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Publicações

Publicações por Maximino Bessa

2024

Learning a Foreign Language: Traditional Listening vs Interactive Immersive Virtual Reality

Autores
Peixoto, B; Gonçlves, G; Bessa, M; Bessa, LCP; Melo, M;

Publicação
2024 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION, ICGI

Abstract
Immersive Virtual Reality (iVR) is a promising educational tool for learning a second/foreign language. However, interactive iVR studies remain in their infancy, with more research required to validate what and how it can be implemented. This study focuses on the English listening dimension and evaluates the impact of a realistic interactive iVR compared to traditional listening exercises. The results were favourable and indicated that interactive iVR positively impacts the users' knowledge retention compared to a traditional listening approach. Likewise, the users revealed a preference for using iVR for learning when compared to traditional listening exercises, as well as higher user satisfaction with the iVR experiment.

2024

Impact of different UI on Foreign Language Learning using iVR

Autores
Peixoto, B; Gonçalves, G; Bessa, M; Bessa, LCP; Melo, M;

Publicação
2024 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION, ICGI

Abstract
This paper presents a study comparing different user interface modes (Controller-Based Selection, Object Interaction, and Voice Recognition) within immersive Virtual Reality (iVR) environments for foreign language learning. Given the rapid advancements and potential of iVR in education, there is a need for focused research on optimising user interfaces for effective learning experiences. This study aimed to identify optimal interfaces for integrating iVR applications as complementary educational tools while gauging student preferences. Participants engaged in interactive learning tasks across the three conditions, with assessments focused on System Usability, Presence, User Satisfaction, Cybersickness, Learning Outcomes, and Task Duration. Findings indicate high usability across all conditions, with a preference observed for Controller-Based Selection and Object Interaction. Object Interaction showed strong motivational appeal but required more time to complete tasks than Controller-Based. Therefore, for time-constrained educational settings, the Controller-Based Selection interface is practical due to its lower physical effort requirement. Despite recent advances, our study found Voice Recognition interaction to be the least preferred interaction method, indicating a need for further technological improvements to boost its acceptance and effectiveness in educational contexts.

2025

Theoretical Model Validation of the Multisensory Role on Subjective Realism, Presence and Involvement in Immersive Virtual Reality

Autores
Gonçalves, G; Peixoto, B; Melo, M; Bessa, M;

Publicação
COMPUTER GRAPHICS FORUM

Abstract
With the consistent adoption of iVR and growing research on the topic, it becomes fundamental to understand how the perception of Realism plays a role in the potential of iVR. This work puts forwards a hypothesis-driven theoretical model of how the perception of each multisensory stimulus (Visual, Audio, Haptic and Scent) is related to the perception of Realism of the whole experience (Subjective Realism) and, in turn, how this Subjective Realism is related to Involvement and Presence. The model was validated using a sample of 216 subjects in a multisensory iVR experience. The results indicated a good model fit and provided evidence on how the perception of Realism of Visual, Audio and Scent individually is linked to Subjective Realism. Furthermore, the results demonstrate strong evidence that Subjective Realism is strongly associated with Involvement and Presence. These results put forwards a validated questionnaire for the perception of Realism of different aspects of the virtual experience and a robust theoretical model on the interconnections of these constructs. We provide empirical evidence that can be used to optimise iVR systems for Presence, Involvement and Subjective Realism, thereby enhancing the effectiveness of iVR experiences and opening new research avenues.

2023

Can Virtual Reality be used to create memorable tourist experiences to influence the future intentions of wine tourists?

Autores
Jorge, F; Sousa, N; Losada, N; Teixeira, MS; Alén, E; Melo, M; Bessa, M;

Publicação
Journal of Tourism and Development

Abstract
Tourism business models have used several technologies in their development, such as Virtual Reality (VR). Previous studies show that VR allows tourism organizations to promote new types of relationships between tourists and destinations, to enhance the appeal and memorability of tourist experiences and to diversify consumption patterns, which could also be interesting for dealing with sustainability issues, such as seasonal demand of destinations or activities in wine tourism. Thus, we propose a conceptual model to analyze the influence of memorable tourism experiences on wine tourists' future intentions after a VR experience, providing additional details on the research methodology to empirically test the conceptual model. Innovation in business models with VR to promote new relationships with destinations or activities and diversify tourists' consumption patterns could be interesting to address seasonal activities, such as the grape harvest or grape-treading, which are not continuously available for tourist observation/ participation, despite their high appeal. On the other hand, the results could contribute to wine and other kinds of tourism, conditioned by mobility issues such as restrictions on movements or personal interaction, due to health crises or personal constraints, increasing these tourism experiences' accessibility also in times of unavailability. © 2023, Universidade de Aveiro. All rights reserved.

2024

Affective Landscapes: Navigating the Emotional Impact of Multisensory Stimuli in Virtual Reality

Autores
Magalhaes, M; Melo, M; Coelho, AF; Bessa, M;

Publicação
IEEE ACCESS

Abstract
In this study we explore the impact of multisensory stimuli in virtual reality on users' emotional responses, addressing a knowledge gap in this rapidly evolving field. Utilizing a range of sensory inputs, including taste, haptics, and smell, in addition to audiovisual cues, this study aims to understand how different combinations of these stimuli affect the users' emotional experience. Two immersive virtual experiences have been developed for this purpose. One included a scenario to evoke positive emotions through selectively chosen pleasant multisensory stimuli, validated in a focus group. The other sought the contrary: to trigger negative emotions by integrating selected combinations of unpleasant multisensory stimuli, also validated in the same focus group. Through a comparative analysis, our findings revealed significant differences in emotional responses between the groups exposed to positive and negative stimuli combinations. Results indicated that combinations involving haptics and taste were particularly effective in eliciting intense emotions using positive stimuli, but their impact was less significant with negative stimuli. This investigation suggests that a fully multisensory virtual environment integrating positive stimuli might lead to cognitive overload, reducing overall emotional responses. In contrast, environments with negative stimuli could enhance emotional engagement and be more likely to avoid cognitive overload. These findings have important implications for designing emotionally resonant and compelling virtual reality experiences. This research enhances the understanding of sensory integration in virtual reality and its effects on emotional engagement, offering valuable insights for developing more impactful virtual experiences.

2024

Evaluation of Task Presentation Methodologies in Immersive Virtual Training Environments

Autores
Coelho, H; Monteiro, P; Gonçalves, G; Melo, M; Bessa, M;

Publicação
IEEE ACCESS

Abstract
Over the years, various immersive virtual training environments (iVTEs) have been developed, allowing companies to start transitioning to Virtual Reality (VR) technologies to train their personnel. This transition forces companies to start using game engines as a foundation to develop such iVTEs, which also requires a multidisciplinary team. When developing such training environments, challenges on how to present tasks to users arise. The way these tasks are presented can dictate the efficacy of the VR training application. This paper presents three different task presentation methodologies (avatar animation, videos, and instruction manual) and assesses them using 36 participants, divided into those three groups. Usability, sense of presence, satisfaction, cybersickness, and technology acceptance variables were studied and results indicated that only the total number of actions performed had differences between groups where the instruction manual reported the higher number of actions (usability) when compared to the other conditions. Therefore it was concluded that the instruction manual proved to be where users kept losing focus and making more actions. It was also concluded that all conditions had a similar sense of presence, satisfaction, cybersickness, and acceptance scores.

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