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Publications

Publications by Maximino Bessa

2024

Evaluation of Task Presentation Methodologies in Immersive Virtual Training Environments

Authors
Coelho, H; Monteiro, P; Gonçalves, 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

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

Immersive Creation of Virtual Reality Training Experiences

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

Publication
IEEE ACCESS

Abstract
Virtual reality (VR) for training helps minimize risks and costs by allowing more frequent and varied use of experiential training experiences, leading to active and improved learning. However, creating VR training experiences is costly and time-consuming, requiring software development experts. Additionally, current authoring tools are desktop-oriented, which detaches the process of creating the immersive experience from experiencing it in a situated context. This paper presents the development of an immersive authoring tool designed to create immersive virtual environments that can be used to train operatives. The authoring tool can record and replay animations of each action the user performed that can later be used to instruct other users how the task should be performed. Participants were divided into two groups, and the proposed authoring tool was evaluated using usability, satisfaction, presence and cybersickness. Between groups, Independent T-tests revealed that there were no significant differences between expert and non-expert groups in any of the studied variables. Also, the results showed that the authoring tool had high usability and satisfaction, average presence, and low probability of cybersickness symptoms.

2023

Enhancing Training Methods: Evaluation of a VR Approach for Antenna Construction

Authors
Gonçalves, G; Gonçalves, C; Rodrigues, P; Barbosa, L; Filipe, V; Melo, M; Bessa, M;

Publication
International Conference on Graphics and Interaction, ICGI 2023, Tomar, Portugal, November 2-3, 2023

Abstract
The modern manufacturing environment has adjusted to technological improvements. With Virtual Reality applications geared for factory training are becoming increasingly common. The industry is seeking ways to lower downtimes, resource component waste, risk of possible work accidents and decrease expenses, which can be achieved by engaging in new techniques of training professionals. This article evaluates a VR training application developed within the scope of the R&D project, aimed at training personnel in vehicle antenna production lines. We included the following variables: previous experience with VR technology, cybersickness, immersive tendencies, presence, system usability and satisfaction. Both the system usability scores and satisfaction were considered acceptable. We also found positive correlations between several variables, highlighting the possible influence of attention and familiarity with VR technology on the user experience. In contrast, a negative correlation raised questions about participants' expectations regarding VR technology and their resulting experience.

2023

Immersive Virtual Reality Training Platforms Powered by Digital Twin Technologies: The Smartcut Case Study

Authors
Machado, R; Rodrigues, R; Neto, L; Barbosa, L; Bessa, M; Melo, M;

Publication
International Conference on Graphics and Interaction, ICGI 2023, Tomar, Portugal, November 2-3, 2023

Abstract

2024

Digital Twin Technologies for Immersive Virtual Reality Training Environments

Authors
Rodrigues, R; Machado, R; Monteiro, P; Melo, M; Barbosa, L; Bessa, M;

Publication
INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 3, WORLDCIST 2023

Abstract
With industry evolution and the development of Industry 4.0, manufacturers are trying to leverage it and find a way to increase productivity. Digital Twins (DT) technologies allow them to achieve this objective and revolutionize Product Life-cycle Management as they provide real-time information and insights for companies, allowing real-time product monitoring. Virtual Reality (VR) is a technology that permits users to interact with virtual objects in immersive environments; even under constant development, VR has proven efficient and effective in enhancing training. DT integration into immersive VR environments is constantly developing, with many challenges ahead. This study aims the development of an immersive virtual world for training integrated with DT technologies to handle all users' input using the simulator. Those were subject to a performance evaluation to understand how the application handles different input types, which confirmed the viability and reliability of this integration.

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