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Detalhes

Detalhes

  • Nome

    Maximino Bessa
  • Cluster

    Informática
  • Cargo

    Investigador Sénior
  • Desde

    01 março 2009
007
Publicações

2019

Adaptation and Validation of the Temple Presence Inventory in a Portuguese Population

Autores
Vasconcelos Raposo, J; Bessa, M; Teixeira, CM; Cabral, L; Melo, M;

Publicação
International Journal of Human–Computer Interaction

Abstract

2019

Collaborative immersive authoring tool for real-time creation of multisensory VR experiences

Autores
Coelho, H; Melo, M; Martins, J; Bessa, M;

Publicação
Multimedia Tools and Applications

Abstract
With the appearance of innovative virtual reality (VR) technologies, the need to create immersive content arose. Although there are already some non-immersive solutions to address immersive audio-visual content, there are no solutions that allow the creation of immersive multisensory content. This work proposes a novel architecture for a collaborative immersive tool that allows the creation of multisensory VR experiences in real-time, thus promoting the expeditious development, adoption, and use of immersive systems and enabling the building of custom-solutions that can be used in an intuitive manner to support organizations’ business initiatives. To validate the presented proposal, two approaches for the authoring tools (Desktop interface and Immersive interface) were subjected to a set of tests and evaluations consisting of a usability study that demonstrated not only the participants’ acceptance of the authoring tool but also the importance of using immersive interfaces for the creation of such VR experiences. © 2019, Springer Science+Business Media, LLC, part of Springer Nature.

2019

Virtual Reality Games: A Study about the Level of Interaction vs. Narrative and the Gender in Presence and Cybersickness

Autores
Gonçalves, G; Melo, M; Bessa, M;

Publicação
Proceedings - ICGI 2018: International Conference on Graphics and Interaction

Abstract
Virtual reality (VR) games have the potential to produce immersive experiences. To better explore the potential of VR games, it becomes necessary to understand what affects the player's presence in VR games. This work measures and compares the levels of presence and cybersickness in VR environments. Two games with different levels of interaction and narrative were compared. Presence and cybersickness were measured in a sample of 32 subjects using the IPQp questionnaire and a Portuguese version of the SSQ respectively. The results indicate that there were no differences in presence and cybersickness between the interaction and the narrative dimensions. To extend the study, the gender of participants was also considered an independent variable where we found significant differences in the metrics of presence and experienced realism, nausea and disorientation with female participants getting higher scores. © 2018 IEEE.

2019

Adaptation and validation of the ITC - Sense of Presence Inventory for the Portuguese language

Autores
Vasconcelos Raposo, J; Melo, M; Teixeira, C; Cabra, L; Bessa, M;

Publicação
Int. J. Hum.-Comput. Stud.

Abstract

2019

Immersive 360° video user experience: impact of different variables in the sense of presence and cybersickness

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° 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. © 2017 Springer-Verlag GmbH Germany

Teses
supervisionadas

2017

Desenho e avaliação de ambientes virtuais multissensoriais

Autor
Guilherme Santos Gonçalves

Instituição
UTAD

2017

Jogos digitais como ferramenta de aprendizagem da língua inglesa para pessoas com deficiência intelectual

Autor
Ana Rita Magalhães Rodeia

Instituição
UTAD

2016

DESENVOLVIMENTO DE APLICAÇÕES DE REALIDADE AUMENTADA COERENTES COM O CONTEXTO AMBIENTAL

Autor
João Carlos dos Santos Barreira

Instituição
UTAD

2016

PROPOSAL OF A NOVEL MULTIMODAL INTERACTION MODEL FOR USERS OF DIFFERENT AGE GROUPS

Autor
Diana Carneiro Machado Carvalho

Instituição
UTAD

2016

Ambientes virtuais multissensoriais: equivalência entre treino virtual e real

Autor
David  Gonçalves Narciso

Instituição
UTAD