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José Vasconcelos-Raposo

dblp:187/3178 · also J. Jacinto Vasconcelos-Raposo · DBLP profile ↗
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16ranked-venue papers
3as first author
6since 2021 · last 2024
0000-0002-3456-9727ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 4 since 2021Human-computer interaction and ubiquitous computing · 4 · 3 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2Artificial intelligence and machine learning · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
5 papers
Immersive interaction · 71% Wearable and physiological sensing · 10% Health and well-being technologies · 9%

Topics — the 11 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual reality
multisensory VR
1.322024
Studying the Influence of Multisensory Stimuli on a Firefighting Training Virtual Environment · IEEE Trans. Vis. Comput. Graph. 2024
Do Multisensory Stimuli Benefit the Virtual Reality Experience? A Systematic Review · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality
immersive interaction
0.812024
Studying the Influence of Multisensory Stimuli on a Firefighting Training Virtual Environment · IEEE Trans. Vis. Comput. Graph. 2024
Virtual and augmented reality › immersive interaction
virtual reality training
0.812024
Studying the Influence of Multisensory Stimuli on a Firefighting Training Virtual Environment · IEEE Trans. Vis. Comput. Graph. 2024
Immersive interaction
virtual reality training
0.712023
Using Heart Rate Variability for Comparing the Effectiveness of Virtual vs Real Training Environments for Firefighters · IEEE Trans. Vis. Comput. Graph. 2023
Immersive interaction
virtual reality experience
0.612022
Do Multisensory Stimuli Benefit the Virtual Reality Experience? A Systematic Review · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality
presence
0.412020
Impact of Different Sensory Stimuli on Presence in Credible Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2020
Virtual and augmented reality
virtual reality
0.412020
Impact of Different Sensory Stimuli on Presence in Credible Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2020
Immersive interaction › virtual reality
presence
0.412019
Adaptation and validation of the ITC - Sense of Presence Inventory for the Portuguese language · Int. J. Hum. Comput. Stud. 2019
Wearable and physiological sensing
physiological responses
0.212024
Studying the Influence of Multisensory Stimuli on a Firefighting Training Virtual Environment · IEEE Trans. Vis. Comput. Graph. 2024
Haptics and multimodal interaction › haptic feedback
passive haptic feedback
0.112020
Impact of Different Sensory Stimuli on Presence in Credible Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2020
Usability and user experience research › psychometric evaluation
questionnaire validation
0.112019
Adaptation and validation of the ITC - Sense of Presence Inventory for the Portuguese language · Int. J. Hum. Comput. Stud. 2019

Methods — techniques the papers use, named apart from their topics

user study · 2.4questionnaire · 1.5psychophysical experiment · 1.5systematic review · 1.1heart rate variability analysis · 0.7validation · 0.4scale adaptation · 0.4
YearPublicationVenuePosition
2024 Studying the Influence of Multisensory Stimuli on a Firefighting Training Virtual Environment
abstract
How we perceive and experience the world around us is inherently multisensory. Most of the Virtual Reality (VR) literature is based on the senses of sight and hearing. However, there is a lot of potential for integrating additional stimuli into Virtual Environments (VEs), especially in a training context. Identifying the relevant stimuli for obtaining a virtual experience that is perceptually equivalent to a real experience will lead users to behave the same across environments, which adds substantial value for several training areas, such as firefighters. In this article, we present an experiment aiming to assess the impact of different sensory stimuli on stress, fatigue, cybersickness, Presence and knowledge transfer of users during a firefighter training VE. The results suggested that the stimulus that significantly impacted the user's response was wearing a firefighter's uniform and combining all sensory stimuli under study: heat, weight, uniform, and mask. The results also showed that the VE did not induce cybersickness and that it was successful in the task of transferring knowledge.
David Narciso, Miguel Melo, Susana Rodrigues, João Paulo da Silva Cunha, José Vasconcelos-Raposo, Maximino Bessa
IEEE Trans. Vis. Comput. Graph.5
2023 Using Heart Rate Variability for Comparing the Effectiveness of Virtual vs Real Training Environments for Firefighters
abstract
The use of Virtual Reality (VR) technology to train professionals has increased over the years due to its advantages over traditional training. This paper presents a study comparing the effectiveness of a Virtual Environment (VE) and a Real Environment (RE) designed to train firefighters. To measure the effectiveness of the environments, a new method based on participants' Heart Rate Variability (HRV) was used. This method was complemented with self-reports, in the form of questionnaires, of fatigue, stress, sense of presence, and cybersickness. An additional questionnaire was used to measure and compare knowledge transfer enabled by the environments. The results from HRV analysis indicated that participants were under physiological stress in both environments, albeit with less intensity on the VE. Regarding reported fatigue and stress, the results showed that none of the environments increased such variables. The results of knowledge transfer showed that the VE obtained a significant increase while the RE obtained a positive but non-significant increase (median values, VE: before - 4 after - 7, p = .003; RE: before - 4 after - 5, p = .375). Lastly, the results of presence and cybersickness suggested that participants experienced high overall presence and no cybersickness. Considering all results, the authors conclude that the VE provided effective training but that its effectiveness was lower than that of the RE.
