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  • Can we escape the metaverse?: Should we?
    Publication . Carvalho, Fausto de; Morgado, Leonel
    In 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.
  • Merged reality for everyone
    Publication . Carvalho, Fausto de; Morgado, Leonel
    This 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.
  • Exploring educational immersive videogames : an empirical study with a 3D multimodal interaction prototype
    Publication . 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, Bernardo
    Gestural 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.