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Detalhes

Detalhes

  • Nome

    Maximino Bessa
  • Cluster

    Informática
  • Cargo

    Investigador Sénior
  • Desde

    01 março 2009
010
Publicações

2022

Do Multisensory stimuli benefit the virtual reality experience? A systematic review

Autores
Melo, M; Goncalves, G; Monteiro, P; Coelho, H; Vasconcelos Raposo, J; Bessa, M;

Publicação
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS

Abstract

2022

Immersive multisensory virtual reality technologies for virtual tourism

Autores
Melo, M; Coelho, H; Gonçalves, G; Losada, N; Jorge, F; Teixeira, MS; Bessa, M;

Publicação
Multim. Syst.

Abstract

2022

What is the relationship between the sense of presence and learning in virtual reality? A 24 years systematic literature review

Autores
Krassmann, AL; Melo, M; Pinto, D; Peixoto, B; Bessa, M; Bercht, M;

Publicação
PRESENCE-VIRTUAL AND AUGMENTED REALITY

Abstract
Abstract The sense of presence is an important aspect of experiences in Virtual Reality (VR), an emerging technology in education. This construct specifically has been increasingly researched in parallel to learning purposes. However, there is not a consensus in the literature on the outcomes of this association. Aiming to outline a panorama in this regard, a systematic review was conducted, with a comprehensive analysis of 140 primary studies recovered from five worldwide databases. The analysis shows an overview of 24 years of areas, factors, and methodological approaches that seem to be more inclined to benefit from the sense of presence towards learning purposes. We contribute to the advancement of the state of art by providing an understanding of the relationship among these three variables, identifying how to benefit from the sense of presence to further leverage the use of VR for learning purposes.

2022

Authoring tools for virtual reality experiences: a systematic review

Autores
Coelho, H; Monteiro, P; Goncalves, G; Melo, M; Bessa, M;

Publicação
MULTIMEDIA TOOLS AND APPLICATIONS

Abstract
Virtual reality (VR) is used in different application fields like health, tourism, or training. Most VR applications for these fields have been built from the ground up without any authoring tool to help the process. This systematic review surveys the existing literature on authoring tools for immersive content and critically analyzes its features and how they are evaluated. It proposes a research agenda with key contribution opportunities for the field. An analysis of the 29 studies that met the eligibility criteria revealed that four records did not present any evaluation regarding the authoring tools' evaluation, and only five records used specialized users to evaluate their authoring tools; all the others used non-specialized users. The most evaluated metrics were usability, effectiveness, efficiency, and satisfaction. The data collected to evaluate the metrics consisted mainly of Likert scales and reported mean opinion score (MOS). However, few records used well-established questionnaires to evaluate those metrics like System Usability Scale, Post-Study System Usability Questionnaire, After-Scenario Questionnaire and Igroup Presence Questionnaire. Additionally, five of the analyzed records included stimuli other than audiovisual. More research is recommended about the usage of ontologies in authoring tools to comprehend the full potential of its usage since none of them had ontologies.

2022

Impact of Different Levels of Information Presentation on User Experience: A Case Study in a Virtual World

Autores
Silva, A; Sousa, C; Paulino, D; Sousa, M; Melo, M; Bessa, M; Paredes, H;

Publicação
INFORMATION SYSTEMS AND TECHNOLOGIES, WORLDCIST 2022, VOL 2

Abstract
User experience can be affected by the amount and intensity of information presented. Four scenarios were developed to assess the insertion of information elements (chronometer and hint system) and tested with 37 users to find out if they affected the user's sense of presence and symptoms of cybersickness. In order to instruct users and using virtual reality using the Unity 3D game engine, we created a virtual world where the user has the role of exploring the environment and looking for mushrooms, and can consult a description about it. For tests with users, the IPQp and SSQ questionnaires were applied. The results indicate that it is possible to create a virtual world with the addition of informational components without significantly disturbing the user experience. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

Teses
supervisionadas

2021

Automated creation of authentic virtual experiences

Autor
Guilherme Santos Gonçalves

Instituição
UTAD

2021

Development of optical biosensors for monitoring the deterioration of fresh meat and fish

Autor
Helena Catarina Araújo Soares Guedes Vasconcelos

Instituição

2020

Automated Creation of Authentic Virtual Experiences

Autor
Guilherme Santos Gonçalves

Instituição
UTAD

2020

Immersive Authoring system for development of training programs in virtual reality

Autor
Hugo Rafael Mendes Coelho

Instituição
UTAD

2020

Hand-free Interaction Framework for Virtual Reality Applications

Autor
Pedro Miguel Ermida Monteiro

Instituição
UTAD