12 results on '"Maximino Bessa"'
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2. Studying the Influence of Multisensory Stimuli on a Firefighting Training Virtual Environment
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David Narciso, Miguel Melo, Susana Rodrigues, Joao Paulo Cunha, Jose Vasconcelos-Raposo, and Maximino Bessa
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Signal Processing ,Computer Vision and Pattern Recognition ,Computer Graphics and Computer-Aided Design ,Software - Published
- 2023
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3. How Much Presence is Enough? Qualitative Scales for Interpreting the Igroup Presence Questionnaire Score
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Miguel Melo, Guilherme Gonçalves, josé Vasconcelos-Raposo, and Maximino Bessa
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General Computer Science ,General Engineering ,General Materials Science ,Electrical and Electronic Engineering - Published
- 2023
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4. Virtual Reality e-Commerce: Contextualization and Gender Impact on User Memory and User Perception of Functionalities and Size of Products
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Guilherme Gonçalves, Miguel Melo, Vitor Filipe, Maximino Bessa, and Galvão Meirinhos
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General Computer Science ,General Engineering ,General Materials Science ,Electrical and Electronic Engineering - Published
- 2022
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5. Using Virtual Reality to Demonstrate and Promote Products: The Effect of Gender, Product Contextualization and Presence on Purchase Intention and User Satisfaction
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Galvao Meirinhos, Guilherme Goncalves, Miguel Melo, and Maximino Bessa
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General Computer Science ,General Engineering ,General Materials Science ,Electrical and Electronic Engineering - Published
- 2022
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6. Delivering Critical Stimuli for Decision Making in VR Training: Evaluation Study of a Firefighter Training Scenario
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António Valente, Maximino Bessa, José Vasconcelos-Raposo, Pedro Monteiro, and Miguel Melo
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Computer Networks and Communications ,Computer science ,business.industry ,05 social sciences ,Training system ,020207 software engineering ,Human Factors and Ergonomics ,Usability ,02 engineering and technology ,Virtual reality ,Stimulus (physiology) ,Knowledge acquisition ,Computer Science Applications ,Visualization ,Human-Computer Interaction ,Artificial Intelligence ,Control and Systems Engineering ,Human–computer interaction ,Signal Processing ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,business ,Knowledge transfer ,050107 human factors ,Haptic technology - Abstract
The goal for a virtual reality (VR) training system is to enable trainees to acquire all the knowledge they need to perform effectively in a real environment. Such a system should provide an experience so authentic that no further real-world training is necessary, meaning that it is sufficient to train in VR. We evaluate the impact of a haptic thermal stimulus, which is of paramount importance to decision making, on trainees performance and knowledge acquisition. A thermal device was created to deliver the stimulus. As a proof of concept, a procedure from firefighter training is selected, in which sensing the temperature of a door with one's hand is essential. The sample consisted of 48 subjects divided among three experimental scenarios: one in which a virtual thermometer is used (visual stimulus), another in which the temperature is felt with the hand (thermal stimulus) and a third in which both methods are used (visual + thermal stimuli). For the performance evaluation, we measured the total time taken, the numbers of correctly executed procedures and identified neutral planes, the deviation from the target height, and the responses to a knowledge transfer questionnaire. Presence, cybersickness, and usability are measured to evaluate the impact of the haptic thermal stimulus. Considering the thermal stimulus condition as the baseline, we conclude that the significantly different results in the performance among the conditions indicate that the better performance in the visual-only condition is not representative of the real-life performance. Consequently, VR training applications need to deliver the correct stimuli for decision making.
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- 2021
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7. Immersive Virtual Reality for Foreign Language Education: A PRISMA Systematic Review
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Maximino Bessa, Luciana Cabral, Bruno Peixoto, Rafael Darque Pinto, and Miguel Melo
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education ,050101 languages & linguistics ,learning ,Educational method ,General Computer Science ,Relation (database) ,Computer science ,05 social sciences ,Foreign language ,General Engineering ,050301 education ,Sample (statistics) ,Virtual reality ,foreign language,~second language ,Systematic review ,Second language ,Human–computer interaction ,Immersion (virtual reality) ,0501 psychology and cognitive sciences ,General Materials Science ,lcsh:Electrical engineering. Electronics. Nuclear engineering ,Electrical and Electronic Engineering ,lcsh:TK1-9971 ,0503 education - Abstract
Immersion is a proven method of learning a foreign language and using Virtual Reality to achieve that immersion has high potential educational benefits. However, there are no recent systematic reviews that combine both foreign language education and immersive Virtual Reality. This systematic review aims to identify features, educational methods, technologies, and gaps of immersive virtual reality for foreign and second language education. PRISMA method was followed to carry out the systematic review. From the analysis of the results, two main conclusions were drawn. Firstly, the relation between immersive Virtual Reality and foreign language learning is quite positive, particularly when compared with conventional pedagogical practices. Not only that, the connection between immersive Virtual Reality and the user’s motivation and satisfaction is also quite positive. Lastly, limitations such as the low sample of studies and gaps in the literature are addressed, and directions for future work and the area’s progress are pointed out.
