2019
Autores
Marto, A; Gonçalves, A; Martins, J; Bessa, M;
Publicação
VISIGRAPP (2: HUCAPP)
Abstract
Looking forward to enhance visitors’ experience among cultural heritage sites, the use of new technologies within these spaces has seen a fast growth among the last decades. Regarding the increasing technological developments, the importance of understanding the acceptance of technology and the intention to use it in cultural heritage sites, also arises. The existing variety of acceptance models found in literature relatively to the use of technology, and the uncertainty about selecting a suitable model, sparked this research. Accordingly, the current study aims to select, evaluate and analyse an acceptance model, targeted to understand the behavioural intention to use augmented reality technology in archaeological sites. The findings of this research revealed UTAUT as a suitable model. However, regarding the collected data, some moderators’ impact presented in the original study may change significantly. In addition, more constructs can be considered for wider understandings.
2019
Autores
Monteiro, P; Coelho, H; Gonçalves, G; Melo, M; Bessa, M;
Publicação
IEEE ACCESS
Abstract
Although selection menus are widely used for interaction, their use on 3D virtual reality applications needs to be objectively assessed. The focus of this study is to evaluate a traditional panel and a radial menu in two distinct virtual environment placements (i.e. fixed on the wall and following the users' hands). Fifty-one participants used two different menus of the four possible combinations. To evaluate the menus' effectiveness and efficiency, we measured usability (System Usability Scale Questionnaire), user satisfaction (After-Scenario Questionnaire), time to finish the tasks (in seconds) and the number of unnecessary steps (errors) performed by the users. Overall results showed a clear preference for the traditional panel menu type and the fixed wall placement of the menu. We conclude that all menu types perform well, despite different user preferences, and that fixing the menu to the wall gives users a better overview of both the menu and the virtual environment, improving their ability to perceive their actions on the menu.
2019
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.
2019
Autores
Marto, A; Gonçalves, A; Bessa, M;
Publicação
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)
Abstract
To deliver more intense and enhanced experiences, multisensory applications have the goal to stimulate all our senses. The way these multisensory systems have been implemented is very distinct, since there are a lot of different approaches among them, aiming different goals. Thus, the structure defined for these systems depends on the stimuli that are being exploited, the technologies that are being used, the context in which they are being implemented, and on what is intended to obtain with the system. This study aims to propose the design of a multisensory system, named SensiMAR, that will provide an outdoor multisensory AR experience located at a cultural heritage site, allowing users to perceive different levels of immersion with the addition of a spatialized soundscape and with related smells.
2019
Autores
Goncalves, G; Coelho, H; Monteiro, P; Melo, M; Bessa, M;
Publicação
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)
Abstract
Virtual Reality (VR) technologies have evolved to the point where it is being used in various areas (entertainment, medicine, education, etc.). One of the metrics that allow the evaluation of the virtual experience is Presence. In this work, we conduct an exploratory study that studies which factors of VR games correlate to presence. Various components of games are also shared between other VR applications allowing the results to be applicable not only in VR games. A study with 78 participants divided into 5 groups was conducted where each group played a different VR game. Presence and Game Experience were evaluated. The results indicated multiple positive correlations between subscales of Presence and Game Experience.
2019
Autores
Yildiz, E; Melo, M; Moller, C; Bessa, M;
Publicação
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)
Abstract
Rapidly changing customer demands, regulations and technologies drive the complexity of products, processes and production systems, as well as shorter product and factory lifecycles. In order to handle such complexity while decreasing the time-to-market, immersive virtual reality (VR) technologies are increasingly being used in industry to support product and factory lifecycle engineering processes, such as (re)design, validation and verification, learning and training. However, the design and development of multi-user VR training for complex and manual production processes remain a challenge for industry. The integration of VR training simulations with virtual and physical factories could support the handling of such obstacles in terms of efficiency and effectiveness by increasing the precision, accuracy and reliability of data used in VR simulations. In this study, we present a collaborative and coordinated VR training model and its data integration with virtual factory tools and manufacturing execution systems for a wind turbine assembly scenario. A demonstration has been performed and evaluated by industry experts. The preliminary evaluation results show that integrated collaborative VR training has significant potential for more efficient and effective training, as well as enabling new use cases for industry.
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.