Iolanda Lima Chamusca

Ms. Iolanda Lima Chamusca

orcid

Research Focus & Metrics

Academic Career Length

4Years (2023-Present)

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

Representative Publications

View All Publications
6 February 2023 in Sustainability
Verified
Journal Article
Open access
PDF file
ICIolanda Lima Chamusca
Iolanda Lima Chamusca
Cristiano Vasconcellos FerreiraCristiano Vasconcellos Ferreira
Cristiano Vasconcellos Ferreira
Thiago B. MurariThiago B. Murari
Thiago B. Murari
Antonio Lopes Apolinario Jr.Antonio Lopes Apolinario Jr.
Antonio Lopes Apolinario Jr.
Ingrid WinklerIngrid Winkler
Ingrid Winkler
Virtual reality experiences are frequently created using game engines, yet they are not simple for novices and unskilled professionals who do not have programming and 3D modeling skills. Concurrently, there is a knowledge gap in software project design for intuitive virtual reality authoring tools, which were supposed to be easier to use. This study compiles design guidelines derived from a systematic literature review to contribute to the development of more intuitive virtual reality authoring tools. We searched the Scopus and Web of Science knowledge databases for studies published between 2018 and 2021 and discovered fourteen articles. We compiled fourteen requirement and feature design guidelines, such as Visual Programming, Immersive Authoring, Reutilization, Sharing and Collaboration, Metaphors, and Movement Freedom, among others. The gathered guidelines have the potential to either guide the development of new authoring tools or to evaluate the intuitiveness of existing tools. Furthermore, they can also support the development of the metaverse since virtual content creation is one of its bases.

20 February 2024 in Sustainability
Verified
Journal Article
Open access
PDF file
ICIolanda Lima Chamusca
Iolanda Lima Chamusca
YCYiyu Cai
Yiyu Cai
PSPedro M. C. Silva
Pedro M. C. Silva
Cristiano Vasconcellos FerreiraCristiano Vasconcellos Ferreira
Cristiano Vasconcellos Ferreira
Thiago B. MurariThiago B. Murari
Thiago B. Murari
Ingrid WinklerIngrid Winkler
Ingrid Winkler
Virtual reality software might be challenging to utilize for beginners and unskilled professionals who do not have a programming or 3D modeling background. Concurrently, there is a knowledge gap in software project design for intuitive virtual reality authoring tools, which were supposed to be easier to use. These tools are frequently insufficient due to a lack of support and standard operating procedures. This study evaluates the validity of fourteen design guidelines for the development of intuitive virtual reality authoring tools. Adopting the Design Science Research approach, a previous study completed the first steps of the protocol by identifying problems, defining solution objectives, and developing and demonstrating the design guidelines. This work evaluates their application in a experiment. A group of engineering students with no prior experience in creating virtual worlds were tasked with examining the design guidelines while using the NVIDIA Omniverse Enterprise as an exemplary use case by following the tutorials in the platform. Previously, the students answered a Likert-scale questionnaire and a focus group interview, with eighteen questions about how they perceived these guidelines. An average score value for the tool was estimated through the questionnaire answers and a correlation analysis and, using the Pearson Correlation Coefficient (PCC), it was confirmed that most guidelines scores behaved as expected and were ranked according to the use-case functionality. The participants understood the guidelines’ definition and could decide if they agreed or disagreed with their presence during the experiment. We evaluated that, in accordance with the Design Science Research, the proposed artifact is useful, i.e., the design guidelines for virtual reality authoring tools perform what they are designed to do and are operationally reliable in accomplishing their goals.

8 July 2025 in Discover Applied Sciences
Verified
Journal Article
Open access
PDF file
ICIolanda Lima Chamusca
Iolanda Lima Chamusca
TPTiago Palma Pagano
Tiago Palma Pagano
RLRafael B. Loureiro
Rafael B. Loureiro
Erick Giovani Sperandio NascimentoErick Giovani Sperandio Nascimento
Erick Giovani Sperandio Nascimento
ASAlex Santos
Alex Santos
Ingrid WinklerIngrid Winkler
Ingrid Winkler
Augmented reality environments face significant challenges in achieving context and semantic awareness, which are relevant for enhancing user experiences. Although machine learning has been extensively applied to areas such as object and action recognition, there is a knowledge gap in the integration of these techniques to improve contextual understanding in AR environments. This study explores how machine learning enhances object and action recognition, improving context awareness in augmented reality environments. A systematic review of fifteen studies revealed advancements in deep learning, semantic web, knowledge graphs, and multimodal interfaces, which collectively improved the capabilities of augmented reality systems. The findings include innovations in aspects such as 3D hand pose estimation, semantic gaze analysis through eye tracking, and hybrid approaches that optimize real-time processing. These developments improve augmented and mixed reality environments by enabling more realistic, interactive, and responsive applications. However, persistent challenges such as latency, scalability, and environmental adaptation underscore the need for more research. These results suggest a guide for the development of highly immersive and efficient AR/MR systems, with the potential to improve user interaction and operational capabilities.

