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Publicações

Publicações por Maximino Bessa

2020

Multisensory Augmented Reality in Cultural Heritage: Impact of Different Stimuli on Presence, Enjoyment, Knowledge and Value of the Experience

Autores
Marto, A; Melo, M; Goncalves, A; Bessa, M;

Publicação
IEEE ACCESS

Abstract
Little is known about the impact of the addition of each stimulus in multisensory augmented reality experiences in cultural heritage contexts. This paper investigates the impact of different sensory conditions on a users sense of presence, enjoyment, knowledge about the cultural site, and value of the experience. Five different multisensory conditions, namely, Visual, Visual+ Audio, Visual +Smell, and Visual + Audio + Smell conditions, and regular visit referred to as None condition, were evaluated by a total of 60 random visitors distributed across the specified conditions. According to the results, the addition of particular types of stimuli created a different impact on the sense of presence subscale scores, namely, on spatial presence, involvement, and experienced realism, but did not influence the overall presence score. Overall, the results revealed that the addition of stimuli improved enjoyment and knowledge scores and did not affect the value of the experience scores. We concluded that each stimulus has a differential impact on the studied variables, demonstrating that its usage should depend on the goal of the experience: smell should be used to privilege realism and spatial presence, while audio should be adopted when the goal is to elicit involvement.

2021

Delivering Critical Stimuli for Decision Making in VR Training: Evaluation Study of a Firefighter Training Scenario

Autores
Monteiro, P; Melo, M; Valente, A; Vasconcelos Raposo, J; Bessa, M;

Publicação
IEEE TRANSACTIONS ON HUMAN-MACHINE SYSTEMS

Abstract
The goal for a virtual reality (VR) training system is to enable trainees to acquire all the knowledge they need to perform effectively in a real environment. Such a system should provide an experience so authentic that no further real-world training is necessary, meaning that it is sufficient to train in VR. We evaluate the impact of a haptic thermal stimulus, which is of paramount importance to decision making, on trainees performance and knowledge acquisition. A thermal device was created to deliver the stimulus. As a proof of concept, a procedure from firefighter training is selected, in which sensing the temperature of a door with one's hand is essential. The sample consisted of 48 subjects divided among three experimental scenarios: one in which a virtual thermometer is used (visual stimulus), another in which the temperature is felt with the hand (thermal stimulus) and a third in which both methods are used (visual + thermal stimuli). For the performance evaluation, we measured the total time taken, the numbers of correctly executed procedures and identified neutral planes, the deviation from the target height, and the responses to a knowledge transfer questionnaire. Presence, cybersickness, and usability are measured to evaluate the impact of the haptic thermal stimulus. Considering the thermal stimulus condition as the baseline, we conclude that the significantly different results in the performance among the conditions indicate that the better performance in the visual-only condition is not representative of the real-life performance. Consequently, VR training applications need to deliver the correct stimuli for decision making.

2020

Impact of Different Stimuli on User Stress During a Virtual Firefighting Training Exercise

Autores
Narciso, D; Melo, M; Rodrigues, S; Cunha, JPS; Bessa, M;

Publicação
2020 IEEE 20TH INTERNATIONAL CONFERENCE ON BIOINFORMATICS AND BIOENGINEERING (BIBE 2020)

Abstract
Training firefighters using Virtual Reality (VR) technology brings several benefits over traditional training methods including the reduction of costs and risks. The ability of causing the same level of stress as a real situation so that firefighters can learn how to deal with stress was investigated. An experiment aiming to study the influence that additional stimuli (heat, weight, smell and using personal protective equipment-PPE) have on user's stress level while performing a Virtual Environment (VE) designed to train firefighters was developed. Participants' stress and Heart Rate Variability (HRV) were obtained from electrocardiograms recorded during the experiment. The results suggest that wearing the PPE has the largest impact on user's stress level. The results also showed that HRV was able to evidence differences between two phases of the experiment, which suggests that it can be used to monitor users' quantified reaction to VEs.

