Percorrer por autor "Bessa, Maximino"
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- Adaptation and validation of the ITC - Sense of Presence Inventory for the Portuguese languagePublication . Vasconcelos-Raposo, José; Melo, Miguel; Teixeira, Carla Maria; Cabral, Luciana; Bessa, MaximinoThis investigation concerns the translation and validation of the ITC - Sense of Presence Inventory (ITC-SOPI) for the Portuguese-speaking population (in Europe), estimating the validity of the content and concepts and the maintenance of an equivalent semantics. It also sought to verify its psychometric properties, namely its factorial validity and internal consistency. The sample consisted of 459 individuals, 274 males and 185 females. The fidelity of the subscales varied between 0.67 and 0.89. Confirmatory factor analysis revealed a theoretical model of 35 items, divided by four factors. After fixing some of the residual errors between items, the following adjustment indexes were calculated: χ2/df = 2.301; goodness fit index = 0.860; comparative fitness index=0.889; root mean square error of approximation=0.053; Akaike’s information criterion=1420. Based on the observed results and the robustness of the sample size used, the obtained theoretical model shows that the ITC-SOPI is recommended to measure presence in virtual reality research projects with samples of Portuguese language speakers.
- Assessing presence in virtual environments: adaptation of the psychometric properties of the presence questionnaire to the portuguese populationsPublication . Vasconcelos-Raposo, José; Melo, Miguel; Barbosa, Luís Filipe; Teixeira, Carla Maria; Cabral, Luciana; Bessa, MaximinoVirtual 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 x2/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).
- Collaborative immersive authoring tool for real-time creation of multisensory VR experiencesPublication . Coelho, Hugo; Melo, Miguel; Martins, José; Bessa, MaximinoWith the appearance of innovative virtual reality (VR) technologies, the need to create immersive content arose. Although there are already some non-immersive solutions to address immersive audio-visual content, there are no solutions that allow the creation of immersive multisensory content. This work proposes a novel architecture for a collaborative immersive tool that allows the creation of multisensory VR experiences in real-time, thus promoting the expeditious development, adoption, and use of immersive systems and enabling the building of custom-solutions that can be used in an intuitive manner to support organizations’ business initiatives. To validate the presented proposal, two approaches for the authoring tools (Desktop interface and Immersive interface) were subjected to a set of tests and evaluations consisting of a usability study that demonstrated not only the participants’ acceptance of the authoring tool but also the importance of using immersive interfaces for the creation of such VR experiences.
- A conceptual research model proposal of digital marketing adoption and impact on low density tourism regionsPublication . Jorge, Filipa; Teixeira, Mário Sérgio; Correia, Ricardo Jorge; Gonçalves, Ramiro Manuel; Martins, José; Bessa, MaximinoNowadays, tourism faces the technology progress challenge. Tourists are changing the way they search for information and the way they buy tourism products and services. Therefore, becomes important to analyze the influence of relevant digital marketing tools on low density tourism regions success, measured through destination image, tourists’ satisfaction and loyalty. The main aim of this article is to demonstrate the theoretical support of a model about the impact of digital marketing tools technologies on low density tourism region. To achieve this purpose, a literature review will be used as a methodological basis. This study also intends to contribute to the scientific debate through the improvement of knowledge in digital marketing tools applied to tourism and for this industry stakeholders.
- Contextualized ubiquity: a new opportunity for rendering business information and servicesPublication . Cunha, Carlos R.; Peres, Emanuel; Morais, Raul; Bessa, Maximino; Reis, Manuel José Cabral dos SantosStating that information and services are ubiquitous, means that they are available anywhere, anytime. The development of mobile-devices with wireless network-access capabilities, together with the decrease in network-traffic costs and the proliferation of free wireless hotspots, makes the use of mobile-devices, as Internet access tools, increasingly common and attractive. With novel forms of presenting information and to provide new ways to interact with consumers, new business strategies can be boosted, in Customer Relationship Management (CRM) and m-commerce. This paper describes a different approach to the relationship between customers and business-providers, based on contextualization mechanisms located in commercial products, which in turn acts as a gateway to static tag-embedded information as well as web-based information and services. A wine integrated management system, called SIGPV, is presented as a proof-of-concept, enumerating some of possible major business and CRM benefits.
