2018
Autores
Medeiros, D; dos Anjos, RK; Mendes, D; Pereira, JM; Raposo, A; Jorge, J;
Publicação
24TH ACM SYMPOSIUM ON VIRTUAL REALITY SOFTWARE AND TECHNOLOGY (VRST 2018)
Abstract
Head-Mounted Displays are useful to place users in virtual reality (VR). They do this by totally occluding the physical world, including users' bodies. This can make self-awareness problematic. Indeed, researchers have shown that users' feeling of presence and spatial awareness are highly influenced by their virtual representations, and that self-embodied representations (avatars) of their anatomy can make the experience more engaging. On the other hand, recent user studies show a penchant towards a third-person view of one's own body to seemingly improve spatial awareness. However, due to its unnaturality, we argue that a third-person perspective is not as effective or convenient as a first-person view for task execution in VR. In this paper, we investigate, through a user evaluation, how these perspectives affect task performance and embodiment, focusing on navigation tasks, namely walking while avoiding obstacles. For each perspective, we also compare three different levels of realism for users' representation, specifically a stylized abstract avatar, a mesh-based generic human, and a real-time point-cloud rendering of the users' own body. Our results show that only when a third-person perspective is coupled with a realistic representation, a similar sense of embodiment and spatial awareness is felt. In all other cases, a first-person perspective is still better suited for navigation tasks, regardless of representation.
2018
Autores
Caputo, FM; Mendes, D; Bonetti, A; Saletti, G; Giachetti, A;
Publicação
VR
Abstract
The choice of a suitable method for object manipulation is one of the most critical aspects of virtual environment design. It has been shown that different environments or applications might benefit from direct manipulation approaches, while others might be more usable with indirect ones, exploiting, for example, three dimensional virtual widgets. When it comes to mid-Air interactions, the success of a manipulation technique is not only defined by the kind of application but also by the hardware setup, especially when specific restrictions exist. In this paper we present an experimental evaluation of different techniques and hardware for mid-Air object manipulation in immersive virtual environments (IVE). We compared task performances using both deviceless and device-based tracking solutions, combined with direct and widget-based approaches. We also tested, in the case of freehand manipulation, the effects of different visual feedback, comparing the use of a realistic virtual hand rendering with a simple cursor-like visualization.
2018
Autores
Cordeiro, E; Giannini, F; Monti, M; Mendes, D; Ferreira, A;
Publicação
STAG
Abstract
Current immersive modeling environments use non-natural tools and interfaces to support traditional shape manipulation operations. In the future, we expect the availability of natural methods of interaction with 3D models in immersive environments to become increasingly important in several industrial applications. In this paper, we present a study conducted on a group of potential users with the aim of verifying if there is a common strategy in gestural and vocal interaction in immersive environments when the objective is modifying a 3D shape model. The results indicate that users adopt different strategies to perform the different tasks but in the execution of a specific activity it is possible to identify a set of similar and recurrent gestures. In general, the gestures made are physically plausible. During the experiment, the vocal interaction was used quite rarely and never to express a command to the system but rather to better specify what the user was doing with gestures.
2018
Autores
Ferreirinha, L; Santos, AS; Madureira, AM; Varela, MLR; Bastos, JA;
Publicação
HIS
Abstract
Production scheduling in the presence of real-time events is of great importance for the successful implementation of real-world scheduling systems. Most manufacturing systems operate in dynamic environments vulnerable to various stochastic real-time events which continuously forces reconsideration and revision of pre-established schedules. In an uncertain environment, efficient ways to adapt current solutions to unexpected events, are preferable to solutions that soon become obsolete. This reality motivated us to develop a tool that attempts to start filling the gap between scheduling theory and practice. The developed prototype is connected to the MRP software and uses meta heuristics to generate a predictive schedule. Then, whenever disruptions happen, like arrival of new tasks or cancelation of others, the tool starts rescheduling through a dynamic-event module that combines dispatching rules that best fit the performance measures pre-classified by Kano’s model. The proposed tool was tested in an in-depth computational study with dynamic task releases and stochastic execution time. The results demonstrate the effectiveness of the model.
2018
Autores
Ana Maria Madureira; Ajith Abraham; Niketa Gandhi; Maria Leonilde Varela;
Publicação
Abstract
2018
Autores
Abraham, A; Cherukuri, AK; Madureira, AM; Muda, AK;
Publicação
Advances in Intelligent Systems and Computing
Abstract
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