Details
Name
Guilherme Santos GonçalvesCluster
Computer ScienceRole
Research AssistantSince
01st October 2016
Nationality
PortugalCentre
Human-Centered Computing and Information ScienceContacts
+351222094199
guilherme.s.goncalves@inesctec.pt
2023
Authors
Melo, M; Gontalves, G; Vasconcelos-Raposo, J; Bessa, M;
Publication
IEEE ACCESS
Abstract
Presence is often used to evaluate Virtual Reality (VR) applications. However, the raw scores are hard to interpret and need to be compared to other data to be meaningful. This paper leverages a database of 1909 responses to the Igroup Presence Questionnaire (IPQ) in different contexts to put forward a scale that qualitatively interprets raw Presence scores for VR experiences. The qualitative grading encompasses the acceptability dimension and analogous academic grading scales ranging from A to F and the adjective of such scores in a scale from Excellent to Unacceptable. Furthermore, the qualitative grading system encompasses Presence and its subscales Spatial Presence, Involvement, and Experienced Realism as defined by the IPQ. Adopting this grading system, supported by a robust dataset of Presence scores, enables practitioners to evaluate and interpret individual IPQ scores, allowing them to gain insights regarding the evaluated applications' effectiveness.
2023
Authors
Goncalves, G; Coelho, H; Monteiro, P; Melo, M; Bessa, M;
Publication
ACM COMPUTING SURVEYS
Abstract
The adoption of immersive virtual experiences (IVEs) opened new research lines where the impact of realism is being studied, allowing developers to focus resources on realism factors proven to improve the user experience the most. We analyzed papers that compared different levels of realism and evaluated their impact on user experience. Exploratorily, we also synthesized the realism terms used by authors. From 1,300 initial documents, 79 met the eligibility criteria. Overall, most of the studies reported that higher realism has a positive impact on user experience. These data allow a better understanding of realism in IVEs, guiding future R&D.
2023
Authors
Peixoto, B; Bessa, LCP; Goncalves, G; Bessa, M; Melo, M;
Publication
IEEE ACCESS
Abstract
This paper investigates the impact of different immersive Virtual Reality (iVR) technological approaches in teaching and learning English as a Foreign Language (EFL). Specifically, this paper explores the passive iVR and interactive iVR in a real authentic learning context as didactic possibilities compared to the conventional method of listening, consisting of audio-only listening exercises. The study was conducted using university students of B1 level EFL classes. The dependent variables considered in the study were Knowledge Retention, Presence, User Satisfaction, Cybersickness, and Preferred Technology. Results indicated that users showed significant satisfaction and preference for using this technology for learning, revealing enjoyment and motivation which are vital factors when learning a foreign language. However, no significant differences were found between learning via traditional listening exercises or the virtual system. Correlation tests were conducted between the questionnaire subscales to understand better which elements can influence learning. The study concludes that using iVR-based learning tools to learn a foreign language as an alternative to audio listening can only produce a broader positive impact and greater motivation. The results also suggest that iVR can be a valuable tool in the education field for knowledge transfer and motivation when learning foreign languages.
2022
Authors
Melo, M; Goncalves, G; Monteiro, P; Coelho, H; Vasconcelos Raposo, J; Bessa, M;
Publication
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
Abstract
The majority of virtual reality (VR) applications rely on audiovisual stimuli and do not exploit the addition of other sensory cues that could increase the potential of VR. This systematic review surveys the existing literature on multisensory VR and the impact of haptic, olfactory, and taste cues over audiovisual VR. The goal is to identify the extent to which multisensory stimuli affect the VR experience, which stimuli are used in multisensory VR, the type of VR setups used, and the application fields covered. An analysis of the 105 studies that met the eligibility criteria revealed that 84.8 percent of the studies show a positive impact of multisensory VR experiences. Haptics is the most commonly used stimulus in multisensory VR systems (86.6 percent). Non-immersive and immersive VR setups are preferred over semi-immersive setups. Regarding the application fields, a considerable part was adopted by health professionals and science and engineering professionals. We further conclude that smell and taste are still underexplored, and they can bring significant value to VR applications. More research is recommended on how to synthesize and deliver these stimuli, which still require complex and costly apparatus be integrated into the VR experience in a controlled and straightforward manner.
2022
Authors
Melo, M; Coelho, H; Goncalves, G; Losada, N; Jorge, F; Teixeira, MS; Bessa, M;
Publication
MULTIMEDIA SYSTEMS
Abstract
Virtual reality (VR) technologies have been used successfully in tourism marketing. While most conventional VR applications are of an audiovisual nature, the constant evolution of these technologies allows providing enriched multisensory VR content that can further increase the potential of VR applied to the tourism field. To generate insights into the impact of such VR technologies, this manuscript investigates the impact of such multisensory VR setups and gender on the user's sense of presence, satisfaction, emotions, and attitudes. A user study with a gender-balanced sample (N = 80) was carried where two VR setups (audiovisual vs multisensory) were compared taking into account the user's gender. Results revealed that the female sample scored significantly higher spatial presence across VR setups and reported more involvement and overall presence in the audiovisual condition. In addition, correlations were found between the pairs Spatial Presence-Emotions, Spatial Presence-Enjoyment, Satisfaction-Involvement, Satisfaction-Enjoyment, and Satisfaction and Usefulness to perceive the destination. Results also suggest that multisensory stimulus can mitigate possible gender differences in passive VR scenarios. We concluded that the capability of the VR system to make users feel physically present in the virtual environment contributes significantly to the development of positive emotions and enjoyment, which can contribute positively to the user's consumer behaviour towards the touristic products and services.
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