2011
Authors
Melo, M; Bessa, M; Rocha, T; Sousa, J; Peres, E; Varajao, J; Magalhaes, L;
Publication
ENTERPRISE INFORMATION SYSTEMS, PT 2
Abstract
With Virtual Reality (VR) systems it is possible to visualize three-dimensional environments with a high level of detail and visual fidelity. The users can manipulate and interact with those virtual environments in an intuitive way, close to reality. The VR systems enable the access to digital services that can promote, amongst others, collaborative work, data sharing or e-commerce. In this paper, we present a multidisciplinary solution that can offer added value to users through a collaborative environment with an intuitive interface. This environment will use geo-referenced databases to replicate urban environments and represent real world problems in a virtual way, making possible a better and more flexible approach in order to solve them. It is also proposed an architecture and some digital services are illustrated to show its potential.
2012
Authors
Magalhaes, L; Bessa, M; Urbano, C; Melo, M; Peres, E; Chalmers, A;
Publication
OPTICS, PHOTONICS, AND DIGITAL TECHNOLOGIES FOR MULTIMEDIA APPLICATIONS II
Abstract
There is a vast body of literature concerning the capture, storing, transmission and display of High Dynamic Range (HDR) imaging. Nevertheless, there are few works that try to address the problem of getting HDR on mobile devices. Their hardware limitations, such as processing power, storage space, graphics capabilities and screen characteristics, transform that problem in a big challenge. However, since more and more HDR content is being produced and given that in a few years it can become a standard, it is necessary to provide the means to visualize HDR images and video on mobile devices. The main goal of this paper is to present a survey on HDR visualization approaches and techniques developed specifically for mobile devices. To understand what are the main challenges that need to be addressed in order to visualize HDR on mobile devices, an overview of their main characteristics is given. The very low dynamic range of most of mobile devices' displays implies that a tone mapping operator (TMO) must be applied in order to visualize the HDR content. The current status of the research on TMO will be presented and analyzed, a special attention will be given to the ones that were developed taking in account the limited characteristics of the mobile devices' displays. Another important issue is visualization quality assessment, meaning visualize HDR content without losing the main characteristics of the original HDR content. Thus, evaluation studies of HDR content visualization on mobile devices will be presented and their results analyzed.
2012
Authors
Adao, T; Magalhaes, L; Bessa, M; Barreira, J; Melo, M; Goncalves, M; Sousa, J; Peres, E;
Publication
4TH CONFERENCE OF ENTERPRISE INFORMATION SYSTEMS - ALIGNING TECHNOLOGY, ORGANIZATIONS AND PEOPLE (CENTERIS 2012)
Abstract
In some business areas there is the need to use representations of places or buildings in order to provide visual informations. These representations are, mainly, reconstructions of scaled real models or virtual representations produced in a Computer-Aided Design (CAD) tool. Recently, procedural modeling has been applied to generate buildings and cities in a short time and with a minimum user intervention. This methodology reveals to be a promising solution for a cost-effective alternative in models construction. One of the areas that can benefit from this kind of approach is archeology, for example to test archeological hypothesis. However, the existing solutions are not flexible enough to provide high detailed models containing building interiors and exteriors. This paper aims to present the global architecture and specification of an information system that supports the procedural modeling process, producing enhanced virtual representations of ancient places, including building facades and interiors, using the information available. (C) 2012 Published by Elsevier Ltd. Selection and/or peer review under responsibility of CENTERIS/SCIKA - Association for Promotion and Dissemination of Scientific Knowledge
2023
Authors
Sousa, N; Jorge, F; Teixeira, MS; Losada, N; Melo, M; Bessa, M;
Publication
SUSTAINABILITY
Abstract
During the health crisis caused by COVID-19, virtual reality (VR) proved to be useful for the tourism industry, allowing this industry to continue working despite the restrictions imposed. However, it remains to be seen if the impact of this sanitary crisis in the tourism industry influenced managers' intention to adopt this technology in the post-pandemic period. To fill this gap, a qualitative methodological approach was adopted, using the MAXQDA20 software and interviews with managers of tourism enterprises. The results show that the willingness to invest in technology, the perception of VR as a business strategy, and the perception of the impact of the pandemic are factors that regulate the intention of companies to adopt VR. In addition, prior experience with VR and the perception of technical support are also important for its adoption. Thus, it was concluded that VR can be a valuable sustainable strategy for tourism companies to address the challenges imposed by the pandemic. However, adopting the technology depends on factors such as financial availability, business strategy, and previous experience with VR. Furthermore, tourism companies must also receive adequate technical support to ensure its correct implementation.
2023
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.
2024
Authors
Sousa, N; Alén, E; Losada, N; Melo, M;
Publication
JOURNAL OF QUALITY ASSURANCE IN HOSPITALITY & TOURISM
Abstract
Virtual Reality (VR) has the capacity to increase tourists' responses, compared with other marketing tools. In tourism, it can play a decisive role in its promotion, since it can generate impactful information that will increase the visit intention. However, there are few reviews that focus on VR as a promotional tool in tourism. To overcome this limitation, this work provides a bibliometric analysis of papers from the Web of Science and Scopus databases. The analysis allows us to conclude that although its potential is recognized, the use of VR is infrequent in tourism. We also identified three main avenues for future research: presence and devices, promotional strategies, and segments to explore.
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