Projects

In progress

PromoTourVR – Promoting Tourism Destinations with Multisensory Immersive Media (project sheet available soon)

Based on the activities already developed in the design of artifacts related to wine tourism and VR and the previous project entitled DouroTur ICDT project (PONORTE 2020) with the creation of a prototype with immersive multisensory contents as innovative support to tourism activities in Douro region, it is intended to develop the promotion of the tourism associated offer in an innovative and differentiated way through the use of VR and immersive contents. The development of a case study focused on the promotion of Douro region as a tourism destination, through the use of immersive contents will allow: to evaluate the behavioral intention of acceptance of multisensory immersive contents in mobile devices for promotion of this tourism destination; to make a comparison between the image of the destination induced by the immersive contents with that resulting from other digital content; to analyze the impact caused by VR in the formation of tourism destination image compared to that formed through a real visit.

PERFECT – Perceptual Equivalence in virtual Reality For authEntiC Training (project sheet available soon)

PERFECT aims to be the first step towards the creation of highly reliable multisensory virtual environments for training and simulation that deliver Perceptually Equivalent stimuli and thus enable the certification of trainees using only Virtual Reality (VR) technologies.

Although many applications do not need a high degree of realism for the user to accomplish his/her task successfully, without the authenticity, such Believable Virtual Environments (BVEs) are only capable of delivering “mission familiarity” rather than actual world experience. In BVEs, some real-world phenomena may be missing, or the physics not accurately simulated which could lead to different knowledge acquisition in the virtual experience than is required in reality. For example, not including the smell of a burning cable behind a control panel may provide the user in the virtual experience with a false sense of wellbeing, which would most certainly not be the case in the real world.

This project represents a multidisciplinary approach where the existing knowledge within the research team can be explored to its full potential from the computer science, psychology and biomedical fields. By achieving the PERFECT objectives, we will be a step closer to achieve our long-term goal and thus have an important impact on how virtual reality can help people to train in a safer and affordable way while making sure they will perform as expected when faced with a real situation.

Technology and Education – VR and Language learning/teaching

The project on Technology and Education comprises the very research on the fields of VR and language learning and teaching, more exactly EFL language and learning. The educational reality has been a tremendously demanding area and traditional teaching and didactic methodologies are challenged by the more contemporary and ever-evolving approaches as offered by the present day context where technology plays an enormous role. More exactly, VR is addressed as a potential didactic tool and its resources are thought of to facilitate the very activities of both teaching and learning regarding EFL and other languages.

SIMPROVE – Biomedical Simulation Center of The Future (project website)

The SIMPROVE project’s fundamental purpose is to significantly raise the state of the art in the field of simulation and training of health-care professionals. The project is aimed at developing a new technological architecture for the current STI MEDICAL system that supports the operation of simulation centres and team training of health-care professionals. This system was initially developed in the Netherlands, in the first decade of the current century, and is now considered one of the world’s most advanced system in this field.

With the SIMPROVE project, we intend to create an architecture and a simulation methodology that clearly assert themselves as more flexible, modular, automated and realistic than the currently available ones as well as a new type of serious games (based on a multiplayer model) supported by a set of tools aimed at creating new simulation and training scenarios (scenario editor) and serious games (serious games editor) which will constitute the basis of the “Biomedical Simulation Centre of the Future”. If these developments are achieved, they will allow the project promoter-leader (STI MEDICAL) to significantly improve and expand its current portfolio worldwide, its co-promoter (INESC TEC) to stand out in providing solutions for simulation and serious games development and its co-promoter (FMUP) to consolidate its national leading role in biomedical simulation and medical education.

CHIC – Cooperative Holistic View on Internet and content (project sheetproject website)

The CHIC – project, aims to develop, test and demonstrate a wide range of new processes, products, and services that have a significant impact on the audiovisual and multimedia sectors. These products by their nature will have a clear mobilizing effect on other important sectors of culture such as the cultural heritage, archives, books, and publications or the performing arts.

HDR4RTT – HDR for Real-time tracking (project website)

Tracking multiple objects, in real time, using computer vision algorithms is a very demanding and challenging task especially when trying to accomplish it in extreme lighting conditions. This project will research and develop new high dynamic range (HDR) algorithms to robustly track and display, in real-time, multiple objects in extreme lighting conditions in order to deliver a step change in the quality of the information extracted from video data.

DouroTur – Tourism and Technological Innovation in the Douro (project website)

DouroTur seeks to bridge the gap between the potential of tourism in the Douro and its technological development through the production of scientific knowledge capable of showing how to maximize the benefits of tourism, stimulate the local economy and diminish negative effects. This approach emphasizes a systemic, territorial and integral perspective of tourism as a complex human activity. The research follows an interdisciplinary approach to tourism and a mixed, qualitative and quantitative methodological design that will allow us to gather a very deep knowledge and a thorough diagnosis of tourism in the Douro region. Our contribution to this project is the development of digital marketing tools to support the growth of tourism in a responsible and sustainable manner.

Completed

TEC4Growth – RL FourEyes (project sheetproject website)

The MASSIVE laboratory is also co-funded by the North Portugal Regional Operational Programme (NORTE 2020), under the PORTUGAL 2020 Partnership Agreement, and through the European Regional Development Fund (ERDF) as a result of the work in RL2 FourEyes of the project TEC4Growth – Pervasive Intelligence, Enhancers and Proofs of Concept with Industrial Impact/NORTE-01-0145-FEDER-000020.

FourEyes aims to make crucial and tangible advances in the digital media sector, the scientific community and in media‐related areas of application or markets, by promoting the exchange of knowledge among researchers with different backgrounds. It will provide the means for scientific, creative and industrial communities to understand how new forms of multimedia content can improve our way of life and be used to produce innovation when in a symbiotic relationship with intelligent processing. It is widely accepted that interactive media plays an ever more important role not only in the cultural industry but in almost all aspects of socioeconomic life, improving each day through increased pervasiveness. Virtual and immersive environments with the ability to engage multiple senses are also emerging.

MASSIVE – Multimodal Acknowledgeable multiSenSorial Immersive Virtual Environments

MASSIVE conducted a detailed investigation on how to reach an acknowledgeable virtual environment in order to stimulate a user’s five senses and achieve a high immersion. It studied, at a fundamental level, how perceptual issues affect the delivery of the five senses: visuals, audio, smell, tast, and feel (temperature, wind-flow, humidity and motion). In order to measure the impact of each sense in the VE experience, the assessment was carried out using objective evaluation of data such as heart rate and skin humidity, among other more subjective methodologies like example surveys that tested whether the experience was immersive or not.

The MASSIVE laboratory was financed by the ERDF – European Regional Development Fund through the COMPETE Programme (operational programme for competitiveness) and by National Funds through the FCT – Fundação para a Ciência e a Tecnologia (Portuguese Foundation for Science and Technology) within project «RECI/EEI-SII/0360/2012».