Cookies
O website necessita de alguns cookies e outros recursos semelhantes para funcionar. Caso o permita, o INESC TEC irá utilizar cookies para recolher dados sobre as suas visitas, contribuindo, assim, para estatísticas agregadas que permitem melhorar o nosso serviço. Ver mais
Aceitar Rejeitar
  • Menu
Publicações

Publicações por HumanISE

2023

Examining the Influence of Trimodal Multisensory Stimuli on Presence, Perceived Realism, and Quality of Experience in Video Visualization

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.

2023

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

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

Publicação
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

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

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

Abstract

2023

Can Virtual Reality be used to create memorable tourist experiences to influence the future intentions of wine tourists?

Autores
Jorge, F; Sousa, N; Losada, N; Teixeira, MS; Alén, E; Melo, M; Bessa, M;

Publicação
Journal of Tourism and Development

Abstract
Tourism business models have used several technologies in their development, such as Virtual Reality (VR). Previous studies show that VR allows tourism organizations to promote new types of relationships between tourists and destinations, to enhance the appeal and memorability of tourist experiences and to diversify consumption patterns, which could also be interesting for dealing with sustainability issues, such as seasonal demand of destinations or activities in wine tourism. Thus, we propose a conceptual model to analyze the influence of memorable tourism experiences on wine tourists' future intentions after a VR experience, providing additional details on the research methodology to empirically test the conceptual model. Innovation in business models with VR to promote new relationships with destinations or activities and diversify tourists' consumption patterns could be interesting to address seasonal activities, such as the grape harvest or grape-treading, which are not continuously available for tourist observation/ participation, despite their high appeal. On the other hand, the results could contribute to wine and other kinds of tourism, conditioned by mobility issues such as restrictions on movements or personal interaction, due to health crises or personal constraints, increasing these tourism experiences' accessibility also in times of unavailability. © 2023, Universidade de Aveiro. All rights reserved.

2023

SIMoT: A Low-fidelity Orchestrator Simulator for Task Allocation in IoT Devices

Autores
Fragoso, T; Silva, D; Dias, JP; Restivo, A; Ferreira, HS;

Publicação
2023 53RD ANNUAL IEEE/IFIP INTERNATIONAL CONFERENCE ON DEPENDABLE SYSTEMS AND NETWORKS WORKSHOPS, DSN-W

Abstract
Performing experiments with Internet-of-Things edge devices is not always a trivial task, as large physical testbeds or complex simulators are often needed, leading to low reproducibility and several difficulties in crafting complex scenarios and tweaking parameters. Most available simulators try to simulate as close to reality as possible. While we agree that this kind of high-fidelity simulation might be necessary for some scenarios, we argue that a low-fidelity easy-to-change simulator may be a good solution when rapid prototyping orchestration strategies and algorithms. In this work, we introduce SIMoT, a low-fidelity orchestrator simulator created to achieve shorter feedback loops when testing different orchestration strategies for task allocation in edge devices. We then transferred the simulator-validated algorithms to both physical and virtual testbeds, where it was possible to assert that the simulator results correlate strongly with the observations on those testbeds.

2023

X-Wines: A Wine Dataset for Recommender Systems and Machine Learning

Autores
de Azambuja, RX; Morais, AJ; Filipe, V;

Publicação
BIG DATA AND COGNITIVE COMPUTING

Abstract
In the current technological scenario of artificial intelligence growth, especially using machine learning, large datasets are necessary. Recommender systems appear with increasing frequency with different techniques for information filtering. Few large wine datasets are available for use with wine recommender systems. This work presents X-Wines, a new and consistent wine dataset containing 100,000 instances and 21 million real evaluations carried out by users. Data were collected on the open Web in 2022 and pre-processed for wider free use. They refer to the scale 1-5 ratings carried out over a period of 10 years (2012-2021) for wines produced in 62 different countries. A demonstration of some applications using X-Wines in the scope of recommender systems with deep learning algorithms is also presented.

  • 72
  • 667