Details
Name
Hugo Rafael MendesCluster
Computer ScienceRole
Research AssistantSince
17th December 2018
Nationality
PortugalCentre
Human-Centered Computing and Information ScienceContacts
+351259350000
hugo.r.mendes@inesctec.pt
2023
Authors
Goncalves, G; Coelho, H; Monteiro, P; Melo, M; Bessa, M;
Publication
ACM COMPUTING SURVEYS
Abstract
The adoption of immersive virtual experiences (IVEs) opened new research lines where the impact of realism is being studied, allowing developers to focus resources on realism factors proven to improve the user experience the most. We analyzed papers that compared different levels of realism and evaluated their impact on user experience. Exploratorily, we also synthesized the realism terms used by authors. From 1,300 initial documents, 79 met the eligibility criteria. Overall, most of the studies reported that higher realism has a positive impact on user experience. These data allow a better understanding of realism in IVEs, guiding future R&D.
2022
Authors
Melo, M; Goncalves, G; Monteiro, P; Coelho, H; Vasconcelos Raposo, J; Bessa, M;
Publication
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
Abstract
2022
Authors
Melo, M; Coelho, H; Goncalves, G; Losada, N; Jorge, F; Teixeira, MS; Bessa, M;
Publication
MULTIMEDIA SYSTEMS
Abstract
2022
Authors
Coelho, H; Monteiro, P; Goncalves, G; Melo, M; Bessa, M;
Publication
MULTIMEDIA TOOLS AND APPLICATIONS
Abstract
Virtual reality (VR) is used in different application fields like health, tourism, or training. Most VR applications for these fields have been built from the ground up without any authoring tool to help the process. This systematic review surveys the existing literature on authoring tools for immersive content and critically analyzes its features and how they are evaluated. It proposes a research agenda with key contribution opportunities for the field. An analysis of the 29 studies that met the eligibility criteria revealed that four records did not present any evaluation regarding the authoring tools' evaluation, and only five records used specialized users to evaluate their authoring tools; all the others used non-specialized users. The most evaluated metrics were usability, effectiveness, efficiency, and satisfaction. The data collected to evaluate the metrics consisted mainly of Likert scales and reported mean opinion score (MOS). However, few records used well-established questionnaires to evaluate those metrics like System Usability Scale, Post-Study System Usability Questionnaire, After-Scenario Questionnaire and Igroup Presence Questionnaire. Additionally, five of the analyzed records included stimuli other than audiovisual. More research is recommended about the usage of ontologies in authoring tools to comprehend the full potential of its usage since none of them had ontologies.
2022
Authors
Machado, R; Rodrigues, R; Coelho, H; Melo, M; Barbosa, L; Bessa, M;
Publication
2022 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI)
Abstract
Virtual reality (VR) is still a field that is in constant development, and people are trying to use it to have a close representation of reality by creating immersive environments. However, despite the existence of some tools that have been adapted to work with VR, they require some experience to work with, and there is a considerable amount of resources that need to be spent to create and maintain the VR experiences, which prevents the adoption and use of all the benefits that VR can bring. This work proposes an architecture for an authoring tool that allows users to create their own virtual experiences without the need for an extensive understanding of it and use them to create a virtual training exercise. This paper uses a case study built upon a real training context scenario applied to the agroforestry field. To validate this proposal, a prototype was built and subject to usability and satisfaction tests that demonstrated the ease of understanding and learning of the interfaces and all the functionalities implemented.
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