- Contextualized ubiquity: a new opportunity for rendering business information and servicesPublication . Cunha, Carlos R.; Peres, Emanuel; Morais, Raul; Bessa, Maximino; Reis, Manuel José Cabral dos SantosUbiquitous information and services means that they are available anywhere and anytime. The development of mobile-devices with wireless network-access capabilities, together with the decrease in network-traffic costs and the proliferation of free wireless hotspots, makes the use of mobile-devices, as Internet access tools, increasingly common and attractive. With novel forms of presenting information and to provide new ways to interact with consumers, new business strategies can be boost, in Customer Relationship Management (CRM) and E-Commerce. This paper describes a different approach to the relationship between customers and business-providers, based on contextualization mechanisms, located in user-consuming real-world objects. A Wine Integrated Management System, called SIGPV, is presented as a proof-of-concept, enumerating some of possible major business and CRM benefits.
- Correction to: Collaborative immersive authoring tool for real-time creation of multisensory VR experiencesPublication . Coelho, Hugo; Melo, Miguel; Martins, José; Bessa, MaximinoIn the original publication, Figs. 1 and 2 were interchange and the citation of Fig. 1 in the third paragraph of section 2.2 Authoring tools for multisensory VR experiences should be removed. The citation of Fig. 2 in section 3.1 System architecture should be changed to Fig. 1 and the citation of Fig. 1 in the same section should be change to Fig. 2. Also, the acknowledgement is missing in the original publication. The corrected figures and acknowledgement are presented in this erratum.
- Evaluation of animation and lip-sync of avatars, and user interaction in immersive virtual reality learning environmentsPublication . Peixoto, Bruno; Melo, Miguel; Cabral, Luciana; Bessa, MaximinoVirtual Reality (VR) has been showing potential in new and diverse areas, notably in education. However, there is a lack of studies in the Foreign Language Teaching and Learning field, particularly in listening comprehension. Therefore, this study investigated the effects of avatar animations and lip synchronization, and user interaction; features deemed relevant in this broader area. A sociodemographic, a quick CEFR - Common European Framework of Reference for Languages - 15-minute English test, and questionnaire were used to evaluate the participants’ Presence, Quality of Experience, Cybersickness and Knowledge Retention. Results show that, overall, the use of avatars with realistic animations and movements, and featuring lip synchronization have a positive influence on the users’ sense of presence, knowledge retention and a more enjoyable overall quality of experience. The same can be said for the use of object interaction and navigation in the cultural representative environment, which had an overall positive impact.
- Impact of different UI on foreign language learning using iVRPublication . Peixoto, Bruno; Gonçalves, Guilherme; Bessa, Maximino; Bessa, Luciana C. Pereira; Melo, MiguelThis paper presents a study comparing different user interface modes (Controller-Based Selection, Object Interaction, and Voice Recognition) within immersive Virtual Reality (iVR) environments for foreign language learning. Given the rapid advancements and potential of iVR in education, there is a need for focused research on optimising user interfaces for effective learning experiences. This study aimed to identify optimal interfaces for integrating iVR applications as complementary educational tools while gauging student preferences. Participants engaged in interactive learning tasks across the three conditions, with assessments focused on System Usability, Presence, User Satisfaction, Cybersickness, Learning Outcomes, and Task Duration. Findings indicate high usability across all conditions, with a preference observed for Controller-Based Selection and Object Interaction. Object Interaction showed strong motivational appeal but required more time to complete tasks than Controller-Based. Therefore, for time-constrained educational settings, the Controller-Based Selection interface is practical due to its lower physical effort requirement. Despite recent advances, our study found Voice Recognition interaction to be the least preferred interaction method, indicating a need for further technological improvements to boost its acceptance and effectiveness in educational contexts.
- Learning a foreign language: traditional listening vs interactive immersive virtual realityPublication . Peixoto, Bruno; Gonçalves, Guilherme; Bessa, Maximino; Bessa, Luciana C. Pereira; Melo, MiguelImmersive Virtual Reality (iVR) is a promising educational tool for learning a second/foreign language. However, interactive iVR studies remain in their infancy, with more research required to validate what and how it can be implemented. This study focuses on the English listening dimension and evaluates the impact of a realistic interactive iVR compared to traditional listening exercises. The results were favourable and indicated that interactive iVR positively impacts the users’ knowledge retention compared to a traditional listening approach. Likewise, the users revealed a preference for using iVR for learning when compared to traditional listening exercises, as well as higher user satisfaction with the iVR experiment.