2021

A systematic review on the use of immersive virtual reality to train professionals

Autores
Narciso, D; Melo, M; Rodrigues, S; Cunha, JP; Vasconcelos Raposo, J; Bessa, M;

Publicação
MULTIMEDIA TOOLS AND APPLICATIONS

Abstract
The main goal of this systematic review is to synthesize existing evidence on the use of immersive virtual reality (IVR) to train professionals as well as to identify the main gaps and challenges that still remain and need to be addressed by future research. Following a comprehensive search, 66 documents were identified, assessed for relevance, and analysed. The main areas of application of IVR-based training were identified. Moreover, we identified the stimuli provided, the hardware used and information regarding training evaluation. The results showed that the areas in which a greater number of works were published were those related to healthcare and elementary occupations. In hardware, the most commonly used equipment was head mounted displays (HMDs), headphones included in the HMDs and handheld controllers. Moreover, the results indicated that IVR training systems are often evaluated manually, the most common metric being questionnaires applied before and after the experiment, and that IVR training systems have a positive effect in training professionals. We conclude that the literature is insufficient for determining the effect of IVR in the training of professionals. Although some works indicated promising results, there are still relevant themes that must be explored and limitations to overcome before virtual training replaces real-world training.

2021

Could Virtual Reality Substitute the ‘Real’ Experience? Evidence from a UNESCO World Heritage Site in Northern Portugal

Autores
Losada, N; Jorge, F; Teixeira, MS; Melo, M; Bessa, M;

Publicação
Smart Innovation, Systems and Technologies

Abstract
Virtual Reality could be useful for heritage management and preservation by complementing or, even, by replacing the ‘real’ visitation to more threatened destinations. The objective of this study was to empirically test the level of similarity perceived by a group of students between VR experience and the ‘real’ visit in a UNESCO World Heritage Cultural attraction in order to assess the capacity of VR to act as a substitute of the ‘real’ visit. Ridit analysis was conducted in order to rank the level of agreement perceived by respondents concerning to similarity between the VR experience and the ‘real’ visit. Results revealed that VR experience could act as a complement, rather than a substitute of the ‘real’ visitation. This is, the feelings and emotions derived from the ‘real’ visit could not be replaced by the VR experience. VR could be an effective marketing tool to encourage sustainable tourism behaviors, rather than to substitute the ‘real’ visit. © 2021, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

2021

Development and Evaluation of an Outdoor Multisensory AR System for Cultural Heritage

Autores
Marto, A; Melo, M; Goncalves, A; Bessa, M;

Publicação
IEEE ACCESS

Abstract
Enhancing tourist visits to cultural heritage sites by making use of mobile augmented reality has been a tendency in the last few years, presenting mainly audiovisual experiences. However, these explorations using only visuals and sounds, or narratives, do not allow users to be presented with, for example, a particular smell that can be important to feel engaged or to better understand the history of the site. This article pursues the goal of creating an experience that puts the user in a scene planned to evoke several stimuli with SensiMAR prototype - a Multisensory Augmented Reality system that aims to be used in cultural heritage outdoors. When using SensiMAR, the user will be involved with visual reconstructions, surrounded by the soundscape of ancient times, and is exposed to a particular smell very common that time. Given the novelty of this proposal, ascertaining the usability of such a system was raised as a foremost demand. Thus, in addition to its development and implementation specifications, an experimental study was conducted to evaluate the usability of the system in end-users' perspective. The results obtained from random visitors of an archaeological site were analysed according to their sex, age, previous experience with augmented reality technology, and provided condition - audiovisual condition, and multisensory condition, with visual, audio, and smell stimuli. Results were collected from a total of 67 participants and show that this multisensory prototype achieved good usability results across all groups. No statistically differences were found, demonstrating good usability of the SensiMAR system regardless of their sex, age, previous experience with the technology or provided condition.

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