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Aldo Lovo

dblp:403/7518 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
0009-0007-9902-6014ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 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.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 77% Learning and educational technologies · 23%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality training
VR training simulator
0.912025
OPVSim: Applying a Graph-Based Methodology for VR Training in Guided Learning of Emergency Procedures in a Ship's Engineering Room · IEEE Trans. Vis. Comput. Graph. 2025

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

graph-based instruction · 0.9
YearPublicationVenuePosition
2025 OPVSim: Applying a Graph-Based Methodology for VR Training in Guided Learning of Emergency Procedures in a Ship's Engineering Room
abstract
Virtual Reality (VR) can support effective and scalable training for procedures presented as step-by-step processes in machinery use, such as in an engineering room. Currently, many procedures are trained in closed experiences that do not allow for human errors or interaction with real subjects or machinery. Our goal is to address this gap by using VR training tools for guided procedural learning. To achieve this, we applied an existing methodology for designing such systems, called ProtoColVR, to develop a VR training simulation prototype for emergency procedures within an engineering room on a ship. The simulator, called OPVSim, employs end-to-end instruction, including a VR controls tutorial, step-by-step guided training based on graphs, offering different paths to the same goal, with feedback on correct and incorrect actions. We conducted a study with two groups of participants-cadets in training and experienced officers-to assess the effectiveness of the system developed using the described methodology. The study results reveal positive trends, including increased knowledge scores after using the simulator, and favorable outcomes for the prototype in terms of usability, presence, and workload. We discuss our findings, limitations, and the implications for designing VR training systems for guided procedural learning.
Vivian Gómez, Pablo A. Figueroa, Aldo Lovo
IEEE Trans. Vis. Comput. Graph.3