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About

About

Miguel Melo is a Post-Doc Researcher in the MASSIVE VR Lab at INESC TEC in Portugal. He has a PhD from the University of Trás-os-Montes and Alto Douro, the topic of which was “HDR Video for Mobile Devices”. He has published several papers on HDR imaging and developed a novel HDR video player for mobile devices. He is currently involved in a number of international projects in the fields of multisensory virtual reality and HDR video.

Interest
Topics
Details

Details

  • Name

    Miguel Correia Melo
  • Cluster

    Computer Science
  • Role

    Assistant Researcher
  • Since

    01st November 2010
007
Publications

2019

Adaptation and Validation of the Temple Presence Inventory in a Portuguese Population

Authors
Vasconcelos Raposo, J; Bessa, M; Teixeira, CM; Cabral, L; Melo, M;

Publication
International Journal of Human–Computer Interaction

Abstract

2019

Use of the Physiological Response to Improve the Gaming Experience

Authors
Pinto, M; Melo, M; Bessa, M;

Publication
Proceedings - ICGI 2018: International Conference on Graphics and Interaction

Abstract
New virtual reality technologies allow the user to gain a greater sense of presence in virtual environments. One of the areas where these technologies can have a major impact is the area of games that allow users to explore these environments and interact with them by receiving feedback from their actions in real time. The present study aimed to evaluate if the use of physiological signals to update the virtual environment in realtime could be used to increase the feeling of presence. To perform this study, an experimental study was designed based on a game that allowed the use of physiological data to calculate the participant's arousal in real-time and, based on that, modify certain elements of the virtual environment where the participants were asked to fulfill a task. With the analysis of the data obtained, it was possible to verify that the use of biofeedback did not reveal statistically significant differences for the variables tested, however, it can be concluded that the use of biofeedback improves some subscales of presence, being the users with more experience in games and more computer knowledge susceptible to such changes. © 2018 IEEE.

2019

Collaborative immersive authoring tool for real-time creation of multisensory VR experiences

Authors
Coelho, H; Melo, M; Martins, J; Bessa, M;

Publication
Multimedia Tools and Applications

Abstract
With the appearance of innovative virtual reality (VR) technologies, the need to create immersive content arose. Although there are already some non-immersive solutions to address immersive audio-visual content, there are no solutions that allow the creation of immersive multisensory content. This work proposes a novel architecture for a collaborative immersive tool that allows the creation of multisensory VR experiences in real-time, thus promoting the expeditious development, adoption, and use of immersive systems and enabling the building of custom-solutions that can be used in an intuitive manner to support organizations’ business initiatives. To validate the presented proposal, two approaches for the authoring tools (Desktop interface and Immersive interface) were subjected to a set of tests and evaluations consisting of a usability study that demonstrated not only the participants’ acceptance of the authoring tool but also the importance of using immersive interfaces for the creation of such VR experiences. © 2019, Springer Science+Business Media, LLC, part of Springer Nature.

2019

Virtual Reality Games: A Study about the Level of Interaction vs. Narrative and the Gender in Presence and Cybersickness

Authors
Gonçalves, G; Melo, M; Bessa, M;

Publication
Proceedings - ICGI 2018: International Conference on Graphics and Interaction

Abstract
Virtual reality (VR) games have the potential to produce immersive experiences. To better explore the potential of VR games, it becomes necessary to understand what affects the player's presence in VR games. This work measures and compares the levels of presence and cybersickness in VR environments. Two games with different levels of interaction and narrative were compared. Presence and cybersickness were measured in a sample of 32 subjects using the IPQp questionnaire and a Portuguese version of the SSQ respectively. The results indicate that there were no differences in presence and cybersickness between the interaction and the narrative dimensions. To extend the study, the gender of participants was also considered an independent variable where we found significant differences in the metrics of presence and experienced realism, nausea and disorientation with female participants getting higher scores. © 2018 IEEE.

2019

Adaptation and validation of the ITC - Sense of Presence Inventory for the Portuguese language

Authors
Vasconcelos Raposo, J; Melo, M; Teixeira, C; Cabra, L; Bessa, M;

Publication
Int. J. Hum.-Comput. Stud.

Abstract

Supervised
thesis

2017

Desenho e avaliação de ambientes virtuais multissensoriais

Author
Guilherme Santos Gonçalves

Institution
UTAD

2017

Realidade Mista - Utilização de objetos reais para controlo de ambientes

Author
Hugo Rafael Mendes Coelho

Institution
UTAD

2016

Utilização da resposta fisiológica em ambientes de realidade virtual para aumentar o envolvimento dos utilizadores

Author
Manuel Pinto

Institution
UTAD

2016

Ambientes virtuais multissensoriais: equivalência entre treino virtual e real

Author
David  Gonçalves Narciso

Institution
UTAD