2019
Autores
Marto, A; Gonçalves, A; Martins, J; Bessa, M;
Publicação
Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2019, Volume 2: HUCAPP, Prague, Czech Republic, February 25-27, 2019.
Abstract
Looking forward to enhance visitors’ experience among cultural heritage sites, the use of new technologies within these spaces has seen a fast growth among the last decades. Regarding the increasing technological developments, the importance of understanding the acceptance of technology and the intention to use it in cultural heritage sites, also arises. The existing variety of acceptance models found in literature relatively to the use of technology, and the uncertainty about selecting a suitable model, sparked this research. Accordingly, the current study aims to select, evaluate and analyse an acceptance model, targeted to understand the behavioural intention to use augmented reality technology in archaeological sites. The findings of this research revealed UTAUT as a suitable model. However, regarding the collected data, some moderators’ impact presented in the original study may change significantly. In addition, more constructs can be considered for wider understandings. Copyright
2019
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
Autores
Narciso, D; Melo, M; Raposo, JV; Cunha, J; Bessa, M;
Publicação
MULTIMEDIA TOOLS AND APPLICATIONS
Abstract
Training with Virtual Reality (VR) can bring several benefits, such as the reduction of costs and risks. We present an experimental study that aims to evaluate the effectiveness of a Virtual Environment (VE) to train firefighters using an innovative approach based on a Real Environment (RE) exercise. To measure the VE's effectiveness we used a Presence Questionnaire (PQ) and participant's cybersickness, stress and fatigue. Results from the PQ showed that participants rated the VE with high spatial presence and moderate realness and immersion. Signs of stress, analyzed from participant's Heart-Rate Variability, were shown in the RE but not in the VE. In the remaining variables, there was only an indicative difference for fatigue in the RE. Therefore, the results suggest that although our training VE was successful in giving participants spatial presence and in not causing cybersickness, its realness and immersion provided were not enough to provoke a similar RE response.
2019
Autores
Narciso, D; Bessa, M; Melo, M; Vasconcelos Raposo, J;
Publicação
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)
Abstract
The area of professional training using virtual reality technologies has received considerable investment due to the advantages that virtual reality provides over traditional training. In this paper, we present an experiment whose goal was to analyse the impact that an additional stimulus has on the effectiveness of a virtual environment designed to train firefighters. The additional stimulus is a smell, more specifically the smell of burnt wood, which is consistent with the audiovisual content presented, and the effectiveness of the VE is measured through participant's feeling of presence, cybersickness, fatigue, stress and transfer of knowledge. The results indicate that, although the VE was successful in transferring knowledge, the addition of smell did not influence any of the measured variables. In the discussion section, we present the various factors that we believe have influenced this result. As future work, more experiments will be performed, with other stimuli, to understand better which stimuli increase participant's feeling of presence in the VE.
2020
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:
2020
Autores
Narciso, D; Melo, M; Vasconcelos Raposo, J; Bessa, M;
Publicação
ACM TRANSACTIONS ON APPLIED PERCEPTION
Abstract
Consuming 360 audiovisual content using a Head-Mounted Display (HMD) has become a standard feature for Immersive Virtual Reality (IVR). However, most applications rely only on visual and auditory feedback whereas other senses are often disregarded. The main goal of this work was to study the effect of tactile and olfactory stimuli on participants' sense of presence and cybersickness while watching a 360 video using an HMD-based IVR setup. An experiment with 48 participants and three experimental conditions (360 video, 360 video with olfactory stimulus, and 360 video with tactile stimulus) was performed. Presence and cybersickness were reported via post-test questionnaires. Statistical analysis showed a significant difference in presence between the control and the olfactory conditions. From the control to the tactile condition, mean values were higher but failed to show statistical significance. Thus, results suggest that adding an olfactory stimulus increases presence significantly while the addition of a tactile stimulus only shows a positive effect. Regarding cybersickness, no significant differences were found across conditions. We conclude that an olfactory stimulus contributes to higher presence and that a tactile stimulus, delivered in the form of cutaneous perception of wind, has no influence in presence. We further conclude that multisensory cues do not affect cybersickness.
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