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Susana Rodrigues

dblp:48/8607 · DBLP profile ↗
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5ranked-venue papers
0as first author
4since 2021 · last 2024
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 since 2021

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
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 61% Wearable and physiological sensing · 21% Health and well-being technologies · 18%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
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 › virtual reality
multisensory VR
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
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

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

user study · 1.5psychophysical experiment · 1.5questionnaire · 0.7heart rate variability analysis · 0.7
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.3
2023 Causal Graph Discovery for Explainable Insights on Marine Biotoxin Shellfish Contamination
Filipe Ferraz, Marta B. Lopes, Susana Rodrigues, Pedro Reis Costa, Susana Vinga, Alexandra M. Carvalho
IDEAL4
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.3
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.3
2020 Impact of Different Stimuli on User Stress During a Virtual Firefighting Training Exercise
abstract
Training firefighters using Virtual Reality (VR) technology brings several benefits over traditional training methods including the reduction of costs and risks. The ability of causing the same level of stress as a real situation so that firefighters can learn how to deal with stress was investigated. An experiment aiming to study the influence that additional stimuli (heat, weight, smell and using personal protective equipment-PPE) have on user's stress level while performing a Virtual Environment (VE) designed to train firefighters was developed. Participants' stress and Heart Rate Variability (HRV) were obtained from electrocardiograms recorded during the experiment. The results suggest that wearing the PPE has the largest impact on user's stress level. The results also showed that HRV was able to evidence differences between two phases of the experiment, which suggests that it can be used to monitor users' quantified reaction to VEs.
David Narciso, Miguel Melo, Susana Rodrigues, João Paulo da Silva Cunha, Maximino Bessa
BIBE3