2024
Autores
Rodrigues, R; Machado, R; Monteiro, P; Melo, M; Barbosa, L; Bessa, M;
Publicação
INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 3, WORLDCIST 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.
2024
Autores
Pintos, M; Rodrigues, R; Machado, R; Melo, M; Barbosa, L; Bessa, M;
Publicação
INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 3, WORLDCIST 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.
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.
2023
Autores
Jorge, F; Sousa, N; Losada, N; Teixeira, MS; Alén, E; Melo, M; Bessa, M;
Publicação
Journal of Tourism and Development
Abstract
Tourism business models have used several technologies in their development, such as Virtual Reality (VR). Previous studies show that VR allows tourism organizations to promote new types of relationships between tourists and destinations, to enhance the appeal and memorability of tourist experiences and to diversify consumption patterns, which could also be interesting for dealing with sustainability issues, such as seasonal demand of destinations or activities in wine tourism. Thus, we propose a conceptual model to analyze the influence of memorable tourism experiences on wine tourists' future intentions after a VR experience, providing additional details on the research methodology to empirically test the conceptual model. Innovation in business models with VR to promote new relationships with destinations or activities and diversify tourists' consumption patterns could be interesting to address seasonal activities, such as the grape harvest or grape-treading, which are not continuously available for tourist observation/ participation, despite their high appeal. On the other hand, the results could contribute to wine and other kinds of tourism, conditioned by mobility issues such as restrictions on movements or personal interaction, due to health crises or personal constraints, increasing these tourism experiences' accessibility also in times of unavailability. © 2023, Universidade de Aveiro. All rights reserved.
2024
Autores
Magalhaes, M; Melo, M; Coelho, AF; Bessa, M;
Publicação
IEEE ACCESS
Abstract
In this study we explore the impact of multisensory stimuli in virtual reality on users' emotional responses, addressing a knowledge gap in this rapidly evolving field. Utilizing a range of sensory inputs, including taste, haptics, and smell, in addition to audiovisual cues, this study aims to understand how different combinations of these stimuli affect the users' emotional experience. Two immersive virtual experiences have been developed for this purpose. One included a scenario to evoke positive emotions through selectively chosen pleasant multisensory stimuli, validated in a focus group. The other sought the contrary: to trigger negative emotions by integrating selected combinations of unpleasant multisensory stimuli, also validated in the same focus group. Through a comparative analysis, our findings revealed significant differences in emotional responses between the groups exposed to positive and negative stimuli combinations. Results indicated that combinations involving haptics and taste were particularly effective in eliciting intense emotions using positive stimuli, but their impact was less significant with negative stimuli. This investigation suggests that a fully multisensory virtual environment integrating positive stimuli might lead to cognitive overload, reducing overall emotional responses. In contrast, environments with negative stimuli could enhance emotional engagement and be more likely to avoid cognitive overload. These findings have important implications for designing emotionally resonant and compelling virtual reality experiences. This research enhances the understanding of sensory integration in virtual reality and its effects on emotional engagement, offering valuable insights for developing more impactful virtual experiences.
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