Renan Luigi Martins Guarese

dblp:242/6478 · also Renan Guarese · DBLP profile ↗
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12ranked-venue papers
6as first author
10since 2021 · last 2026
0000-0003-1206-5701ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 7 · 4 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 5 · 3 first-author · 4 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Situated visualization towards manufacturing maintenance training: Scoping review, design and user study
abstract
Immersive technologies offer advantages for the visualization of and interaction with complex setups within manufacturing maintenance processes. The present work catalogs different applications of AR/VR in manufacturing maintenance practices as an extended version of a workshop paper presented at the International Workshop on eXtended Reality for Industrial and Occupational Supports (XRIOS). Through a scoping review in three computing and engineering digital libraries, we outline the key attributes of immersive solutions ( N p = 115 ) for industrial maintenance, categorizing functional prototypes with ten parameters related to interaction, visualization, and research methods. Moreover, we conducted a workshop with three manufacturing experts discussing the future of maintenance interfaces. By bringing forth their recommendations and insights, we targeted a key training challenge in maintenance. We designed and implemented a situated visualization prototype for a safety-critical procedure with real-time, in-depth, spatially relevant instructions. We compared the effects of 2D labels and 3D ghosts in a VR-simulated AR environment. In a preliminary between-subjects evaluation study ( N u = 24 ), we measured usability, workload, simulator sickness, completion time, and delayed recall. Although we did not find statistically significant differences between conditions, 3D ghosts showed slightly lower perceived workload and discomfort levels, along with shorter completion times. On the other hand, 2D labels produced higher usability. Overall, we contribute by a mapping out the state of the art and discovering knowledge gaps within immersive maintenance, presenting a design and preliminary user study that adheres to our recommendations.
Zeinab BagheriFard, Miruna Maria Vasiliu, Emma Pretty, Luis Quintero, Benjamin Edvinsson, Mario Romero, Renan Luigi Martins Guarese
Comput. Graph.7
2026 Grand Challenges in Cross Reality
abstract
Cross Reality (CR) is a new emerging field based on the current developments in Mixed Reality hardware, especially supported by the broad market penetration of video-based see-through Head-Mounted Displays. It refers to applications that span across different stages (real, Augmented Reality, Augmented Virtuality, Virtual Reality) of the reality-virtuality continuum, where users are interconnected between different stages and/or are able to transition between these stages. This publication follows the concept of other grand challenges publications and reflects the discussion of various researchers invested in CR. After an initial discussion at the 1stJoint Workshop on Cross Reality at IEEE ISMAR 2023, six topic groups have been identified, leading to 22 challenges, which were discussed in groups over the period of multiple months. The discussion of these challenges should act as a road map for future research in the area of CR.
Christoph Anthes, Mark Billinghurst, Uwe Gruenefeld, Hans-Christian Jetter, Hai-Ning Liang, Frank Maurer, David Aigner, Craig Anslow, Guillaume Bataille, Abraham G. Campbell, Judith Friedl-Knirsch, Alexander Gall, Renan Luigi Martins Guarese, Sebastian Hubenschmid, Yue Li 0023, Fabian Pointecker, Andreas Riegler, Daniel Roth 0001, Rishi Vanukuru, Nanjia Wang, Lingyun Yu 0001, Johannes Zagermann, Daniel Zielasko
IEEE Trans. Vis. Comput. Graph.13
2025 Enhancing Manufacturing Training Through Augmented Situated Visualization
Zeinab BagheriFard, Renan Luigi Martins Guarese, Luis Quintero, Fabian Johnson, Benjamin Edvinsson, Mario Romero
INTERACT (4)2
2025 Rethinking Troubleshooting Support: Formative Insights for Human-Centric Conversational AI in Manufacturing
abstract
In manufacturing environments, operators are expected to perform structured troubleshooting to ensure process stability and minimize downtime. However, the adoption of formal problem-solving protocols remains low in practice. Through a formative study in a pharmaceutical manufacturing setting, we identify key challenges in current troubleshooting practices: high cognitive load, fragmented documentation, and loss of tacit operational knowledge. We propose the exploration of a conversational AI (CAI) assistant to reframe these structured protocols as natural dialogues that support reasoning and learning rather than administrative compliance.
