002B; Help (a researcher assisted the participants with the HMD cable during the experience to reduce the participants; awareness of it), and Wireless (untethered HMD). Results showed no significant differences in presence and cybersickness. The game experience was significantly different, with Cable & x002B; Help performing better than Cable and Wireless. We conclude that sense of presence using wireless solutions is equated to wired HMD solutions.

2019

Correlation between Game Experience and Presence in immersive virtual reality games

Autores
Goncalves, G; Coelho, H; Monteiro, P; Melo, M; Bessa, M;

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

Abstract
Virtual Reality (VR) technologies have evolved to the point where it is being used in various areas (entertainment, medicine, education, etc.). One of the metrics that allow the evaluation of the virtual experience is Presence. In this work, we conduct an exploratory study that studies which factors of VR games correlate to presence. Various components of games are also shared between other VR applications allowing the results to be applicable not only in VR games. A study with 78 participants divided into 5 groups was conducted where each group played a different VR game. Presence and Game Experience were evaluated. The results indicated multiple positive correlations between subscales of Presence and Game Experience.

2019

Developing Training Applications for Hydrogen Emergency Response Training

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

Publicação
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.

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