Browsing by Author "Carvalho, Fausto de"
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- Bringing user experience empirical data to gesture-control and somatic interaction in virtual reality videogames: an exploratory study with a multimodal interaction prototypePublication . Fernandes, Luís; Nunes, Ricardo Rodrigues; Matos, Gonçalo; Azevedo, Diogo; Pedrosa, Daniela; Morgado, Leonel; Paredes, Hugo; Barbosa, Luís; Fonseca, Benjamim; Martins, Paulo; Cardoso, Bernardo; Carvalho, Fausto deWith the emergence of new low-cost gestural interaction devices various studies have been developed on multi-modal human-computer interaction to improve user experience. We present an exploratory study which analysed the user experience with a multimodal interaction game prototype. As a result, we propose a set of preliminary recommendations for combined use of such devices and present implications for advancing the multimodal field in human-computer interaction.
- Can we escape the metaverse?: Should we?Publication . Carvalho, Fausto de; Morgado, LeonelIn view of the strong market presence and leverage of major corporations involved in this topic, the most straightforward answer to the questions above is “No”. Nevertheless, multiple perspectives should be considered. Thus, along this article we reflect about the concept of “metaverse”, what parts of it exist today, and what is foreseen that makes this concept a much discussed game changer.
- Exploring educational immersive videogames : an empirical study with a 3D multimodal interaction prototypePublication . Fernandes, Luís Miguel Alves; Matos, Gonçalo Cruz; Azevedo, Diogo; Nunes, Ricardo Rodrigues; Paredes, Hugo; Morgado, Leonel; Barbosa, Luís; Martins, Paulo; Fonseca, Benjamim; Cristóvão, Paulo; Carvalho, Fausto de; Cardoso, BernardoGestural interaction devices emerged and originated various studies on multimodal human-computer interaction to improve user experience. However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the user experience with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality environment: one as the helmsman aboard Vasco da Gama’s XV-century Portuguese ship, another as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a virtual reality headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterization of user experience, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human-computer interaction.
- Exploring the usage of 3D virtual worlds and kinect interaction in exergames with elderlyPublication . Paredes, Hugo; Cassola, Fernando; Morgado, Leonel; Carvalho, Fausto de; Ala, Silvia; Cardoso, Francisco; Fonseca, Benjamim; Martins, PauloThe combination of the potentialities of the interactive technologies, like exergames and the emerging motion capture devices with the ability of 3D virtual worlds for socialisation and context, can produce a platform to promote the physical activity of its users, which leverages its potential. The OnlineGym is an exploratory project based on an online 3D virtual worlds platform that allows users to interact with the system through the use of a motion capture device. This paper discusses the chosen technological approaches and the preliminary results of the experiments performed with users.
- eXtended new realityPublication . Carvalho, Fausto de; Morgado, Leonel; Machado, RicardoThis article addresses some aspects of the potential of Extended Reality (XR) technologies in the context of the accelerated ongoing digital transformation, with public awareness and wider acceptance being prompted by current pandemic, due to the widespread adoption of teleworking, distance learning, and virtual conferences. The state-of-the-art of XR technologies and immersive environments is briefly addressed from the perspective of their sustained adoption in multiple scenarios, including education and training, well-being and active aging, and business.
- Merged reality for everyonePublication . Carvalho, Fausto de; Morgado, LeonelThis article addresses some interesting challenges and business opportunities within the promising merged reality ecosystem, which offers the vision of bringing together virtual, augmented and physical realities, seamlessly. The article also links the current status of this field with exploratory research and development work carried out by Altice Labs.
- Motion capture: aplicações e-health e wellbeingPublication . Carvalho, Fausto de; Orvalho, Verónica; Morgado, LeonelEste artigo apresenta resultados de dois projetos enquadrados no Plano de Inovação 2013-2014: Move4Health, com o Instituto de Telecomunicações e Online-Gym, com o INESC TEC. Ainda que em cenários e abordagens distintas, ambos exploram o recurso a deteção de movimento (motion capture) em tempo real e sem recurso a marcadores (realtime markerless mocap), para explorar a oportunidade de introdução de novas aplicações e serviços de eHealth e well being particularmente vocacionados para o segmento senior e para o envelhecimento ativo.
- Online Gym : um ginásio virtual 3D integrando a kinect : análise comparativa de bibliotecas de suportePublication . Cassola, Fernando; Morgado, Leonel; Paredes, Hugo; Fonseca, Benjamim; Martins, Paulo; Carvalho, Fausto deA sincronização online de ginástica potencia novas possibilidades para melhorar o bem-estar físico e social das pessoas com restrições de deslocação. A nossa proposta passa pela criação de uma plataforma 3D - Online Gym - que permita que os utilizadores interajam e participem em sessões online de ginástica em grupo através do Microsoft Kinect. No presente artigo, com vista à concretização desta proposta, analisamos três alternativas tecnológicas para a implementação de serviços de deteção de movimentos que possam ser integrados em plataformas gráficas multiutilizador. Nos resultados, expõem-se as características de cada uma e o impacte respetivo para sua utilização na concretização desta proposta ou outras iniciativas similares.
- Online-Gym : multiuser virtual gymnasium using RINIONS and multiple kinect devicesPublication . Cassola, Fernando; Ala, Silvia; Carvalho, Fausto de; Paredes, Hugo; Fonseca, Benjamim; Martins, Paulo; Cardoso, Francisco; Morgado, LeonelTo enhance older citizen’s practice of physical exercise, we present the architecture, development, and pilot testing of a multiuser online gymnasium based on Kinect motion capture and OpenSimulator, which aims to enable socialization and supervision of exercise practice without travel requirements. The prototype was tested simultaneously with 4 elders at different locations, providing data on the feasibility of the approach and informing subsequent development and research.
- Primeira armada da Índia: novo conceito de jogo misturando realidades aumentada e virtual, gestos finos e amplosPublication . Morgado, Leonel; Cristóvão, Paulo; Fernandes, Luís; Nunes, Ricardo Rodrigues; Martins, Paulo; Paredes, Hugo; Barbosa, Luís; Cardoso, Bernardo; Carvalho, Fausto deApresentamos um conceito de jogo inovador e o seu protótipo inicial, integrando tipos distintos de interação e de visualização. Dois jogadores interagem como timoneiro de uma nau portuguesa e gigante Adamastor. Um joga em realidade virtual controlada por gestos finos, outro usa aumentação contextual com gestos amplos e fi-nos. Pretende o conceito e o protótipo servirem como exemplificadores das potencialidades das novas formas de interação e de como as concretizar.