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- 2021
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8. The Relationship Between Cybersickness, Sense of Presence, and the Users’ Expectancy and Perceived Similarity Between Virtual and Real Places
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Maximino Bessa, Mariana Magalhães, Miguel Melo, and António Coelho
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Expectancy theory ,Data collection ,General Computer Science ,05 social sciences ,General Engineering ,Sense of presence ,Sample (statistics) ,Virtual reality ,Positive correlation ,Correlation ,Human–computer interaction ,0502 economics and business ,Similarity (psychology) ,050211 marketing ,General Materials Science ,Psychology ,050212 sport, leisure & tourism - Abstract
This paper aims to explore the impact of sense of presence and cybersickness on the users’ expectancy and perceived similarity between virtual and the corresponding real environments. Two virtual reality setups were tested (non-immersive and immersive) to achieve further conclusions. This research encompassed a quantitative analysis using data collection based on questionnaires, applied to a sample of 45 participants. A virtual experience was conducted (to explore users’ cybersickness and sense of presence), followed by a visit to the actual real sites (to determine the degree of perceived similarity between the virtual and the corresponding real environment and if their expectations were fulfilled). Our results show a positive correlation between the global sense of presence and perceived similarity and users’ expectancy for the non-immersive VR setup. A positive correlation was also found between the global cybersickness on both perceived similarity and users’ expectancy for the immersive VR setup. Implications of such results for virtual tourism are discussed.
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- 2021
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9. Uniform Color Space-Based High Dynamic Range Video Compression
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Kurt Debattista, Thomas-Bashford Rogers, Alan Chalmers, Ratnajit Mukherjee, and Maximino Bessa
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TR ,Pixel ,Computer science ,Dynamic range ,business.industry ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Creative Technologies Laboratory ,02 engineering and technology ,Color space ,High-dynamic-range video ,HDR, video coding ,TA ,Color depth ,0202 electrical engineering, electronic engineering, information engineering ,Media Technology ,Codec ,020201 artificial intelligence & image processing ,Computer vision ,Artificial intelligence ,Electrical and Electronic Engineering ,business ,High dynamic range ,Data compression - Abstract
© 1991-2012 IEEE. Recently, there has been a significant progress in the research and development of the high dynamic range (HDR) video technology and the state-of-the-art video pipelines are able to offer a higher bit depth support to capture, store, encode, and display HDR video content. In this paper, we introduce a novel HDR video compression algorithm, which uses a perceptually uniform color opponent space, a novel perceptual transfer function to encode the dynamic range of the scene, and a novel error minimization scheme for accurate chroma reproduction. The proposed algorithm was objectively and subjectively evaluated against four state-of-the-art algorithms. The objective evaluation was conducted across a set of 39 HDR video sequences, using the latest x265 10-bit video codec along with several perceptual and structural quality assessment metrics at 11 different quality levels. Furthermore, a rating-based subjective evaluation ( $n=40$ ) was conducted with six sequences at two different output bitrates. Results suggest that the proposed algorithm exhibits the lowest coding error amongst the five algorithms evaluated. Additionally, the rate-distortion characteristics suggest that the proposed algorithm outperforms the existing state-of-the-art at bitrates ≥ 0.4 bits/pixel.