Miruna Maria Vasiliu, Jonas Jaatinen, Benjamin Edvinsson, Renan Luigi Martins Guarese
MUM4
2024 Comparative analysis of spatiotemporal playback manipulation on virtual reality training for External Ventricular Drainage
Andreas Wrife, Renan Luigi Martins Guarese, Alessandro Iop, Mario Romero
Comput. Graph.2
2024 Multimodal Measurement of Cognitive Load in a Video Game Context: A Comparative Study Between Subjective and Objective Metrics
abstract
Understanding the interaction between cognitive load and features of video game play is important for the accurate measurement and application of this psychological construct in both research and industry scenarios to enhance the player experience. A challenge within this domain is the use of measurements developed in different areas in video games without first validating or testing the reliability of these tools. We present a holistic evaluation of methods used to measure cognitive load during naturalistic gameplay of a commercially available sandbox game. This study measures electroencephalography, electromyography, heart rate, heart rate variability, electrodermal activity, and eye blink rate from players during a building task in Minecraft whilst being assisted by a virtual companion. Various models reveal that a number of physiological measures can be used as a proxy of subjective cognitive load measurement, providing further insight into the player experience during gameplay. Our analysis also reveals some discriminant validity of the subjective measurement used. These results can help inform the choice of sensor in evaluating video game features, or when needing to accurately measure cognitive load for an adaptive situation or high-risk scenario.
Emma Pretty, Renan Luigi Martins Guarese, Chloe A. Dziego, Haytham M. Fayek, Fabio Zambetta
IEEE Trans. Games2
2024 Exploring Audio Interfaces for Vertical Guidance in Augmented Reality via Hand-Based Feedback
abstract
This research proposes an evaluation of pitch-based sonification methods via user experiments in real-life scenarios, specifically vertical guidance, with the aim of standardizing the use of audio interfaces in AR in guidance tasks. Using literature on assistive technology for people who are blind or visually impaired, we aim to generalize their applicability to a broader population and for different use cases. We propose and test sonification methods for vertical guidance in a series of hand-navigation assessments with users without visual feedback. Including feedback from a visually impaired expert in digital accessibility, results (N=19) outlined that methods that do not rely on memorizing pitch had the most promising accuracy and self-reported workload performances. Ultimately, we argue for audio AR's ability to enhance user performance in different scenarios, from video games to finding objects in a pantry.
Renan Luigi Martins Guarese, Emma Pretty, Aidan Renata, Debra Polson, Fabio Zambetta
IEEE Trans. Vis. Comput. Graph.1
2023 Evoking empathy with visually impaired people through an augmented reality embodiment experience
abstract
To promote empathy with people that have disabilities, we propose a multi-sensory interactive experience that allows sighted users to embody having a visual impairment whilst using assistive technologies. The experiment involves blindfolded sighted participants interacting with a variety of sonification methods in order to locate targets and place objects in a real kitchen environment. Prior to the tests, we enquired about the perceived benefits of increasing said empathy from the blind and visually impaired (BVI) community. To test empathy, we adapted an Empathy and Sympathy Response scale to gather sighted people's self-reported and perceived empathy with the BVI community from both sighted (N = 77) and BVI people (N = 20) respectively. We re-tested sighted people's empathy after the experiment and found that their empathetic and sympathetic responses (N = 15) significantly increased. Furthermore, survey results suggest that the BVI community believes the use of these empathy-evoking embodied experiences may lead to the development of new assistive technologies.
Renan Luigi Martins Guarese, Emma Pretty, Haytham M. Fayek, Fabio Zambetta, Ron G. van Schyndel
VR1
2021 Cooking in the Dark: Exploring Spatial Audio as MR Assistive Technology for the Visually Impaired
Renan Luigi Martins Guarese, Franklin Bastidas, João Becker, Mariane Giambastiani, Yhonatan Iquiapaza, Lennon Macedo, Luciana Porcher Nedel, Anderson Maciel, Fabio Zambetta, Ron G. van Schyndel
INTERACT (5)1
2021 Augmented situated visualization methods towards electromagnetic compatibility testing
Renan Luigi Martins Guarese, Pererik Andreasson, Emil Nilsson, Anderson Maciel
Comput. Graph.1
2020 Augmented Situated Visualization for Spatial and Context-Aware Decision-Making
abstract
Whenever accessing indoor spaces such as classrooms or auditoriums, people might attempt to analyze and choose an appropriate place to stay while attending an event. Several criteria may be accounted for, and most are not always self-evident or trivial. This work proposes the use of data visualization allied to an Augmented Reality (AR) user interface to help users defining the most convenient seats to take. We consider sets of arbitrary demands and project information directly atop the seats and all around the room. Users can also narrow down the search by switching and combining the attributes being displayed, e.g., temperature, wheelchair accessibility. The proposed approach was tested against a comparable 2D interactive visualization of the same data in usability assessments of seat-choosing tasks with a set of users (N = 16) to validate the solution. Qualitative and quantitative data indicated that the AR-based solution is promising, suggesting that AR may help users make more accurate decisions, even in an ordinary daily task. Regarding Augmented Situated Visualization, our results open new avenues for the exploration of context-aware data.
Renan Luigi Martins Guarese, João Becker, Henrique Fensterseifer, Marcelo Walter, Carla M. D. S. Freitas, Luciana Porcher Nedel, Anderson Maciel
AVI1
2019 Development and Usability Analysis of a Mixed Reality GPS Navigation Application for the Microsoft HoloLens
Renan Luigi Martins Guarese, Anderson Maciel
CGI1