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Publications

Publications by HumanISE

2024

Adaptation and Validation of the Simulator Sickness Questionnaire to Portuguese (SSQp) Based on Immersive Virtual Reality Exposure

Authors
Gonçalves, G; Melo, M; Serôdio, C; Silva, R; Bessa, M;

Publication
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.

2024

Evaluation of Task Presentation Methodologies in Immersive Virtual Training Environments

Authors
Coelho, H; Monteiro, P; Goncalves, G; Melo, M; Bessa, M;

Publication
IEEE ACCESS

Abstract
Over the years, various immersive virtual training environments (iVTEs) have been developed, allowing companies to start transitioning to Virtual Reality (VR) technologies to train their personnel. This transition forces companies to start using game engines as a foundation to develop such iVTEs, which also requires a multidisciplinary team. When developing such training environments, challenges on how to present tasks to users arise. The way these tasks are presented can dictate the efficacy of the VR training application. This paper presents three different task presentation methodologies (avatar animation, videos, and instruction manual) and assesses them using 36 participants, divided into those three groups. Usability, sense of presence, satisfaction, cybersickness, and technology acceptance variables were studied and results indicated that only the total number of actions performed had differences between groups where the instruction manual reported the higher number of actions (usability) when compared to the other conditions. Therefore it was concluded that the instruction manual proved to be where users kept losing focus and making more actions. It was also concluded that all conditions had a similar sense of presence, satisfaction, cybersickness, and acceptance scores.

2024

Learning a Foreign Language: Traditional Listening vs Interactive Immersive Virtual Reality

Authors
Peixoto, B; Gonçlves, G; Bessa, M; Bessa, LCP; Melo, M;

Publication
2024 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION, ICGI

Abstract
Immersive Virtual Reality (iVR) is a promising educational tool for learning a second/foreign language. However, interactive iVR studies remain in their infancy, with more research required to validate what and how it can be implemented. This study focuses on the English listening dimension and evaluates the impact of a realistic interactive iVR compared to traditional listening exercises. The results were favourable and indicated that interactive iVR positively impacts the users' knowledge retention compared to a traditional listening approach. Likewise, the users revealed a preference for using iVR for learning when compared to traditional listening exercises, as well as higher user satisfaction with the iVR experiment.

2024

Impact of different UI on Foreign Language Learning using iVR

Authors
Peixoto, B; Gonçalves, G; Bessa, M; Bessa, LCP; Melo, M;

Publication
2024 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION, ICGI

Abstract
This paper presents a study comparing different user interface modes (Controller-Based Selection, Object Interaction, and Voice Recognition) within immersive Virtual Reality (iVR) environments for foreign language learning. Given the rapid advancements and potential of iVR in education, there is a need for focused research on optimising user interfaces for effective learning experiences. This study aimed to identify optimal interfaces for integrating iVR applications as complementary educational tools while gauging student preferences. Participants engaged in interactive learning tasks across the three conditions, with assessments focused on System Usability, Presence, User Satisfaction, Cybersickness, Learning Outcomes, and Task Duration. Findings indicate high usability across all conditions, with a preference observed for Controller-Based Selection and Object Interaction. Object Interaction showed strong motivational appeal but required more time to complete tasks than Controller-Based. Therefore, for time-constrained educational settings, the Controller-Based Selection interface is practical due to its lower physical effort requirement. Despite recent advances, our study found Voice Recognition interaction to be the least preferred interaction method, indicating a need for further technological improvements to boost its acceptance and effectiveness in educational contexts.

2024

Foreword

Authors
Barbosa, L; Moura, JP; Bessa, M; Melo, M;

Publication
ICGI 2024 - 6th International Conference on Graphics and Interaction, Proceedings

Abstract
[No abstract available]

2024

WASMICO: Micro-containers in microcontrollers with WebAssembly

Authors
Ribeiro, E; Restivo, A; Ferreira, HS; Dias, JP;

Publication
JOURNAL OF SYSTEMS AND SOFTWARE

Abstract
The Internet -of -Things (IoT) has created a complex environment where hardware and software interact in complex ways. Despite being a prime candidate for applying well -established software engineering practices, IoT has not seen the same level of adoption as other areas, such as cloud development. This discrepancy is even more evident in the case of edge devices, where programming and managing applications can be challenging due to their heterogeneous nature and dependence on specific toolchains and languages. However, the emergence of WebAssembly as a viable solution for running high-level languages on some devices presents an opportunity to streamline development practices, such as DevOps. In this paper, we present WASMICO - a firmware and command -line utility that allows for the execution and management of application lifecycles in microcontrollers. Our solution has been benchmarked against other state-of-the-art tools, demonstrating its feasibility, novel features, and empirical evidence that it outperforms some of the most widely used solutions for running high-level code on these devices. Overall, our work aims to promote the use of wellestablished software engineering practices in the IoT domain, helping to bridge the gap between cloud and edge development.

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