17 January 2023 in Preprints.org
Verified
Preprint
Open access
PDF file
ICIolanda Lima Chamusca
Iolanda Lima Chamusca
Cristiano Vasconcellos FerreiraCristiano Vasconcellos Ferreira
Cristiano Vasconcellos Ferreira
Thiago B. MurariThiago B. Murari
Thiago B. Murari
Antonio Lopes Apolinario Jr.Antonio Lopes Apolinario Jr.
Antonio Lopes Apolinario Jr.
Ingrid WinklerIngrid Winkler
Ingrid Winkler
Virtual reality experiences are frequently created using game engines, yet they are not simple for novices and unskilled professionals who don’t have programming and 3D modeling skills. Concurrently, there is a knowledge gap in software project design for intuitive virtual reality authoring tools, which were supposed to be easier to use. This work compiles design guidelines derived from a systematic literature review to contribute in the development of more intuitive virtual reality authoring tools. We searched the Scopus and Web of Science databases for works published between 2018 and 2021 and discovered 14 papers. We compiled 14 requirement and feature design guidelines, such as Visual Programming, Immersive Authoring, Reutilization, Sharing and Collaboration, Metaphors, and Movement Freedom, among others. The collected guidelines have the potential to either guide the development of new authoring tools or to evaluate the intuitiveness of existing tools. Furthermore, they can also support the development of the metaverse, since virtual content creation is one of its bases.

4 October 2023 in Preprints.org
Verified
Preprint
Open access
PDF file
ICIolanda Lima Chamusca
Iolanda Lima Chamusca
Ingrid WinklerIngrid Winkler
Ingrid Winkler
TPTiago Palma Pagano
Tiago Palma Pagano
Rafael Bessa LoureiroRafael Bessa Loureiro
Rafael Bessa Loureiro
ASAlex Santos
Alex Santos
Thiago B. MurariThiago B. Murari
Thiago B. Murari
A major challenge of augmented and mixed reality applications is identifying the context and semantics of the real environment. Studies on object and action recognition were developed based on the improvement of machine learning techniques, allowing them to be annotated and recognized. This study aims to characterize current knowledge on the use of machine learning for recognizing objects and actions in augmented and mixed reality environments, increasing context awareness. Therefore, a systematic literature review of works related to these topics was made, using the Scopus and Web of Science knowledge bases. We searched articles and conference reviews or papers published between 2018 and 2022 and selected fifteen studies to be reviewed. The results indicate that there is a great demand for using machine learning to immersive technologies in factories, engineering, entertainment, education, health, among other application domains. However, these real-time interactive systems still have challenges and limitations to be solved, involving network communication, prediction time and the creation of a model that recognize objects and actions in broad contexts. Furthermore, additional research is needed to investigate how object and action recognition can increase context awareness in augmented reality applications.

4 October 2023 in Preprints.org
Verified
Preprint
Open access
PDF file
ICIolanda Lima Chamusca
Iolanda Lima Chamusca
Ingrid WinklerIngrid Winkler
Ingrid Winkler
Cristiano Vasconcellos FerreiraCristiano Vasconcellos Ferreira
Cristiano Vasconcellos Ferreira
Thiago B. MurariThiago B. Murari
Thiago B. Murari
Antonio Lopes Apolinario Jr.Antonio Lopes Apolinario Jr.
Antonio Lopes Apolinario Jr.
Virtual reality software might be challenging to utilize for beginners and unskilled professionals who do not have a programming or 3D modeling background. Concurrently, there is a knowledge gap in software project design for intuitive virtual reality authoring tools, which were supposed to be easier to use. These tools are frequently insufficient due to a lack of support and standard operating procedures. Adopting the Design Science Research paradigm, this study aims to evaluate the validity of fourteen design guidelines for the development of intuitive virtual reality authoring tools as an artifact. While a previous study completed the first steps of the Design Science Research, by identifying problems, defining solution objectives, and developing and demonstrating the design guidelines, this work seeks to qualitatively evaluate their application in a practical experiment. A group of engineering students with no prior experience in creating virtual worlds were tasked with examining the design guidelines while using the NVIDIA Omniverse Enterprise as an exemplary use case and responding to a questionnaire and a focus group interview about how they perceived these guidelines. A correlation analysis confirmed that most guidelines scores behaved as expected and were ranked according to the use-case functionality. The participants understood the guidelines' definition and could decide if they agreed or disagreed with their presence during the experiment. We conclude that, in accordance with the Design Science Research, the proposed artifact is useful, i.e., the design guidelines for virtual reality authoring tools perform what they are designed to do and are operationally reliable in accomplishing their goals.