<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">T. Abade</style></author><author><style face="normal" font="default" size="100%">José Creissac Campos</style></author><author><style face="normal" font="default" size="100%">R. Moreira</style></author><author><style face="normal" font="default" size="100%">Carlos C. Silva</style></author><author><style face="normal" font="default" size="100%">J.L. Silva</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Immersiveness of Ubiquitous Computing Environments Prototypes: A case study</style></title><secondary-title><style face="normal" font="default" size="100%">Lecture Notes in Computer Science</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">Distributed, Ambient and Pervasive Interactions</style></tertiary-title></titles><dates><year><style  face="normal" font="default" size="100%">2015</style></year><pub-dates><date><style  face="normal" font="default" size="100%">August</style></date></pub-dates></dates><urls><related-urls><url><style face="normal" font="default" size="100%">https://haslab.uminho.pt/sites/default/files/jccampos/files/15-dapi-abadecmss-sarch.pdf</style></url></related-urls></urls><publisher><style face="normal" font="default" size="100%">Springer</style></publisher><pub-location><style face="normal" font="default" size="100%">Los Angeles, CA, USA</style></pub-location><volume><style face="normal" font="default" size="100%">9189</style></volume><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;The development of ubiquitous computing (ubicomp) environments raises several challenges in terms of their evaluation. Ubicomp virtual reality prototyping tools enable users to experience the system to be developed and are of great help to face those challenges, as they support developers in assessing the consequences of a design decision in the early phases of development. Given the situated nature of ubicomp environments, a particular issue to consider is the level of realism provided by the prototypes. This work presents a case study where two ubicomp prototypes, featuring different levels of immersion (desktop-based versus CAVE-based), were developed and compared. The goal was to determine the cost/benefits relation of both solutions, which provided better user experience results, and whether or not simpler solutions provide the same user experience results as more elaborate one.&lt;/p&gt;
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