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Publicações

Publicações por Luis Barbosa

2017

A multisensory virtual experience model for thematic tourism: A Port wine tourism application proposal

Autores
Martins, J; Goncalves, R; Branco, F; Barbosa, L; Melo, M; Bessa, M;

Publicação
JOURNAL OF DESTINATION MARKETING & MANAGEMENT

Abstract
Technological evolution has led to a significant transformation in tourism organizations, particularly in those who focus their activities on particular themes or segments, such as wine tourism. This can be transposed to Portuguese wine tourism organizations because the majority lack the necessary information and communication technologies (and inherent technologies) to become globally competitive. As highlighted in the literature, for a tourism experience to become memorable it must be emotional and immersive in such a way that the tourist becomes fully involved with the existing surroundings. This leads to the notion of using virtual reality experiences as triggers for the development of wine tourism. Considering the relevance of Portugal's Douro Valley to the country's wine tourism segment, a theoretical model that supports the implementation of multisensory (hence more immersive) virtual wine tourism experiences is developed. While considering the international success of Port wine tourism, this paper also presents a conceptualization of a multisensory virtual Port wine experience that includes a conceptual perspective and a technological solution proposal.

2018

Digital signature solution for document management systems - The University of Trás-os-Montes and Alto Douro

Autores
Pereira, C; Barbosa, L; Martins, J; Borges, J;

Publicação
Advances in Intelligent Systems and Computing

Abstract
The University of Trás-os-Montes e Alto Douro (UTAD), in an effort to streamline processes and reduce bureaucracy, decided to develop and use an in-house document management system to handle processes. However, this practice created additional needs such as the actual digital signing of documents associated with the institution business and administrative processes. This paper explores a solution proposal to this problem, documenting what are its functionalities and how it works. An initial application of the developed solution is also described and analyzed in order to demonstrate the overall adequacy of the proposed artefact and its overall impact to the institution administrative operations. © Springer International Publishing AG, part of Springer Nature 2018.

2021

Authoring tools for creating 360 multisensory videos-Evaluation of different interfaces

Autores
Coelho, H; Melo, M; Barbosa, L; Martins, J; Teixeira, MS; Bessa, M;

Publicação
EXPERT SYSTEMS

Abstract
Authoring 360 multisensory videos is a true challenge as the authoring tools available are scarce and restrictive. In this paper, we propose an authoring tool with three different authoring interfaces (desktop, immersive, and tangible interface) for creating multisensory 360 videos with the advantage of having a live preview of the multisensory content that is being produced. An evaluation of the three authoring tools having into account gender, system usability, presence, satisfaction, and effectiveness (time to accomplish tasks, number of errors, and number of help requests) is presented. The sample consisted of 48 participants (24 males and 24 females) evenly distributed between the different interfaces (8 males and 8 females for each interface). The results revealed that gender does not have any impact in the studied interfaces regarding all the dependent variables; immersive and tangible interfaces have higher levels of satisfaction than desktop interface as it allows more interaction freedom, and desktop interface have the lowest time to accomplish the tasks because people are more familiar with keyboard and mouse.

2013

Hospital Repository for Radiological Parameters Registration of Health Professionals

Autores
Pinto, J; Barbosa, L; Pereira, LT; Trindade, M; Costa, V;

Publicação
Procedia Technology

Abstract

2021

Assessing presence in virtual environments: adaptation of the psychometric properties of the Presence Questionnaire to the Portuguese populations

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

Publicação
BEHAVIOUR & INFORMATION TECHNOLOGY

Abstract
Virtual Reality applications have the goal of transporting their users to a given virtual environment (VE). Thus, Presence is a consensual metric for evaluating the VEs' effectiveness. The present study adapts the Presence Questionnaire (PQ) for the Portuguese-speaking population, maintaining the validity of the contents and concepts, to ascertain the psychometric properties of the instrument.The adaptation to Portuguese was achieved through the standard adaptation process of translation and back-translation process. The sample consisted of 451 individuals (268 males and 183 females). Factor reliability ranged from 0.63 to 0.86. Confirmatory factor analysis produced a theoretical model of 21 items distributed among seven factors, where the covariance between some residual item errors was established. The fit indices obtained were , GFI , CFI , RMSEA , P [RMSEA ], MECVI . Results obtained allowed us to consider that the adapted Portuguese version of the PQ, with 21 items, forms a robust and valid questionnaire whose use is recommended to evaluate Presence in virtual reality research programmes, provided that they use samples of the Portuguese language (Europe).

2022

Evaluation of the impact of different levels of self-representation and body tracking on the sense of presence and embodiment in immersive VR

Autores
Goncalves, G; Melo, M; Barbosa, L; Vasconcelos Raposo, J; Bessa, M;

Publicação
VIRTUAL REALITY

Abstract
The main goal of this paper is to investigate the effect of different types of self-representations through floating members (hands vs. hands + feet), virtual full body (hands + feet vs. full-body avatar), walking fidelity (static feet, simulated walking, real walking), and number of tracking points used (head + hands, head + hands + feet, head + hands + feet + hip) on the sense of presence and embodiment through questionnaires. The sample consisted of 98 participants divided into a total of six conditions in a between-subjects design. The HTC Vive headset, controllers, and trackers were used to perform the experiment. Users were tasked to find a series of hidden objects in a virtual environment and place them in a travel bag. We concluded that (1) the addition of feet to floating hands can impair the experienced realism (p = 0.039), (2) both floating members and full-body avatars can be used without affecting presence and embodiment (p > 0.05) as long as there is the same level of control over the self-representation, (3) simulated walking scores of presence and embodiment were similar when compared to static feet and real walking tracking data (p > 0.05), and (4) adding hip tracking overhead, hand and feet tracking (when using a full-body avatar) allows for a more realistic response to stimuli (p = 0.002) and a higher overall feeling of embodiment (p = 0.023).

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