2018
Autores
Vasconcelos-Raposo, J; Universidade de Trás-os-Montes e Alto Douro, Vila Real, Portugal.,; Fernandes, J; Nobre, S; Teixeira, S;
Publicação
PSYCHTECH & HEALTH JOURNAL
Abstract
2019
Autores
Narciso, D; Bessa, M; Melo, M; Coelho, A; Vasconcelos Raposo, J;
Publicação
UNIVERSAL ACCESS IN THE INFORMATION SOCIETY
Abstract
Virtual Reality (VR) has been recently gaining interest from researchers and companies, contributing to the development of the associated technologies that aim to transport its users to a virtual environment by the stimulation of their senses. Technologies such as Head-Mounted Displays (HMD), capable of presenting 360 degrees video in 3D, are becoming affordable and, consequently, more common among the average consumer, potentiating the creation of a market for VR experiences. The purpose of this study is to measure the influence of (a) video format (2D/monoscopic vs 3D/stereoscopic), (b) sound format (2D/stereo vs 3D/spatialized), and (c) gender on users' sense of presence and cybersickness, while experiencing a VR application using an HMD. Presence and cybersickness were measured using questionnaires as subjective measures. Portuguese versions of the Igroup Presence Questionnaire for presence and the Simulator Sickness Questionnaire for cybersickness were used. Results revealed no statistically significant differences between (a) VIDEO and (b) SOUND variables on both senses of presence and cybersickness. When paired with (a) VIDEO, the independent variable (c) Gender showed significant differences on almost all subscales of presence. Results suggest that the widely acknowledged differences in spatial ability between genders were a major factor contributing to this outcome.
2018
Autores
Vasconcelos-Raposo, J;
Publicação
PSYCHTECH & HEALTH JOURNAL
Abstract
2017
Autores
Vasconcelos-Raposo, J; Moreira, TL; Arbinaga, F; Teixeira, CM;
Publicação
Acta Colombiana de Psicología
Abstract
2019
Autores
Gonçalves, G; Melo, M; Martins, J; Raposo, JV; Bessa, M;
Publicação
New Knowledge in Information Systems and Technologies - Volume 2, World Conference on Information Systems and Technologies, WorldCIST 2019, Galicia, Spain, 16-19 April
Abstract
Virtual Reality (VR) has as a key feature, the users’ interaction with a virtual environment. Depending on the purpose of a given VR application, it can be essential to use multisensory stimulus without biasing users towards specific actions or decisions in the virtual environment (VE). The goal of the present work is to study if the choice of paths can be influenced by the addition of multisensory stimulus when navigating in a VE using an immersive setup. The awareness of having to take such decisions was also considered. For the purpose, we used a VR game-like application contemplating three levels. Each level was symmetrical and had two possible paths to move to the next level (left or right). For each level, there was a multisensory stimulus on the right path (from a subject orientation): wind, vibration, scent respectively. The sample of the study consisted of 50 participants, and the results showed that none of the multisensory stimuli had a significant impact users’ decision. The users’ awareness of having to decide also did not affect their path. We conclude that multisensory stimuli can be used to raise the credibility of the virtual environments without compromising the users’ decisions. © Springer Nature Switzerland AG 2019.
2021
Autores
Monteiro, P; Melo, M; Valente, A; Vasconcelos Raposo, J; Bessa, M;
Publicação
IEEE TRANSACTIONS ON HUMAN-MACHINE SYSTEMS
Abstract
The goal for a virtual reality (VR) training system is to enable trainees to acquire all the knowledge they need to perform effectively in a real environment. Such a system should provide an experience so authentic that no further real-world training is necessary, meaning that it is sufficient to train in VR. We evaluate the impact of a haptic thermal stimulus, which is of paramount importance to decision making, on trainees performance and knowledge acquisition. A thermal device was created to deliver the stimulus. As a proof of concept, a procedure from firefighter training is selected, in which sensing the temperature of a door with one's hand is essential. The sample consisted of 48 subjects divided among three experimental scenarios: one in which a virtual thermometer is used (visual stimulus), another in which the temperature is felt with the hand (thermal stimulus) and a third in which both methods are used (visual + thermal stimuli). For the performance evaluation, we measured the total time taken, the numbers of correctly executed procedures and identified neutral planes, the deviation from the target height, and the responses to a knowledge transfer questionnaire. Presence, cybersickness, and usability are measured to evaluate the impact of the haptic thermal stimulus. Considering the thermal stimulus condition as the baseline, we conclude that the significantly different results in the performance among the conditions indicate that the better performance in the visual-only condition is not representative of the real-life performance. Consequently, VR training applications need to deliver the correct stimuli for decision making.
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