2019
Authors
Goncalves, G; Coelho, H; Monteiro, P; Melo, M; Bessa, M;
Publication
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)
Abstract
Virtual Reality (VR) technologies have evolved to the point where it is being used in various areas (entertainment, medicine, education, etc.). One of the metrics that allow the evaluation of the virtual experience is Presence. In this work, we conduct an exploratory study that studies which factors of VR games correlate to presence. Various components of games are also shared between other VR applications allowing the results to be applicable not only in VR games. A study with 78 participants divided into 5 groups was conducted where each group played a different VR game. Presence and Game Experience were evaluated. The results indicated multiple positive correlations between subscales of Presence and Game Experience.
2019
Authors
Yildiz, E; Melo, M; Moller, C; Bessa, M;
Publication
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)
Abstract
Rapidly changing customer demands, regulations and technologies drive the complexity of products, processes and production systems, as well as shorter product and factory lifecycles. In order to handle such complexity while decreasing the time-to-market, immersive virtual reality (VR) technologies are increasingly being used in industry to support product and factory lifecycle engineering processes, such as (re)design, validation and verification, learning and training. However, the design and development of multi-user VR training for complex and manual production processes remain a challenge for industry. The integration of VR training simulations with virtual and physical factories could support the handling of such obstacles in terms of efficiency and effectiveness by increasing the precision, accuracy and reliability of data used in VR simulations. In this study, we present a collaborative and coordinated VR training model and its data integration with virtual factory tools and manufacturing execution systems for a wind turbine assembly scenario. A demonstration has been performed and evaluated by industry experts. The preliminary evaluation results show that integrated collaborative VR training has significant potential for more efficient and effective training, as well as enabling new use cases for industry.
2019
Authors
Pinto, D; Peixoto, B; Goncalves, G; Melo, M; Amorim, V; Bessa, M;
Publication
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)
Abstract
Virtual Reality (VR) has been evolving over the years, becoming more and more accessible, in a wide area of applications. One of these areas where VR can have a major impact is training and certification. Hydrogen vehicles are becoming a reality and first responders still lack proper tools and resources to train emergency responses for the purpose. VR can play here a crucial role in ensuring a proper hydrogen emergency response training due to the advantages associated with VR training programs such as resource optimization, repeatability, and replicability. This paper proposes using VR for hydrogen emergency response training by developing a solution composed of three components: tutorial mode, training mode, and certification mode. A usability study is further conducted to evaluate its usability and user satisfaction. The results show that the use of this application regards usability and user satisfaction were extremely positive.
2019
Authors
Correia, F; Goncalves, G; Monteiro, P; Coelho, H; Melo, M; Bessa, M;
Publication
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)
Abstract
Innovations in virtual reality have boosted their use for business purposes and personal consumption. The main objective of this technology is to transport the user to virtual environments. The use of avatars to replace the user's body in these environments increases the levels of presence and embodiment of the user. Through the inverse kinematics it is possible to animate the avatars according to the data obtained in sensors scattered around the user's body, replicating the movements in a avatar. These sensors can vary in number offering different levels of fidelity in the tracking of the human body. In this paper, we study the impact of the number of sensors used in the presence of the user and in the embodiment of the avatar, using three, five and six tracking points. The results show that there is no statistically significant differences in presence nor in any of its sub-scale, however one can observe a positive trend in the 6-points conditions. As for embodiment, the results show that there is statistically signifficant differences in some of presence sub-scales, namelly tactile sensation, response and in the embodiment as a whole.
2019
Authors
Ferreira, HS; Restivo, A; Sousa, TB;
Publication
PROCEEDINGS OF THE 24TH EUROPEAN CONFERENCE ON PATTERN LANGUAGES OF PROGRAMS (EUROPLOP 2019)
Abstract
Every year, thousands of new students begin their Masters in STEM related topics. Despite being regarded as a common occurrence by the faculty, it represents the culmination of years of studying and preparation for their professional life. Notwithstanding, these students face well-known recurrent problems: how to choose a topic, how to choose an advisor, how to start researching, and how to deal with all the unknowns associated with academic research. Although there are several books on how to write a thesis, most of them avoid prescriptive recommendations on topics beyond research per se or focus on doctoral students, for which the duration and motivation are significantly different. In this paper, we draft a pattern language comprised of thirty patterns that we have observed from supervising over a hundred masters students within the last decade.
2019
Authors
Dias, JP; Ferreira, HS; Sousa, TB;
Publication
PROCEEDINGS OF THE 24TH EUROPEAN CONFERENCE ON PATTERN LANGUAGES OF PROGRAMS (EUROPLOP 2019)
Abstract
As with every software, Internet-of-Things (IoT) systems have their own life-cycle, from conception to construction, deployment, and operation. However, the testing requirements from these systems are slightly different due to their inherent coupling with hardware and human factors. Hence, the procedure of delivering new software versions in a continuous integration/delivery fashion must be adopted. Based on existent solutions (and inspired in other closely-related domains), we describe two common strategies that developers can use for testing IoT systems, (1) Testbed and (2) Simulation-based Testing, as well as one recurrent solution for its deployment (3) Middleman Update.
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