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- 2019
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10. A Context-Aware Method for Authentically Simulating Outdoors Shadows for Mobile Augmented Reality
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Maximino Bessa, Luís Magalhães, Luís Barbosa, João Barreira, and Universidade do Minho
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Context-awareness ,Computer science ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Context (language use) ,Augmented reality ,02 engineering and technology ,Computer graphics (images) ,Shadows coherence ,0202 electrical engineering, electronic engineering, information engineering ,Context awareness ,Computer vision ,Daylight ,ComputingMethodologies_COMPUTERGRAPHICS ,Science & Technology ,business.industry ,020207 software engineering ,Skylight ,Photometric registration ,Computer Graphics and Computer-Aided Design ,Signal Processing ,020201 artificial intelligence & image processing ,Computer Vision and Pattern Recognition ,Artificial intelligence ,business ,Software - Abstract
Visual coherence between virtual and real objects is a major issue in creating convincing augmented reality (AR) applications. To achieve this seamless integration, actual light conditions must be determined in real time to ensure that virtual objects are correctly illuminated and cast consistent shadows. In this paper, we propose a novel method to estimate daylight illumination and use this information in outdoor AR applications to render virtual objects with coherent shadows. The illumination parameters are acquired in real time from context-aware live sensor data. The method works under unprepared natural conditions. We also present a novel and rapid implementation of a state-of-the-art skylight model, from which the illumination parameters are derived. The Sun's position is calculated based on the user location and time of day, with the relative rotational differences estimated from a gyroscope, compass and accelerometer. The results illustrated that our method can generate visually credible AR scenes with consistent shadows rendered from recovered illumination., This work was supported in part by the Fundacao para a Ciencia e Tecnologia - FCT, under the grant number SFRH/BD/73129/2010, and the European Union (COMPETE, QREN and FEDER), under the project REC I/EEI-SII/0360/2012 "MASSIVE-Multimodal Acknowledgeable MultiSenSorial Immersive Virtual Environments". This work is also supported by the project "TEC4Growth - Pervasive Intelligence, Enhancers and Proofs of Concept with Industrial Impact/NORTE-01-0145-FEDER-000020" is financed by the North Portugal Regional Operational Programme (NORTE 2020), under the PORTUGAL 2020 Partnership Agreement, and through the European Regional Development Fund (ERDF)., info:eu-repo/semantics/publishedVersion
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- 2018
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11. Learning preferential perceptual exposure for HDR displays
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Alan Chalmers, Thomas Bashford-Rogers, Demetris Marnerides, Kurt Debattista, Miguel Melo, and Maximino Bessa
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General Computer Science ,high dynamic range imaging, high dynamic range displays, deep learning, HDR ,Computer science ,media_common.quotation_subject ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,02 engineering and technology ,perception ,Perception ,0202 electrical engineering, electronic engineering, information engineering ,Range (statistics) ,High dynamic range ,General Materials Science ,Computer vision ,Exposure value ,media_common ,business.industry ,Dynamic range ,General Engineering ,Creative Technologies Laboratory ,020207 software engineering ,machine learning ,020201 artificial intelligence & image processing ,Artificial intelligence ,lcsh:Electrical engineering. Electronics. Nuclear engineering ,business ,lcsh:TK1-9971 - Abstract
High Dynamic Range (HDR) displays are capable of displaying a wider dynamic range of values than conventional displays. As HDR content becomes more ubiquitous, the use of these displays is likely to accelerate. As HDR displays can present a wider range of values, traditional strategies for mapping HDR content to Low Dynamic Range (LDR) displays can be replaced with either directly displaying values, or using a simple shift mapping (exposure adjustment). The latter approach is especially important when considering ambient lighting, as content viewed in a dark environment may appear substantially different to a bright one. This work seeks to identify an exposure value which is suitable for displaying specific HDR content on an HDR display under a range of ambient lighting levels. Based on data captured with human participants, this work establishes user preferred exposure values for a variety of maximum display brightnesses, content and ambient lighting levels. These are then used to develop two models to predict the preferred exposure. The first is based on linear regression using straightforward image statistics which require minimal computation and memory to be computed, making this method suitable to be directly used in display hardware. The second is a model based on Convolutional Neural Networks (CNN) to learn image features which best predict exposure values. The CNN model generates better results than the first model at the cost of memory and computation time.
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- 2019
12. Interaction Paradigms Versus Age-Related User Profiles: an Evaluation on Content Selection
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Eurico Carrapatoso, Maximino Bessa, Diana Carvalho, Luís Magalhães, and Universidade do Minho
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General Computer Science ,Computer science ,Interface (computing) ,02 engineering and technology ,Affect (psychology) ,Task (project management) ,Human–computer interaction ,020204 information systems ,0202 electrical engineering, electronic engineering, information engineering ,Selection (linguistics) ,0501 psychology and cognitive sciences ,Electrical and Electronic Engineering ,050107 human factors ,Interactive systems engineering ,Modalities ,business.industry ,Natural User Interfaces ,05 social sciences ,Usability ,Engenharia Eletrotécnica, Eletrónica e Informática [Engenharia e Tecnologia] ,Input Modalities ,Interaction Paradigms ,business ,Engenharia e Tecnologia::Engenharia Eletrotécnica, Eletrónica e Informática ,Gesture - Abstract
Novel input modalities such as touch, tangibles or gestures try to exploit human's innate skills rather than imposing new learning processes. However, despite the recent boom of different natural interaction paradigms, it hasn't been systematically evaluated how these interfaces influence a user's performance or whether each interface could be more or less appropriate when it comes to: 1) different age groups; and 2) different basic operations, as data selection, insertion or manipulation. This work presents the first step of an exploratory evaluation about whether or not the users' performance is indeed influenced by the different interfaces. The key point is to understand how different interaction paradigms affect specific target-audiences (children, adults and older adults) when dealing with a selection task. 60 participants took part in this study to assess how different interfaces may influence the interaction of specific groups of users with regard to their age. Four input modalities were used to perform a selection task and the methodology was based on usability testing (speed, accuracy and user preference). The study suggests a statistically significant difference between mean selection times for each group of users, and also raises new issues regarding the “old” mouse input versus the “new” input modalities.
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- 2015
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