2023
Autores
Gonçalves, G; Melo, M; Peixoto, B; Barbosa, L; Bessa, M;
Publicação
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
Autores
Peixoto, B; Gonçalves, G; Bessa, M; Bessa, LCP; Melo, M;
Publicação
2024 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION, ICGI
Abstract
This paper presents a study comparing different user interface modes (Controller-Based Selection, Object Interaction, and Voice Recognition) within immersive Virtual Reality (iVR) environments for foreign language learning. Given the rapid advancements and potential of iVR in education, there is a need for focused research on optimising user interfaces for effective learning experiences. This study aimed to identify optimal interfaces for integrating iVR applications as complementary educational tools while gauging student preferences. Participants engaged in interactive learning tasks across the three conditions, with assessments focused on System Usability, Presence, User Satisfaction, Cybersickness, Learning Outcomes, and Task Duration. Findings indicate high usability across all conditions, with a preference observed for Controller-Based Selection and Object Interaction. Object Interaction showed strong motivational appeal but required more time to complete tasks than Controller-Based. Therefore, for time-constrained educational settings, the Controller-Based Selection interface is practical due to its lower physical effort requirement. Despite recent advances, our study found Voice Recognition interaction to be the least preferred interaction method, indicating a need for further technological improvements to boost its acceptance and effectiveness in educational contexts.
2025
Autores
Gonçalves, G; Peixoto, B; Melo, M; Bessa, M;
Publicação
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.
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