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Details

  • Name

    Bruno Miguel Peixoto
  • Cluster

    Computer Science
  • Role

    Research Assistant
  • Since

    01st December 2019
Publications

2022

What is the relationship between the sense of presence and learning in virtual reality? A 24 years systematic literature review

Authors
Krassmann, AL; Melo, M; Pinto, D; Peixoto, B; Bessa, M; Bercht, M;

Publication
PRESENCE-VIRTUAL AND AUGMENTED REALITY

Abstract
Abstract The sense of presence is an important aspect of experiences in Virtual Reality (VR), an emerging technology in education. This construct specifically has been increasingly researched in parallel to learning purposes. However, there is not a consensus in the literature on the outcomes of this association. Aiming to outline a panorama in this regard, a systematic review was conducted, with a comprehensive analysis of 140 primary studies recovered from five worldwide databases. The analysis shows an overview of 24 years of areas, factors, and methodological approaches that seem to be more inclined to benefit from the sense of presence towards learning purposes. We contribute to the advancement of the state of art by providing an understanding of the relationship among these three variables, identifying how to benefit from the sense of presence to further leverage the use of VR for learning purposes.

2022

Immersive VR for Real Estate: Evaluation of Different Levels of Interaction and Visual Fidelity

Authors
Meirinhos G.; Martins S.; Peixoto B.; Monteiro P.; Gonçalves G.; Melo M.; Bessa M.;

Publication
TEM Journal

Abstract
This work presents a study on how an immersive virtual environment's level of interaction and fidelity can affect the quality of experience (QOE) in a real estate context. Four versions of the virtual space were created with the level of interaction and the level of fidelity varying between them. The QoE dimensions considered in this work are user satisfaction, lighting quality, interior space quality, and interaction features. The sample comprises 28 participants, of which 21 are men and 7 are women, aged between 18 and 29 years. Results show that, overall, the level of fidelity is more relevant when the level of interaction is low, assuming the movement around the apartment is statistically higher in highfidelity experiences. © 2022 Galvão Meirinhos et al; published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 4.0 License.

2021

Immersive Virtual Reality for Foreign Language Education: A PRISMA Systematic Review

Authors
Peixoto, B; Pinto, R; Melo, M; Cabral, L; Bessa, M;

Publication
IEEE ACCESS

Abstract
Immersion is a proven method of learning a foreign language and using Virtual Reality to achieve that immersion has high potential educational benefits. However, there are no recent systematic reviews that combine both foreign language education and immersive Virtual Reality. This systematic review aims to identify features, educational methods, technologies, and gaps of immersive virtual reality for foreign and second language education. PRISMA method was followed to carry out the systematic review. From the analysis of the results, two main conclusions were drawn. Firstly, the relation between immersive Virtual Reality and foreign language learning is quite positive, particularly when compared with conventional pedagogical practices. Not only that, the connection between immersive Virtual Reality and the user's motivation and satisfaction is also quite positive. Lastly, limitations such as the low sample of studies and gaps in the literature are addressed, and directions for future work and the area's progress are pointed out.

2021

Foreign Language Learning Gamification Using Virtual Reality-A Systematic Review of Empirical Research

Authors
Pinto, RD; Peixoto, B; Melo, M; Cabral, L; Bessa, M;

Publication
EDUCATION SCIENCES

Abstract
Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new technologies. This systematic review of empirical research aims at understanding whether the use of gaming strategies in virtual reality is beneficial for the learning of a second/foreign language or not. Results show that more than half of the articles proved that virtual reality technologies with gaming strategies can be used to learn a foreign language. It was also found that "learning" was the most evaluated dependent variable among the chosen records, augmented reality was the leading technology used, primary education and lower secondary was the most researched school stages, and the most used language to evaluate the use of gamified technology was by far the English language. Given the lack of directed investigation, it is recommended to use these technologies to support second language learning and not entirely replace traditional approaches. A research agenda is also proposed by the authors.

2021

Evaluation of Animation and Lip-Sync of Avatars, and User Interaction in Immersive Virtual Reality Learning Environments

Authors
Peixoto, B; Melo, M; Cabral, L; Bessa, M;

Publication
International Conference on Graphics and Interaction, ICGI 2021, Porto, Portugal, November 4-5, 2021

Abstract