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Publicações

Publicações por Maximino Bessa

2017

2016 23rd Portuguese Meeting on Computer Graphics and Interaction (EPCGI), November 24 and 25, 2016, Covilhã, Portugal: Preface [Prefácio]

Autores
Gonçalves, D; Bessa, M;

Publicação
2016 23 Encontro Portugues de Computacao Grafica e Interacao, EPCGI 2016

Abstract

2019

Immersive 360 degrees video user experience: impact of different variables in the sense of presence and cybersickness

Autores
Narciso, D; Bessa, M; Melo, M; Coelho, A; Vasconcelos Raposo, J;

Publicação
UNIVERSAL ACCESS IN THE INFORMATION SOCIETY

Abstract
Virtual Reality (VR) has been recently gaining interest from researchers and companies, contributing to the development of the associated technologies that aim to transport its users to a virtual environment by the stimulation of their senses. Technologies such as Head-Mounted Displays (HMD), capable of presenting 360 degrees video in 3D, are becoming affordable and, consequently, more common among the average consumer, potentiating the creation of a market for VR experiences. The purpose of this study is to measure the influence of (a) video format (2D/monoscopic vs 3D/stereoscopic), (b) sound format (2D/stereo vs 3D/spatialized), and (c) gender on users' sense of presence and cybersickness, while experiencing a VR application using an HMD. Presence and cybersickness were measured using questionnaires as subjective measures. Portuguese versions of the Igroup Presence Questionnaire for presence and the Simulator Sickness Questionnaire for cybersickness were used. Results revealed no statistically significant differences between (a) VIDEO and (b) SOUND variables on both senses of presence and cybersickness. When paired with (a) VIDEO, the independent variable (c) Gender showed significant differences on almost all subscales of presence. Results suggest that the widely acknowledged differences in spatial ability between genders were a major factor contributing to this outcome.

2019

The Effect of Multisensory Stimuli on Path Selection in Virtual Reality Environments

Autores
Gonçalves, G; Melo, M; Martins, J; Raposo, JV; Bessa, M;

Publicação
New Knowledge in Information Systems and Technologies - Volume 2, World Conference on Information Systems and Technologies, WorldCIST 2019, Galicia, Spain, 16-19 April

Abstract
Virtual Reality (VR) has as a key feature, the users’ interaction with a virtual environment. Depending on the purpose of a given VR application, it can be essential to use multisensory stimulus without biasing users towards specific actions or decisions in the virtual environment (VE). The goal of the present work is to study if the choice of paths can be influenced by the addition of multisensory stimulus when navigating in a VE using an immersive setup. The awareness of having to take such decisions was also considered. For the purpose, we used a VR game-like application contemplating three levels. Each level was symmetrical and had two possible paths to move to the next level (left or right). For each level, there was a multisensory stimulus on the right path (from a subject orientation): wind, vibration, scent respectively. The sample of the study consisted of 50 participants, and the results showed that none of the multisensory stimuli had a significant impact users’ decision. The users’ awareness of having to decide also did not affect their path. We conclude that multisensory stimuli can be used to raise the credibility of the virtual environments without compromising the users’ decisions. © Springer Nature Switzerland AG 2019.

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.

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.

2019

Uniform Color Space-Based High Dynamic Range Video Compression

Autores
Mukherjee, R; Debattista, K; Rogers, TB; Bessa, M; Chalmers, A;

Publicação
IEEE TRANSACTIONS ON CIRCUITS AND SYSTEMS FOR VIDEO TECHNOLOGY

Abstract
Recently, there has been a significant progress in the research and development of the high dynamic range (HDR) video technology and the state-of-the-art video pipelines are able to offer a higher bit depth support to capture, store, encode, and display HDR video content. In this paper, we introduce a novel HDR video compression algorithm, which uses a perceptually uniform color opponent space, a novel perceptual transfer function to encode the dynamic range of the scene, and a novel error minimization scheme for accurate chroma reproduction. The proposed algorithm was objectively and subjectively evaluated against four state-of-the-art algorithms. The objective evaluation was conducted across a set of 39 HDR video sequences, using the latest x265 10-bit video codec along with several perceptual and structural quality assessment metrics at 11 different quality levels. Furthermore, a rating-based subjective evaluation (n = 40) was conducted with six sequences at two different output bitrates. Results suggest that the proposed algorithm exhibits the lowest coding error amongst the five algorithms evaluated. Additionally, the rate-distortion characteristics suggest that the proposed algorithm outperforms the existing state-of-the-art at bitrates >= 0.4 bits/pixel.

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