Classificação da Avaliação de Imersão em Aplicações Multissensoriais
Resumo
Aplicações multimídia permitem a apresentação conjunta de diferentes tipos de mídia, porém focam em apresentar estímulos aos sentidos de visão e audição. Como forma de aumentar a imersão de usuários com uma aplicação, estudos na área têm buscado incluir mídias que estimulem outros sentidos, como tato, olfato e paladar. Entretanto, a inclusão por si só de tais mídias numa aplicação pode não significar um aumento da imersão do usuário, sendo necessário o uso de algum instrumento para avaliação do ganho de imersão obtido. Este trabalho, portanto, tem como objetivo fazer um estudo sobre os diferentes instrumentos disponíveis na literatura para avaliação de imersão em aplicações multimídia, classificando-os de acordo com o sentido avaliado e o formato do instrumento utilizado.
Palavras-chave:
Multimídia, Imersão, Instrumentos
Referências
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G. Ghinea, C. Timmerer, W. Lin, and S.R. Gulliver. Mulsemedia: State of the art, perspectives, and challenges. ACM Transactions on Multimedia Computing, Communications and Applications, 11, 2014.
Taeyong Kim and Frank Biocca. Telepresence via Television: Two Dimensions of Telepresence May Have Different Connections to Memory and Persuasion.[1]. Journal of Computer-Mediated Communication, 3(2), 1997. ISSN 1083-6101.
J. Kritikos, C. Zoitaki, G. Tzannetos, A. Mehmeti, M. Douloudi, G. Nikolaou, G. Alevizopoulos, and D. Koutsouris. Comparison between full body motion recognition camera interaction and hand controllers interaction used in virtual reality exposure therapy for acrophobia. Sensors (Switzerland), 20(5), 2020.
V. Schwind, P. Knierim, N. Haas, and N. Henze. Using presence questionnaires in virtual reality. In Conference on Human Factors in Computing Systems - Proceedings, 2019.
Emilia Simao and Celia Soares. Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality. 08 2018. doi: 10.4018/978-1-5225-5696-1.
H.K. Soomal, M. Poyade, P.M. Rea, and L. Paul. Enabling More Accessible MS Rehabilitation Training Using Virtual Reality. Advances in Experimental Medicine and Biology, 1262:95–114, 2020.
C. Timmerer, M.Waltl, B. Rainer, and H. Hellwagner. Assessing the quality of sensory experience for multimedia presentations. Signal Processing: Image Communication, 27(8):909–916, 2012.
M. Wirth, S. Gradl, W.A. Mehringer, R. Kulpa, H. Rupprecht, D. Poimann, A.F. Laudanski, and B.M. Eskofier. Assessing Personality Traits of Team Athletes in Virtual Reality. In Proceedings - 2020 IEEE Conference on Virtual Reality and 3D User Interfaces, VRW 2020, pages 101–108, 2020.
B.G. Witmer and M.J. Singer. Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments, 7(3):225–240, 1998.
W. Zhou, J. Zhu, Y. Chen, J. Yang, E. Dong, H. Zhang, and X. Tang. Visual Perception Design and Evaluation of ElectricWorking Robots. In Proceedings of 2019 IEEE International Conference on Mechatronics and Automation, ICMA 2019, pages 886–891, 2019.
T.J. Eiler, A. Grünewald, A. Machulska, T. Klucken, K. Jahn, B. Niehaves, C.F. Gethmann, and R. Brück. A Preliminary Evaluation of Transferring the Approach Avoidance Task into Virtual Reality. Advances in Intelligent Systems and Computing, 1011:151–163, 2019.
G. Ghinea, C. Timmerer, W. Lin, and S.R. Gulliver. Mulsemedia: State of the art, perspectives, and challenges. ACM Transactions on Multimedia Computing, Communications and Applications, 11, 2014.
Taeyong Kim and Frank Biocca. Telepresence via Television: Two Dimensions of Telepresence May Have Different Connections to Memory and Persuasion.[1]. Journal of Computer-Mediated Communication, 3(2), 1997. ISSN 1083-6101.
J. Kritikos, C. Zoitaki, G. Tzannetos, A. Mehmeti, M. Douloudi, G. Nikolaou, G. Alevizopoulos, and D. Koutsouris. Comparison between full body motion recognition camera interaction and hand controllers interaction used in virtual reality exposure therapy for acrophobia. Sensors (Switzerland), 20(5), 2020.
V. Schwind, P. Knierim, N. Haas, and N. Henze. Using presence questionnaires in virtual reality. In Conference on Human Factors in Computing Systems - Proceedings, 2019.
Emilia Simao and Celia Soares. Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality. 08 2018. doi: 10.4018/978-1-5225-5696-1.
H.K. Soomal, M. Poyade, P.M. Rea, and L. Paul. Enabling More Accessible MS Rehabilitation Training Using Virtual Reality. Advances in Experimental Medicine and Biology, 1262:95–114, 2020.
C. Timmerer, M.Waltl, B. Rainer, and H. Hellwagner. Assessing the quality of sensory experience for multimedia presentations. Signal Processing: Image Communication, 27(8):909–916, 2012.
M. Wirth, S. Gradl, W.A. Mehringer, R. Kulpa, H. Rupprecht, D. Poimann, A.F. Laudanski, and B.M. Eskofier. Assessing Personality Traits of Team Athletes in Virtual Reality. In Proceedings - 2020 IEEE Conference on Virtual Reality and 3D User Interfaces, VRW 2020, pages 101–108, 2020.
B.G. Witmer and M.J. Singer. Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments, 7(3):225–240, 1998.
W. Zhou, J. Zhu, Y. Chen, J. Yang, E. Dong, H. Zhang, and X. Tang. Visual Perception Design and Evaluation of ElectricWorking Robots. In Proceedings of 2019 IEEE International Conference on Mechatronics and Automation, ICMA 2019, pages 886–891, 2019.
Publicado
23/11/2021
Como Citar
CAMPOS, Rodrigo; BENINI, Henrique; DOS SANTOS, Joel; OGASAWARA, Eduardo; MARQUES, Flávio.
Classificação da Avaliação de Imersão em Aplicações Multissensoriais. In: ESCOLA REGIONAL DE INFORMÁTICA DO RIO DE JANEIRO (ERI-RJ), 4. , 2021, Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2021
.
p. 127-130.
DOI: https://doi.org/10.5753/eri-rj.2021.18785.