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Publicações

Publicações por David Gonçalves Narciso

2020

Virtual reality in training: an experimental study with firefighters

Autores
Narciso, D; Melo, M; Raposo, JV; Cunha, J; Bessa, M;

Publicação
MULTIMEDIA TOOLS AND APPLICATIONS

Abstract
Training with Virtual Reality (VR) can bring several benefits, such as the reduction of costs and risks. We present an experimental study that aims to evaluate the effectiveness of a Virtual Environment (VE) to train firefighters using an innovative approach based on a Real Environment (RE) exercise. To measure the VE's effectiveness we used a Presence Questionnaire (PQ) and participant's cybersickness, stress and fatigue. Results from the PQ showed that participants rated the VE with high spatial presence and moderate realness and immersion. Signs of stress, analyzed from participant's Heart-Rate Variability, were shown in the RE but not in the VE. In the remaining variables, there was only an indicative difference for fatigue in the RE. Therefore, the results suggest that although our training VE was successful in giving participants spatial presence and in not causing cybersickness, its realness and immersion provided were not enough to provoke a similar RE response.

2019

Virtual Reality for training - The impact of smell on presence, cybersickness, fatigue, stress and knowledge transfer

Autores
Narciso, D; Bessa, M; Melo, M; Vasconcelos Raposo, J;

Publicação
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)

Abstract
The area of professional training using virtual reality technologies has received considerable investment due to the advantages that virtual reality provides over traditional training. In this paper, we present an experiment whose goal was to analyse the impact that an additional stimulus has on the effectiveness of a virtual environment designed to train firefighters. The additional stimulus is a smell, more specifically the smell of burnt wood, which is consistent with the audiovisual content presented, and the effectiveness of the VE is measured through participant's feeling of presence, cybersickness, fatigue, stress and transfer of knowledge. The results indicate that, although the VE was successful in transferring knowledge, the addition of smell did not influence any of the measured variables. In the discussion section, we present the various factors that we believe have influenced this result. As future work, more experiments will be performed, with other stimuli, to understand better which stimuli increase participant's feeling of presence in the VE.

2020

The Impact of Olfactory and Wind Stimuli on 360 Videos Using Head-mounted Displays

Autores
Narciso, D; Melo, M; Vasconcelos Raposo, J; Bessa, M;

Publicação
ACM TRANSACTIONS ON APPLIED PERCEPTION

Abstract
Consuming 360 audiovisual content using a Head-Mounted Display (HMD) has become a standard feature for Immersive Virtual Reality (IVR). However, most applications rely only on visual and auditory feedback whereas other senses are often disregarded. The main goal of this work was to study the effect of tactile and olfactory stimuli on participants' sense of presence and cybersickness while watching a 360 video using an HMD-based IVR setup. An experiment with 48 participants and three experimental conditions (360 video, 360 video with olfactory stimulus, and 360 video with tactile stimulus) was performed. Presence and cybersickness were reported via post-test questionnaires. Statistical analysis showed a significant difference in presence between the control and the olfactory conditions. From the control to the tactile condition, mean values were higher but failed to show statistical significance. Thus, results suggest that adding an olfactory stimulus increases presence significantly while the addition of a tactile stimulus only shows a positive effect. Regarding cybersickness, no significant differences were found across conditions. We conclude that an olfactory stimulus contributes to higher presence and that a tactile stimulus, delivered in the form of cutaneous perception of wind, has no influence in presence. We further conclude that multisensory cues do not affect cybersickness.

2020

Impact of Different Stimuli on User Stress During a Virtual Firefighting Training Exercise

Autores
Narciso, D; Melo, M; Rodrigues, S; Cunha, JPS; Bessa, M;

Publicação
2020 IEEE 20TH INTERNATIONAL CONFERENCE ON BIOINFORMATICS AND BIOENGINEERING (BIBE 2020)

Abstract
Training firefighters using Virtual Reality (VR) technology brings several benefits over traditional training methods including the reduction of costs and risks. The ability of causing the same level of stress as a real situation so that firefighters can learn how to deal with stress was investigated. An experiment aiming to study the influence that additional stimuli (heat, weight, smell and using personal protective equipment-PPE) have on user's stress level while performing a Virtual Environment (VE) designed to train firefighters was developed. Participants' stress and Heart Rate Variability (HRV) were obtained from electrocardiograms recorded during the experiment. The results suggest that wearing the PPE has the largest impact on user's stress level. The results also showed that HRV was able to evidence differences between two phases of the experiment, which suggests that it can be used to monitor users' quantified reaction to VEs.

2021

A systematic review on the use of immersive virtual reality to train professionals

Autores
Narciso, D; Melo, M; Rodrigues, S; Cunha, JP; Vasconcelos Raposo, J; Bessa, M;

Publicação
MULTIMEDIA TOOLS AND APPLICATIONS

Abstract
The main goal of this systematic review is to synthesize existing evidence on the use of immersive virtual reality (IVR) to train professionals as well as to identify the main gaps and challenges that still remain and need to be addressed by future research. Following a comprehensive search, 66 documents were identified, assessed for relevance, and analysed. The main areas of application of IVR-based training were identified. Moreover, we identified the stimuli provided, the hardware used and information regarding training evaluation. The results showed that the areas in which a greater number of works were published were those related to healthcare and elementary occupations. In hardware, the most commonly used equipment was head mounted displays (HMDs), headphones included in the HMDs and handheld controllers. Moreover, the results indicated that IVR training systems are often evaluated manually, the most common metric being questionnaires applied before and after the experiment, and that IVR training systems have a positive effect in training professionals. We conclude that the literature is insufficient for determining the effect of IVR in the training of professionals. Although some works indicated promising results, there are still relevant themes that must be explored and limitations to overcome before virtual training replaces real-world training.

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