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Details

  • Name

    José Vasconcelos Raposo
  • Role

    External Research Collaborator
  • Since

    01st April 2015
002
Publications

2024

Assessing the perceptual equivalence of a firefighting training exercise across virtual and real environments

Authors
Narciso, D; Melo, M; Rodrigues, S; Dias, D; Cunha, J; Vasconcelos Raposo, J; Bessa, M;

Publication
VIRTUAL REALITY

Abstract
The advantages of Virtual Reality (VR) over traditional training, together with the development of VR technology, have contributed to an increase in the body of literature on training professionals with VR. However, there is a gap in the literature concerning the comparison of training in a Virtual Environment (VE) with the same training in a Real Environment (RE), which would contribute to a better understanding of the capabilities of VR in training. This paper presents a study with firefighters (N = 12) where the effect of a firefighter training exercise in a VE was evaluated and compared to that of the same exercise in a RE. The effect of environments was evaluated using psychophysiological measures by evaluating the perception of stress and fatigue, transfer of knowledge, sense of presence, cybersickness, and the actual stress measured through participants' Heart Rate Variability (HRV). The results showed a similar perception of stress and fatigue between the two environments; a positive, although not significant, effect of the VE on the transfer of knowledge; the display of moderately high presence values in the VE; the ability of the VE not to cause symptoms of cybersickness; and finally, obtaining signs of stress in participants' HRV in the RE and, to a lesser extent, signs of stress in the VE. Although the effect of the VE was shown to be non-comparable to that of the RE, the authors consider the results encouraging and discuss some key factors that should be addressed in the future to improve the results of the training VE.

2024

Studying the Influence of Multisensory Stimuli on a Firefighting Training Virtual Environment

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

Publication
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS

Abstract
How we perceive and experience the world around us is inherently multisensory. Most of the Virtual Reality (VR) literature is based on the senses of sight and hearing. However, there is a lot of potential for integrating additional stimuli into Virtual Environments (VEs), especially in a training context. Identifying the relevant stimuli for obtaining a virtual experience that is perceptually equivalent to a real experience will lead users to behave the same across environments, which adds substantial value for several training areas, such as firefighters. In this article, we present an experiment aiming to assess the impact of different sensory stimuli on stress, fatigue, cybersickness, Presence and knowledge transfer of users during a firefighter training VE. The results suggested that the stimulus that significantly impacted the user's response was wearing a firefighter's uniform and combining all sensory stimuli under study: heat, weight, uniform, and mask. The results also showed that the VE did not induce cybersickness and that it was successful in the task of transferring knowledge.

2023

Using Heart Rate Variability for Comparing the Effectiveness of Virtual vs Real Training Environments for Firefighters

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

Publication
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS

Abstract
The use of Virtual Reality (VR) technology to train professionals has increased over the years due to its advantages over traditional training. This paper presents a study comparing the effectiveness of a Virtual Environment (VE) and a Real Environment (RE) designed to train firefighters. To measure the effectiveness of the environments, a new method based on participants' Heart Rate Variability (HRV) was used. This method was complemented with self-reports, in the form of questionnaires, of fatigue, stress, sense of presence, and cybersickness. An additional questionnaire was used to measure and compare knowledge transfer enabled by the environments. The results from HRV analysis indicated that participants were under physiological stress in both environments, albeit with less intensity on the VE. Regarding reported fatigue and stress, the results showed that none of the environments increased such variables. The results of knowledge transfer showed that the VE obtained a significant increase while the RE obtained a positive but non-significant increase (median values, VE: before - 4 after - 7, p = .003; RE: before - 4 after - 5, p = .375). Lastly, the results of presence and cybersickness suggested that participants experienced high overall presence and no cybersickness. Considering all results, the authors conclude that the VE provided effective training but that its effectiveness was lower than that of the RE.

2023

How Much Presence is Enough? Qualitative Scales for Interpreting the Igroup Presence Questionnaire Score

Authors
Melo, M; Gonçalves, G; Vasconcelos Raposo, J; Bessa, M;

Publication
IEEE ACCESS

Abstract
Presence is often used to evaluate Virtual Reality (VR) applications. However, the raw scores are hard to interpret and need to be compared to other data to be meaningful. This paper leverages a database of 1909 responses to the Igroup Presence Questionnaire (IPQ) in different contexts to put forward a scale that qualitatively interprets raw Presence scores for VR experiences. The qualitative grading encompasses the acceptability dimension and analogous academic grading scales ranging from A to F and the adjective of such scores in a scale from Excellent to Unacceptable. Furthermore, the qualitative grading system encompasses Presence and its subscales Spatial Presence, Involvement, and Experienced Realism as defined by the IPQ. Adopting this grading system, supported by a robust dataset of Presence scores, enables practitioners to evaluate and interpret individual IPQ scores, allowing them to gain insights regarding the evaluated applications' effectiveness.

2022

Do Multisensory Stimuli Benefit the Virtual Reality Experience? A Systematic Review

Authors
Melo, M; Gonçalves, G; Monteiro, P; Coelho, H; Vasconcelos Raposo, J; Bessa, M;

Publication
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS

Abstract
The majority of virtual reality (VR) applications rely on audiovisual stimuli and do not exploit the addition of other sensory cues that could increase the potential of VR. This systematic review surveys the existing literature on multisensory VR and the impact of haptic, olfactory, and taste cues over audiovisual VR. The goal is to identify the extent to which multisensory stimuli affect the VR experience, which stimuli are used in multisensory VR, the type of VR setups used, and the application fields covered. An analysis of the 105 studies that met the eligibility criteria revealed that 84.8 percent of the studies show a positive impact of multisensory VR experiences. Haptics is the most commonly used stimulus in multisensory VR systems (86.6 percent). Non-immersive and immersive VR setups are preferred over semi-immersive setups. Regarding the application fields, a considerable part was adopted by health professionals and science and engineering professionals. We further conclude that smell and taste are still underexplored, and they can bring significant value to VR applications. More research is recommended on how to synthesize and deliver these stimuli, which still require complex and costly apparatus be integrated into the VR experience in a controlled and straightforward manner.