David Narciso, Miguel Melo, Susana Rodrigues, João Paulo da Silva Cunha, José Vasconcelos-Raposo, Maximino Bessa
IEEE Trans. Vis. Comput. Graph.5
2022 Do Multisensory Stimuli Benefit the Virtual Reality Experience? A Systematic Review
abstract
The majority of virtual reality (VR) applications rely on audiovisual stimuli and do not exploit the addition of other sensory cues that could increase the potential of VR. This systematic review surveys the existing literature on multisensory VR and the impact of haptic, olfactory, and taste cues over audiovisual VR. The goal is to identify the extent to which multisensory stimuli affect the VR experience, which stimuli are used in multisensory VR, the type of VR setups used, and the application fields covered. An analysis of the 105 studies that met the eligibility criteria revealed that 84.8 percent of the studies show a positive impact of multisensory VR experiences. Haptics is the most commonly used stimulus in multisensory VR systems (86.6 percent). Non-immersive and immersive VR setups are preferred over semi-immersive setups. Regarding the application fields, a considerable part was adopted by health professionals and science and engineering professionals. We further conclude that smell and taste are still underexplored, and they can bring significant value to VR applications. More research is recommended on how to synthesize and deliver these stimuli, which still require complex and costly apparatus be integrated into the VR experience in a controlled and straightforward manner.
Miguel Melo, Guilherme Gonçalves, Pedro Monteiro, Hugo Coelho, José Vasconcelos-Raposo, Maximino Bessa
IEEE Trans. Vis. Comput. Graph.5
2021 Assessing presence in virtual environments: adaptation of the psychometric properties of the Presence Questionnaire to the Portuguese populations
abstract
Virtual Reality applications have the goal of transporting their users to a given virtual environment (VE). Thus, Presence is a consensual metric for evaluating the VEs' effectiveness. The present study adapts the Presence Questionnaire (PQ) for the Portuguese-speaking population, maintaining the validity of the contents and concepts, to ascertain the psychometric properties of the instrument.The adaptation to Portuguese was achieved through the standard adaptation process of translation and back-translation process. The sample consisted of 451 individuals (268 males and 183 females). Factor reliability ranged from 0.63 to 0.86. Confirmatory factor analysis produced a theoretical model of 21 items distributed among seven factors, where the covariance between some residual item errors was established. The fit indices obtained were χ2/df=2.077, GFI =0.936, CFI =0.937, RMSEA =0.049, P [RMSEA ≤0.05], MECVI =1.070. Results obtained allowed us to consider that the adapted Portuguese version of the PQ, with 21 items, forms a robust and valid questionnaire whose use is recommended to evaluate Presence in virtual reality research programmes, provided that they use samples of the Portuguese language (Europe).
José Vasconcelos-Raposo, Miguel Melo, Luís Barbosa, Carla Maria Teixeira, Luciana Cabral, Maximino Bessa
Behav. Inf. Technol.1
2021 A systematic review on the use of immersive virtual reality to train professionals
David Narciso, Miguel Melo, Susana Rodrigues, João Paulo da Silva Cunha, José Vasconcelos-Raposo, Maximino Bessa
Multim. Tools Appl.5
2021 Delivering Critical Stimuli for Decision Making in VR Training: Evaluation Study of a Firefighter Training Scenario
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.
