Janaina Cavalcanti

Mrs. Janaina Cavalcanti

orcid

Research Focus & Metrics

Academic Career Length

15Years (2012-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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29 April 2021 in Sensors
Verified
Journal Article
Open access
PDF file
David FonsecaDavid Fonseca
David Fonseca
JCJanaina Cavalcanti
Janaina Cavalcanti
EPEnric Peña
Enric Peña
VVVictor Valls
Victor Valls
MSMonica V. Sanchez-Sepulveda
Monica V. Sanchez-Sepulveda
Ernest RedondoErnest Redondo
Ernest Redondo
The creation and usage of serious games on virtual reality (VR) and/or interactive platforms for the teaching of architecture, construction, urban planning, and other derived areas, such as security and risk prevention, require design processes, studies, and research that lead to further consolidation expansion. In that sense, this paper presents two main aims developed: the improvement of a virtual navigation system through the results of previous user studies and mixed research (quantitative and qualitative) improved based on the user perception for educational and professional uses. The VR system used is based on Unreal Engine programming of the HTC Vive sensor. This study is related to the GAME4City 3.0 and a broader project focused on gamified visualization and its educational uses in architectural and urban projects. The results reflect great interest, good usability, and high motivation for further usage for all types of users. However, an apparent resistance to deepen its use continues to be perceived in academia. Based on the research results, weak points of educational gamified systems have been identified, and the main differences and needs in user profiles’ function. With these data, progress regarding implementing this kind of system at the teaching and professional levels must be pursued.

7 July 2021 in Sensors
Verified
Journal Article
Open access
PDF file
JCJanaina Cavalcanti
Janaina Cavalcanti
VVVictor Valls
Victor Valls
MCManuel Contero
Manuel Contero
David FonsecaDavid Fonseca
David Fonseca
An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.

1 January 2012 in WORK: A Journal of Prevention, Assessment & Rehabilitation
Verified
Journal Article
Closed access
PDF file
JCJanaina Cavalcanti
Janaina Cavalcanti
MSMarcelo Soares
Marcelo Soares
This paper presents the results of a research carried out in the states of Pernambuco and Rio Grande do Sul, Brazil about differences and similarities in the graphic representation of safety signs at factories of food, steel, shoes and construction/ building industries, together with their workers´ opinions on the security signs. The overall results show differences in the sign structure across the states, confirming the influence of cultural differences on the design of safety signs, which must be taken into account during the design process.