2015
Autores
Padua, L; Narciso, D; Adao, T; Cunha, A; Peres, E; Magalhaes, L;
Publicação
CONFERENCE ON ENTERPRISE INFORMATION SYSTEMS/INTERNATIONAL CONFERENCE ON PROJECT MANAGEMENT/CONFERENCE ON HEALTH AND SOCIAL CARE INFORMATION SYSTEMS AND TECHNOLOGIES, CENTERIS/PROJMAN / HCIST 2015
Abstract
Cultural heritage has arousing the interest of the general public (e.g. tourists), resulting in the increasing number of visitations to archaeological sites. However, many buildings and monuments are severely damaged or completely destroyed, which doesn't allow to get a full experience of "travelling in time". Over the years, several Augmented Reality (AR) approaches were proposed to overcome these issues by providing three-dimensional visualization of reconstructed ancient structures in situ. However, most of these systems were made available through heavy and expensive technological bundles. Alternatively, MixAR intends to be a lightweight and cost-effective Mixed Reality system which aims to provide the visualization of virtual ancient buildings reconstructions in situ, properly superimposed and aligned with real-world ruins. This paper proposes and compares different AR mobile units setups to be used in the MixAR system, with low-cost and lightweight requirements in mind, providing different levels of immersion. It was propounded four different mobile units, based on: a laptop computer, a single-board computer (SBC), a tablet and a smartphone, which underwent a set of tests to evaluate their performances. The results show that mobile units based on laptop computer and SBC reached a good overall performance while mobile units based on tablet and smartphone did not meet such a satisfactory result even though they are acceptable for the intended use. (C) 2015 The Authors. Published by Elsevier B.V.
2016
Autores
Bessa, Maximino; Melo, Miguel; Narciso, David; Barbosa, Luis; Raposo, JoseVasconcelos;
Publicação
Proceedings of the XVII International Conference on Human Computer Interaction, Interacción 2016, Salamanca, Spain, September 13 - 16, 2016
Abstract
Technology for virtual reality has evolved at a fast pace and so is its affordability. Equipment such as head-mounted displays are now available for the average consumer at reasonable prices and this potentiates the use of contents such as video 360 in a more natural way. The purpose of this study was to measure the sense of presence and cybersickness comparing subjects by gender while experiencing a virtual reality application composed by type of VIDEO (360 video and 3D 360 video) using an head-mounted display. A Portuguese version of the Igroup Presence Questionnaire (IPQ) was used together with the Simulator Sickness Questionnaire (SSQ). The results have revealed that there are no significant differences across 2D and 3D videos in the sense of presence or cybersickness. © 2016 ACM.
2015
Autores
Narciso, D; Padua, L; Adao, T; Peres, E; Magalhaes, L;
Publicação
CONFERENCE ON ENTERPRISE INFORMATION SYSTEMS/INTERNATIONAL CONFERENCE ON PROJECT MANAGEMENT/CONFERENCE ON HEALTH AND SOCIAL CARE INFORMATION SYSTEMS AND TECHNOLOGIES, CENTERIS/PROJMAN / HCIST 2015
Abstract
Archeology and related areas have a special interest on cultural heritage sites since they provide valuable information about past civilizations. However, the ancient buildings present in these sites are commonly found in an advanced state of degradation which difficult the professional/expert analysis. Virtual reconstructions of such buildings aim to provide a digital insight of how these historical places could have been in ancient times. Moreover, the visualization of such models has been explored by some Augmented Reality (AR) systems capable of providing support to experts. Their compelling and appealing environments have also been applied to promote the social and cultural participation of general public. The existing AR solutions regarding this thematic rarely explore the potential of realism, due to the following lacks: the exploration of mixed environments is usually only supported for indoors or outdoors, not both in the same system; the adaptation of the illumination conditions to the reconstructed structures is rarely addressed causing a decrease of credibility. MixAR [1] is a system concerned with those challenges, aiming to provide the visualization of virtual buildings augmented upon real ruins, allowing soft transitions among its interiors and exteriors and using relighting techniques for a faithful interior illumination, while the user freely moves in a given cultural heritage site, carrying a mobile unit. Regarding the focus of this paper, we intend to report the current state of MixAR mobile unit prototype, which allows visualizing virtual buildings - properly aligned with real-world structures - based on user's location, during outdoor navigation. In order to evaluate the prototype performance, a set of tests were made using virtual models with different complexities. (C) 2015 The Authors. Published by Elsevier B.V.
2015
Autores
Pádua, L; Adão, T; Narciso, D; Cunha, A; Magalhães, L; Peres, E;
Publicação
IJWP
Abstract
Augmented Reality (AR) has been widely used in areas such as medicine, education, entertainment and cultural heritage to enhance activities that include (but are not limited to) teaching, training and amusement, through the completion of the real world with viewable and usually interactive virtual data (e.g. 3D models, geo-markers and labels). Despite the already confrmed AR benefts in the referred areas, many of the existing AR systems rely on heavy and obsolete hardware bundles composed of several devices and numerous cables that usually culminate in considerably expensive solutions. This issue is about to be tackled through the recent technological developments which currently enable the production of small-sized boards with remarkable capabilities - such as processing, visualization and storage - at relatively low prices. Following this line of reasoning, this paper proposes and compares fve different multi-purpose AR mobile units, running Windows or Android operating systems, having in mind low-cost and lightweight requirements and different levels of immersion: a laptop computer, two tablets, a smartphone and smartglasses. A set of tests was carried out to evaluate the proposed unit performance. Moreover, a set of users' assessments was also conducted, highlighting an overall acceptance regarding the use of the proposed units in AR applications. This paper is an extension of a previous work (Pádua et al., 2015) in which a conceptual architecture for mobile units - complying with AR requirements (including visualization, processing, location and communication) for indoor or outdoor utilization - was presented, along with a shorter set of lightweight and cost-effective AR mobile units and respective performance tests. Copyright © 2015,.
2019
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 degrees 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.
2019
Autores
Adao, T; Padua, L; Narciso, D; Sousa, JJ; Agrellos, L; Peres, E; Magalhaes, L;
Publicação
JOURNAL OF INFORMATION TECHNOLOGY RESEARCH
Abstract
MixAR, a full-stack system capable of providing visualization of virtual reconstructions seamlessly integrated in the real scene (e.g. upon ruins), with the possibility of being freely explored by visitors, in situ, is presented in this article. In addition to its ability to operate with several tracking approaches to be able to deal with a wide variety of environmental conditions, MixAR system also implements an extended environment feature that provides visitors with an insight on surrounding points-of-interest for visitation during mixed reality experiences (positional rough tracking). A procedural modelling tool mainstreams augmentation models production. Tests carried out with participants to ascertain comfort, satisfaction and presence/immersion based on an in-field MR experience and respective results are also presented. Ease to adapt to the experience, desire to see the system in museums and a raised curiosity and motivation contributed as positive points for evaluation. In what regards to sickness and comfort, the lowest number of complaints seems to be satisfactory. Models' illumination/re-lightning must be addressed in the future to improve the user's engagement with the experiences provided by the MixAR system.
The access to the final selection minute is only available to applicants.
Please check the confirmation e-mail of your application to obtain the access code.