Pedro Monteiro, Miguel Melo, António Valente, José Vasconcelos-Raposo, Maximino Bessa
IEEE Trans. Hum. Mach. Syst.4
2020 A novel method to enhance the touristic 360∘ promotional video experience
Guilherme Gonçalves, Miguel Melo, José Vasconcelos-Raposo, Maximino Bessa
Multim. Tools Appl.3
2020 Virtual reality in training: an experimental study with firefighters
David Narciso, Miguel Melo, José Vasconcelos-Raposo, João Paulo da Silva Cunha, Maximino Bessa
Multim. Tools Appl.3
2020 The Impact of Olfactory and Wind Stimuli on 360 Videos Using Head-mounted Displays
abstract
Consuming 360 audiovisual content using a Head-Mounted Display (HMD) has become a standard feature for Immersive Virtual Reality (IVR). However, most applications rely only on visual and auditory feedback whereas other senses are often disregarded. The main goal of this work was to study the effect of tactile and olfactory stimuli on participants’ sense of presence and cybersickness while watching a 360 video using an HMD-based IVR setup. An experiment with 48 participants and three experimental conditions (360 video, 360 video with olfactory stimulus, and 360 video with tactile stimulus) was performed. Presence and cybersickness were reported via post-test questionnaires. Statistical analysis showed a significant difference in presence between the control and the olfactory conditions. From the control to the tactile condition, mean values were higher but failed to show statistical significance. Thus, results suggest that adding an olfactory stimulus increases presence significantly while the addition of a tactile stimulus only shows a positive effect. Regarding cybersickness, no significant differences were found across conditions. We conclude that an olfactory stimulus contributes to higher presence and that a tactile stimulus, delivered in the form of cutaneous perception of wind, has no influence in presence. We further conclude that multisensory cues do not affect cybersickness.
David Narciso, Miguel Melo, José Vasconcelos-Raposo, Maximino Bessa
ACM Trans. Appl. Percept.3
2020 Impact of Different Sensory Stimuli on Presence in Credible Virtual Environments
abstract
Multiple factors can affect presence in virtual environments, such as the number of human senses engaged in a given experience or the extent to which the virtual experience is credible. The purpose of the present work is to study how the inclusion of credible multisensory stimuli affects the sense of presence, namely, through the use of wind, passive haptics, vibration, and scent. Our sample consisted of 37 participants (27 men and 10 women) whose ages ranged from 17 to 44 years old and were mostly students. The participants were divided randomly into 3 groups: Control Scenario (visual and auditory - N = 12), Passive Haptic Scenario (visual, auditory, and passive haptic - N = 13) and Multisensory Scenario (visual, auditory, wind, passive haptic, vibration, and scent - N = 12). The results indicated a significant increase in the involvement subscale when all multisensory stimuli were delivered. We found a trend where the use of passive haptics by itself has a positive impact on presence, which should be the subject of further work.
Guilherme Gonçalves, Miguel Melo, José Vasconcelos-Raposo, Maximino Bessa
IEEE Trans. Vis. Comput. Graph.3
2019 The Impact of Gender, Avatar and Height in Distance Perception in Virtual Environments
Hugo Coelho, Miguel Melo, Frederico Branco, José Vasconcelos-Raposo, Maximino Bessa
WorldCIST (2)4
2019 The Effect of Multisensory Stimuli on Path Selection in Virtual Reality Environments
Guilherme Gonçalves, Miguel Melo, José Martins 0002, José Vasconcelos-Raposo, Maximino Bessa
WorldCIST (2)4
2019 Adaptation and Validation of the Temple Presence Inventory in a Portuguese Population
abstract
The present study aims to translate and validate the Temple Presence Inventory (TPI) for the Portuguese context, respecting the maintenance of an equivalent semantics as well as the validity of its contents and concepts. This study also aims to verify the psychometric properties of the instrument (factor validity and internal consistency). The sample consisted of 455 individuals (male = 271, female = 184). The fidelity of the factors varied between 0.5 and 0.84. The confirmatory factor analysis produced a theoretical model with 38 items distributed among eight factors. The covariance between some residual errors of instrument items was considered, and the following fit indices were observed: χ2/df = 2.073; GFI = 0.858; CFI = 0.887; RSMEA = 0.049; AIC = 1527. The results confirm the appropriateness of the version adapted to the Portuguese language of the TPI and that it can be used in research projects aiming to evaluate Presence in the Portuguese-speaking population (Europe).
José Vasconcelos-Raposo, Maximino Bessa, Carla Maria Teixeira, Luciana Cabral, Miguel Melo
Int. J. Hum. Comput. Interact.1
2019 Adaptation and validation of the ITC - Sense of Presence Inventory for the Portuguese language
José Vasconcelos-Raposo, Miguel Melo, Carla Maria Teixeira, Luciana Cabral, Maximino Bessa
Int. J. Hum. Comput. Stud.1
2018 The effects of body position on Reflexive Motor Acts and the sense of presence in virtual environments
Maximino Bessa, Miguel Melo, António Augusto de Sousa, José Vasconcelos-Raposo
Comput. Graph.4
2018 Presence and cybersickness in immersive content: Effects of content type, exposure time and gender
Miguel Melo, José Vasconcelos-Raposo, Maximino Bessa
Comput. Graph.2