2023
Authors
Gonçalves, G; Melo, M; Peixoto, B; Barbosa, L; Bessa, M;
Publication
International Conference on Graphics and Interaction, ICGI 2023, Tomar, Portugal, November 2-3, 2023
Abstract
We experience the world around us using all our senses, however, multimedia content still relies majorly on audiovisual stimuli. With technology advancements, multisensory stimuli started to be introduced in multimedia experiences. Still, very few contemplate a wide range of different modalities simultaneously, approaching the stimulation one would receive in reality. This paper explores the effects of trimodal multisensory stimuli on the sense of Presence, Perceptual Realism, and Quality of Experience (QoE) during video visualisation. Namely, we study the impact of heat, wind, and smell during video visualization to investigate how each stimulus contributes to the QoE. A correlational analysis was also performed to understand better how the different variables interact. The results indicate that multisensory stimulation improved significantly the sense of presence satisfaction and perceptual realism. Furthermore, smell contributed the most to the QoE, followed by heat and wind. We highlight the use of multisensory stimulation on video visualization over audiovisual only, as it benefits substantially the user experience. © 2023 IEEE.
2024
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.
2023
Authors
Gonçalves, G; Melo, M; Monteiro, P; Coelho, H; Bessa, M;
Publication
COMPUTERS & GRAPHICS-UK
Abstract
Immersive Virtual Reality (IVR) provides a platform where the real world can be replicated to a point where users can act and react in the virtual world as they would in reality. However, rendering visual stimuli is computationally heavy. Thus, optimizations must be done to take advantage of computational systems by studying our perception of reality. This study investigated parameters related to light rendering (Global Illumination, Ambient Occlusion, Screen Space Reflections (SSR) and Direct Shadows) in real-time in a virtual replica of a real place using IVR. Participants experienced both virtual and real rooms with only one flashlight and changed the quality settings of the considered parameters so that their sense of reality would be the closest to the one they felt when they experienced the real room. Participants were given a budget to drive them to prioritize what parameters, and their level of quality, are the most important for their sense of reality. Results indicated that participants considered Global Illumination the most important factor, closely followed by Direct Shadows. Ambient Occlusion and Reflections (Screen Space Reflections) were the less prioritized parameters. We conclude that in a lighting setting where only dynamic lights are used, Global Illumination and Direct Shadows should be prioritized over SSR Reflections and Ambient Occlusion when computational power is limited.
2023
Authors
Monteiro, P; Coelho, H; Gonçalves, G; Melo, M; Bessa, M;
Publication
COMPUTERS & GRAPHICS-UK
Abstract
Despite advancements in interaction with immersive Virtual Reality (VR) systems, using hand gestures for all interactions still imposes some challenges, especially in interactions with graphical user interfaces that are usually performed with point-and-click interfaces. Therefore, exploring the use of alternative hands-free methods for selection is essential to overcome usability problems and provide natural interaction for users. The results and insights gained from this exploration can lead to enhanced user experiences in VR applications. This study aims to contribute to the literature with the evaluation of the usability of the most commonly used hands-free methods for selection and system control tasks in immersive VR and their impact on standard and validated experience and usability metrics, namely the sense of presence, cybersickness, system usability, workload, and user satisfaction. A Fitts' selection task was performed using a within-subjects design by nine participants experienced in VR. The methods evaluated were the handheld controllers, the head gaze, eye gaze, and voice commands for pointing at the targets, and dwell time and voice commands to confirm the selections. Results show that the methods provide similar levels of sense of presence and low cybersickness while showing low workload values and high user satisfaction, matching the experience of traditional handheld controllers for non-multimodal approaches. The assisted eye gaze with dwell was the preferred hands-free method and the one with the highest values of usability. Still, developers should minimize the number of gaze movements to reduce fatigue. The evaluation also showed that using a multimodal approach for selections, especially using the voice, decreases user satisfaction and increases users' frustration.(c) 2023 The Author(s). Published by Elsevier Ltd. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).
2024
Authors
Melo, M; Gonçalves, G; Jorge, F; Losada, N; Barbosa, L; Teixeira, MS; Bessa, M;
Publication
JOURNAL OF HOSPITALITY AND TOURISM TECHNOLOGY
Abstract
Purpose - This paper aims to generate knowledge of the impact of different virtual reality (VR) set-ups in tourism promotion regarding destination image, place attachment and behavioural intention.Design/methodology/approach - The paper presents a comparative study of the impact of different visualisation technologies (video, immersive VR and multisensory immersive VR) to promote tourism destinations. The study's dependent variables are destination image, place attachment and behaviour intention.Findings - Results show that VR content impacts these variables. Multisensory immersive VR is the preferred content type for destination promotion. It is also evidenced that female participants scored each variable higher than male participants. Males reported higher scores on the video set-up for destination image and place attachment. Behavioural intention reported higher values in the video when compared to immersive VR in both sexes.Practical implications - This paper concludes that there is a preference towards multisensory set-ups, which suggests that incorporating audiovisual and sensory elements can significantly enhance the effectiveness of VR experiences in attracting and engaging potential tourists.Originality/value - The paper contributes to the scarce body of knowledge regarding the impact of different VR factors on tourism promotion, including the multisensory VR component.
2023
Authors
Magalhaes, M; Coelho, A; Melo, M; Bessa, M;
Publication
MULTIMEDIA TOOLS AND APPLICATIONS
Abstract
Virtual reality and emotions have become inseparable concepts over the past few years, supported by the increasing number of studies relating them. However, these studies' methodologies are often poorly justified or dependent on the authors' subjective definition of emotion and its classification. Moreover, frequently, these studies only consider two stimuli, specifically audiovisual, despite being known the relevance of including a greater variety of sensory channels to improve the relationship between the individual and the virtual environment. So, to address these gaps, and considering the importance of multisensory stimulation, this paper aims to review the methods and instruments found in the literature regarding the analysis of the users' emotions in virtual reality. Also, we provide an overview of the main limitations of such studies. Little information can be found in the literature regarding the connection between the input stimulus and the users' emotional responses. This corroborates the difficulty in creating and evaluating immersive virtual experiences when stimulating more than two human senses, typically audiovisual. Nevertheless, we address some clues on the impact of visual, auditory, haptic, smell, and taste elements to trigger specific emotions. Also, we address the association between the research area and the method used. Finally, the main gaps and challenges are discussed. We expect that the combination of these results acts as guidelines for designing richer multisensory virtual experiences. Moreover, we intend to contribute to future research on emotions-based immersive virtual reality by providing a review of the most suitable methodologies and instruments for specific contexts.
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