2023
Autores
Rodrigues, R; Machado, R; Monteiro, P; Melo, M; Barbosa, L; Bessa, M;
Publicação
Information Systems and Technologies - WorldCIST 2023, Volume 3, Pisa, Italy, April 4-6, 2023.
Abstract
With industry evolution and the development of Industry 4.0, manufacturers are trying to leverage it and find a way to increase productivity. Digital Twins (DT) technologies allow them to achieve this objective and revolutionize Product Life-cycle Management as they provide real-time information and insights for companies, allowing real-time product monitoring. Virtual Reality (VR) is a technology that permits users to interact with virtual objects in immersive environments; even under constant development, VR has proven efficient and effective in enhancing training. DT integration into immersive VR environments is constantly developing, with many challenges ahead. This study aims the development of an immersive virtual world for training integrated with DT technologies to handle all users’ input using the simulator. Those were subject to a performance evaluation to understand how the application handles different input types, which confirmed the viability and reliability of this integration. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.
2023
Autores
Pinto, M; Rodrigues, R; Machado, R; Melo, M; Barbosa, L; Bessa, M;
Publicação
Information Systems and Technologies - WorldCIST 2023, Volume 3, Pisa, Italy, April 4-6, 2023.
Abstract
Training in a virtual environment can augment the current methods of professional’s training, preparing them better for possible situations in the field of work while taking advantage of Virtual Reality (VR) benefits. This paper proposes a cost-effective immersive VR platform designed in real-context usage, consisting of an authoring tool that permits the creation and manipulation of training courses and the execution of these courses in an immersive environment. Accomplishing a good training experience in an immersive simulation requires an equilibrium between the simulator performance and the virtual world aesthetics quality. Thus, in addition to presenting the development of the proposed training platform based on Unity technologies, this paper describes an objective performance evaluation of a virtual training scene using the different render pipelines and across immersive and non-immersive setups. Results confirmed the platform’s viability and revealed that the rendering pipeline should be defined according to the display device used. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.
2024
Autores
Coelho, H; Monteiro, P; Gonçalves, G; Melo, M; Bessa, M;
Publicação
IEEE ACCESS
Abstract
Virtual reality (VR) for training helps minimize risks and costs by allowing more frequent and varied use of experiential training experiences, leading to active and improved learning. However, creating VR training experiences is costly and time-consuming, requiring software development experts. Additionally, current authoring tools are desktop-oriented, which detaches the process of creating the immersive experience from experiencing it in a situated context. This paper presents the development of an immersive authoring tool designed to create immersive virtual environments that can be used to train operatives. The authoring tool can record and replay animations of each action the user performed that can later be used to instruct other users how the task should be performed. Participants were divided into two groups, and the proposed authoring tool was evaluated using usability, satisfaction, presence and cybersickness. Between groups, Independent T-tests revealed that there were no significant differences between expert and non-expert groups in any of the studied variables. Also, the results showed that the authoring tool had high usability and satisfaction, average presence, and low probability of cybersickness symptoms.
2024
Autores
Gonçalves, G; Melo, M; Serôdio, C; Silva, R; Bessa, M;
Publicação
IEEE ACCESS
Abstract
Cybersickness refers to the negative symptoms caused by exposure to a Virtual Reality (VR) experience. The literature is consensual that cybersickness is a key factor in an experience, as the non-existence of cybersickness provides an optimal virtual experience. Thus, it is of utmost importance to evaluate cybersickness when assessing VR applications to understand the impact of this factor on the user experience and, ultimately, on the VR application viability. However, there is a lack of Portuguese instruments to evaluate this variable. To tackle this, this aimed to translate and validate the Simulator Sickness Questionnaire (SSQ) to Portuguese so it can be used with the Portuguese population and maintain its psychometric properties. The new instrument was validated using a sample of 603 Portuguese subjects aged between 16 and 79. Based on the observed results, the obtained theoretical model shows that the Portuguese version of the SSQ is valid for properly evaluating cybersickness in VR experiences with Portuguese samples.
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