2019
Autores
Marto, A; Goncalves, A; Bessa, M;
Publicação
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)
Abstract
To deliver more intense and enhanced experiences, multisensory applications have the goal to stimulate all our senses. The way these multisensory systems have been implemented is very distinct, since there are a lot of different approaches among them, aiming different goals. Thus, the structure defined for these systems depends on the stimuli that are being exploited, the technologies that are being used, the context in which they are being implemented, and on what is intended to obtain with the system. This study aims to propose the design of a multisensory system, named SensiMAR, that will provide an outdoor multisensory AR experience located at a cultural heritage site, allowing users to perceive different levels of immersion with the addition of a spatialized soundscape and with related smells.
2020
Autores
Krassmann, AL; Rocha Mazzuco, AEd; Melo, M; Bessa, M; Bercht, M;
Publicação
Proceedings of the 12th International Conference on Computer Supported Education, CSEDU 2020, Prague, Czech Republic, May 2-4, 2020, Volume 1.
Abstract
This case study presents a virtual reality experts' evaluation of a desktop-based virtual world developed towards distance education, under the perspectives of usability and sense of presence, which are considered factors that can potentially influence learning outcomes. Among the results, data from usability and sense of presence were positively correlated. The sense of presence was achieved, with participants losing track of time while performing the activity. Experts agreed that the virtual world is easy to use and can prepare students for the real-world task. The findings outline positive and negative points that must be addressed in order to optimize the experience of distance education students. Copyright
2019
Autores
Magalhaes, M; Melo, M; Coelho, A; Bessa, M;
Publicação
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)
Abstract
This paper focuses on the combination of 360-degree video and virtual reality for improving the touristic experience. Three scenarios were considered in this study: two 360-degree video visualizations, each one related to different touristic places, both presented in an immersive way, followed by an actual visit to those places. By comparing these situations, it was intended to determine the degree of perceived similarity between the virtual and the corresponding real sites, and to analyze if the users' expectancy was fulfilled. This research comprised a qualitative analysis using data collection based on questionnaires, which were applied to a sample consisted of 45 participants. The independent variables of the study were the participants' age and level of education. The results show no statistically significant impact between the two independent variables (users' age and level of education) and perceived similarity and users' expectancy. Our findings suggest that virtual tourism can act as an efficient promotion tool, considering that users' perceived destination image is not compromised regarding their age or level of education.
2020
Autores
Coelho, H; Melo, M; Martins, J; Bessa, M;
Publicação
MULTIMEDIA TOOLS AND APPLICATIONS
Abstract
In the original publication, Figs. 1 and 2 were interchange and the citation of Fig. 1 in the third paragraph of section 2.2 Authoring tools for multisensory VR experiences should be removed.
2019
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
Autores
Yildiz, E; Melo, M; Moller, C; Bessa, M;
Publicação
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)
Abstract
Rapidly changing customer demands, regulations and technologies drive the complexity of products, processes and production systems, as well as shorter product and factory lifecycles. In order to handle such complexity while decreasing the time-to-market, immersive virtual reality (VR) technologies are increasingly being used in industry to support product and factory lifecycle engineering processes, such as (re)design, validation and verification, learning and training. However, the design and development of multi-user VR training for complex and manual production processes remain a challenge for industry. The integration of VR training simulations with virtual and physical factories could support the handling of such obstacles in terms of efficiency and effectiveness by increasing the precision, accuracy and reliability of data used in VR simulations. In this study, we present a collaborative and coordinated VR training model and its data integration with virtual factory tools and manufacturing execution systems for a wind turbine assembly scenario. A demonstration has been performed and evaluated by industry experts. The preliminary evaluation results show that integrated collaborative VR training has significant potential for more efficient and effective training, as well as enabling new use cases for industry.
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