2025
Authors
Gonçalves, G; Peixoto, B; Melo, M; Bessa, M;
Publication
COMPUTER GRAPHICS FORUM
Abstract
With the consistent adoption of iVR and growing research on the topic, it becomes fundamental to understand how the perception of Realism plays a role in the potential of iVR. This work puts forwards a hypothesis-driven theoretical model of how the perception of each multisensory stimulus (Visual, Audio, Haptic and Scent) is related to the perception of Realism of the whole experience (Subjective Realism) and, in turn, how this Subjective Realism is related to Involvement and Presence. The model was validated using a sample of 216 subjects in a multisensory iVR experience. The results indicated a good model fit and provided evidence on how the perception of Realism of Visual, Audio and Scent individually is linked to Subjective Realism. Furthermore, the results demonstrate strong evidence that Subjective Realism is strongly associated with Involvement and Presence. These results put forwards a validated questionnaire for the perception of Realism of different aspects of the virtual experience and a robust theoretical model on the interconnections of these constructs. We provide empirical evidence that can be used to optimise iVR systems for Presence, Involvement and Subjective Realism, thereby enhancing the effectiveness of iVR experiences and opening new research avenues.
2025
Authors
Pintani, D; Caputo, A; Mendes, D; Giachetti, A;
Publication
BEHAVIOUR & INFORMATION TECHNOLOGY
Abstract
We present CIDER, a novel framework for the collaborative editing of 3D augmented scenes. The framework allows multiple users to manipulate the virtual elements added to the real environment independently and without unexpected changes, comparing the different editing proposals and finalising a collaborative result. CIDER leverages the use of 'layers' encapsulating the state of the environment. Private layers can be edited independently by the different subjects, and a global one can be collaboratively updated with 'commit' operations. In this paper, we describe in detail the system architecture and the implementation as a prototype for the HoloLens 2 headsets, as well as the motivations behind the interaction design. The system has been validated with a user study on a realistic interior design task. The study not only evaluated the general usability but also compared two different approaches for the management of the atomic commit: forced (single-phase) and voting (requiring consensus), analyzing the effects of this choice on collaborative behaviour. According to the users' comments, we performed improvements to the interface and further tested their effectiveness.
2025
Authors
Matos, T; Mendes, D; Jacob, J; de Sousa, AA; Rodrigues, R;
Publication
IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2025 - Abstracts and Workshops, Saint Malo, France, March 8-12, 2025
Abstract
Virtual Reality allows users to experience realistic environments in an immersive and controlled manner, particularly beneficial for contexts where the real scenario is not easily or safely accessible. The choice between 360° content and 3D models impacts outcomes such as perceived quality and computational cost, but can also affect user attention. This study explores how attention manifests in VR using a 3D model or a 360° image rendered from said model during visuospatial tasks. User tests revealed no significant difference in workload or cybersickness between these types of content, while sense of presence was reportedly higher in the 3D environment. © 2025 IEEE.
2025
Authors
Eliane Schlemmer; Maria Van Zeller; Diana Quitéria Sousa; Patrícia Scherer Bassani;
Publication
2025 11th International Conference of the Immersive Learning Research Network (iLRN) Proceedings - Selected Academic Contributions
Abstract
2025
Authors
Penelas, G; Pinto, T; Reis, A; Barbosa, L; Barroso, J;
Publication
HCI INTERNATIONAL 2024 - LATE BREAKING PAPERS, HCII 2024, PT VIII
Abstract
This paper presents an interactive game designed to improve users' experience related to driving behaviour, as well as to provide decision support in this context. This paper explores machine learning (ML) methods to enhance the decision-making and automation in a gaming environment. It examines various ML strategies, including supervised, unsupervised, and Reinforcement Learning (RL), emphasizing RL's effectiveness in interactive environments and its combination with Deep Learning, culminating in Deep Reinforcement Learning (DRL) for intricate decision-making processes. By leveraging these concepts, a practical application considering a gaming scenario is presented, which replicates vehicle behaviour simulations from real-world driving scenarios. Ultimately, the objective of this research is to contribute to the ML and artificial intelligence (AI) fields by introducing methods that could transform the way player agents adapt and interact with the environment and other agents decisions, leading to more authentic and fluid gaming experiences. Additionally, by considering recreational and serious games as case studies, this work aims to demonstrate the versatility of these methods, providing a rich, dynamic environment for testing the adaptability and responsiveness, while can also offer a context for applying these advancements to simulate and solve real-world problems in the complex and dynamic domain of mobility.
2025
Authors
Aliabadi, DE; Pinto, T;
Publication
ENERGIES
Abstract
[No abstract available]
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