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About

About

Luís Barbosa is a computer science teacher at the Engineering department of the University of Trás-os-Montes e Alto Douro, Portugal. He obtained his Ph.D. degree in Computer Science from the University of Trás-os-Montes e Alto Douro whose dissertation theme was “Teaching Support Information Systems The Case Study of the portal SIDE from UTAD”. His area of interest and research are mainly Information Systems, Multisensory Virtual Environments and Interaction and has participated in several related research projects.

Interest
Topics
Details

Details

  • Name

    Luis Barbosa
  • Cluster

    Computer Science
  • Role

    Senior Researcher
  • Since

    01st January 2014
Publications

2022

Evaluation of the impact of different levels of self-representation and body tracking on the sense of presence and embodiment in immersive VR

Authors
Goncalves, G; Melo, M; Barbosa, L; Vasconcelos Raposo, J; Bessa, M;

Publication
VIRTUAL REALITY

Abstract
The main goal of this paper is to investigate the effect of different types of self-representations through floating members (hands vs. hands + feet), virtual full body (hands + feet vs. full-body avatar), walking fidelity (static feet, simulated walking, real walking), and number of tracking points used (head + hands, head + hands + feet, head + hands + feet + hip) on the sense of presence and embodiment through questionnaires. The sample consisted of 98 participants divided into a total of six conditions in a between-subjects design. The HTC Vive headset, controllers, and trackers were used to perform the experiment. Users were tasked to find a series of hidden objects in a virtual environment and place them in a travel bag. We concluded that (1) the addition of feet to floating hands can impair the experienced realism (p = 0.039), (2) both floating members and full-body avatars can be used without affecting presence and embodiment (p > 0.05) as long as there is the same level of control over the self-representation, (3) simulated walking scores of presence and embodiment were similar when compared to static feet and real walking tracking data (p > 0.05), and (4) adding hip tracking overhead, hand and feet tracking (when using a full-body avatar) allows for a more realistic response to stimuli (p = 0.002) and a higher overall feeling of embodiment (p = 0.023).

2021

Authoring tools for creating 360 multisensory videos—Evaluation of different interfaces

Authors
Coelho, H; Melo, M; Barbosa, L; Martins, J; Teixeira, MS; Bessa, M;

Publication
EXPERT SYSTEMS

Abstract

2021

Assessing presence in virtual environments: adaptation of the psychometric properties of the Presence Questionnaire to the Portuguese populations

Authors
Vasconcelos Raposo, J; Melo, M; Barbosa, L; Teixeira, C; Cabral, L; Bessa, M;

Publication
BEHAVIOUR & INFORMATION TECHNOLOGY

Abstract

2018

A Context-Aware Method for Authentically Simulating Outdoors Shadows for Mobile Augmented Reality

Authors
Barreira, J; Bessa, M; Barbosa, L; Magalhaes, L;

Publication
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS

Abstract

2018

Immersive Edition of Multisensory 360 Videos

Authors
Coelho, H; Melo, M; Barbosa, L; Martins, J; Teixeira, MS; Bessa, M;

Publication
Trends and Advances in Information Systems and Technologies - Volume 2 [WorldCIST'18, Naples, Italy, March 27-29, 2018]

Abstract
The current technologic proliferation has originated new paradigms concerning the production and consumption of multimedia content. This paper proposes a multisensory 360 video editor that allows producers to edit such contents with high levels of customization. This authoring tool allows the edition and visualization of 360 video with the novelty of allowing to complement the 360 video with multiple stimuli such as audio, haptics, and olfactory. In addition to this multisensory feature, the authoring tool allows customizing individually each of the stimuli to provide an optimal multisensory user experience. A usability evaluation has revealed the pertinence of the editor, where it was verified an effectiveness rate of 100%, only one help request out of 10 participants, and positive efficiency. Satisfaction-wise, results equally revealed high level of satisfaction as the average score was 8.3 out of 10. © Springer International Publishing AG, part of Springer Nature 2018.

Supervised
thesis

2022

Ferramentas de monitorização e alarmística numa arquitetura de microsserviços orientados a eventos

Author
Daniel Teixeira Guedes

Institution
UTAD

2022

Criação de experências virtuais imersivas de forma expedita: Caso de estudo projeto Smartcut

Author
Rui Pedro Carvalho Machado

Institution
UTAD

2022

GreenNext - A solução da Deloitte para a pontuação, emissão, comercialização e relatórios de impacto de ativos verdes

Author
Nuno Filipe Ferreira Fernandes

Institution
UTAD

2022

Digital Twin em ambientes de realidade virtual imersivos. Caso de estudo projeto Smartcut

Author
Ricardo José Borges Rodrigues

Institution
UTAD

2022

Sistema de geração automática de entrevistas

Author
Jorge Alexandre Rodrigues Machado

Institution
UTAD