Cookies Policy
The website need some cookies and similar means to function. If you permit us, we will use those means to collect data on your visits for aggregated statistics to improve our service. Find out More
Accept Reject
  • Menu
About

About

Miguel Melo is Assistant Researcher of MASSIVE Virtual Reality Laboratory at INESC TEC in Portugal. He has a PhD from the University of Trás-os-Montes and Alto Douro, specializing in Computer Graphics. He is also a member of the executive committee of Eurographics. He counts with more than 25 publications in international peer-reviewed journals and he has been participating in several international research projects in the field of Multisensory Virtual Reality applied to different areas such as specialized training or tourism.

Interest
Topics
Details

Details

  • Name

    Miguel Correia Melo
  • Role

    Senior Researcher
  • Since

    01st November 2010
010
Publications

2025

Theoretical Model Validation of the Multisensory Role on Subjective Realism, Presence and Involvement in Immersive Virtual Reality

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

Publication
COMPUTER GRAPHICS FORUM

Abstract
With the consistent adoption of iVR and growing research on the topic, it becomes fundamental to understand how the perception of Realism plays a role in the potential of iVR. This work puts forwards a hypothesis-driven theoretical model of how the perception of each multisensory stimulus (Visual, Audio, Haptic and Scent) is related to the perception of Realism of the whole experience (Subjective Realism) and, in turn, how this Subjective Realism is related to Involvement and Presence. The model was validated using a sample of 216 subjects in a multisensory iVR experience. The results indicated a good model fit and provided evidence on how the perception of Realism of Visual, Audio and Scent individually is linked to Subjective Realism. Furthermore, the results demonstrate strong evidence that Subjective Realism is strongly associated with Involvement and Presence. These results put forwards a validated questionnaire for the perception of Realism of different aspects of the virtual experience and a robust theoretical model on the interconnections of these constructs. We provide empirical evidence that can be used to optimise iVR systems for Presence, Involvement and Subjective Realism, thereby enhancing the effectiveness of iVR experiences and opening new research avenues.

2025

Beyond Physical Boundaries: Assessing Managers' Intentions to Adopt Virtual Reality Technology in Wine Tourism

Authors
Sousa, N; Alén, E; Losada, N; Melo, M;

Publication
TOURISM & MANAGEMENT STUDIES

Abstract
Virtual Reality (VR) has been recognised as a promising technology for enhancing the tourist experience. However, little is known about the intention of tourism business managers to adopt VR for leisure purposes. In this context, this study aims to explore this intention by interviewing managers in the sector. This process allowed us to examine their perceptions regarding the use of this technology in their business models. The results revealed that the perceived usefulness of VR is a key factor in its adoption. In addition, managers recognise the value of VR as a complement to the tourist visit, and their intention to adopt it increases when a positive return on investment is anticipated. This approach offers a unique perspective on the main factors influencing technology adoption in this context, broadens the understanding of VR applications in wine tourism, and highlights its potential to transform the visitor experience and drive growth in the sector through innovative business models.

2025

Beyond the Hands: Evaluating the Usability of Hands-Free Methods and Controllers for Menu Selection During an Immersive VR Experience

Authors
Monteiro, P; Peixoto, B; Gonçalves, G; Coelho, H; Barbosa, L; Melo, M; Bessa, M;

Publication
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION

Abstract
Handheld controllers are standard in immersive virtual reality (iVR), but the rise of natural hand-based interactions exposes the limitations of hand gestures, especially for point-and-click tasks with graphical user interfaces (GUI). This shows the need to explore alternative hands-free selection methods. Unlike most studies focusing on the selection task itself, this work evaluates the impact of such methods on multiple dimensions when selections occur alongside another primary task. The tested methods were: head gaze + dwell, leaning, and voice; eye gaze + dwell, leaning, blinking, and voice; and voice-only. Controllers served as the baseline. Methods were further analyzed by pointing and confirming mechanisms. Four dimensions were analyzed: (1) iVR experience, (2) user satisfaction, (3) usability, and (4) efficiency and effectiveness. With 72 participants, results show hands-free methods provide comparable experiences to controllers, suggesting selection methods have a lower impact on the user experience when users focus on a primary task.

2025

The vividness of mental imagery in virtual reality: A study on multisensory experiences in virtual tourism?

Authors
Magalhaes, M; Melo, M; Coelho, A; Bessa, M;

Publication
COMPUTERS & GRAPHICS-UK

Abstract
This paper aims to evaluate how different combinations of multisensory stimuli affect the vividness of users' mental imagery in the context of virtual tourism. To this end, a between-subjects experimental study was conducted with 94 participants, who were allocated to either a positive or a negative immersive virtual environment. The positive environment contained only pleasant multisensory stimuli, whereas the negative contained only unpleasant stimuli. For each of the virtual experiences, a multisensory treasure hunt was developed, where each object found corresponded to a planned combination of stimuli (positive or negative, accordingly). The results showed that positive stimuli involving a higher number of sensory modalities resulted in higher reported vividness. In contrast, when the same multisensory modalities were delivered with negative stimuli, vividness levels decreased - an effect we attribute to potential cognitive overload. Nevertheless, some reduced negative combinations (audiovisual with smell and audiovisual with haptics) remained effective, indicating that olfactory and haptic cues play an important role in shaping users' vividness of mental imagery, even in negative contexts.

2024

Studying the Influence of Multisensory Stimuli on a Firefighting Training Virtual Environment

Authors
Narciso, D; Melo, M; Rodrigues, S; Cunha, JP; Vasconcelos-Raposo, J; Bessa, M;

Publication
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS

Abstract
How we perceive and experience the world around us is inherently multisensory. Most of the Virtual Reality (VR) literature is based on the senses of sight and hearing. However, there is a lot of potential for integrating additional stimuli into Virtual Environments (VEs), especially in a training context. Identifying the relevant stimuli for obtaining a virtual experience that is perceptually equivalent to a real experience will lead users to behave the same across environments, which adds substantial value for several training areas, such as firefighters. In this article, we present an experiment aiming to assess the impact of different sensory stimuli on stress, fatigue, cybersickness, Presence and knowledge transfer of users during a firefighter training VE. The results suggested that the stimulus that significantly impacted the user's response was wearing a firefighter's uniform and combining all sensory stimuli under study: heat, weight, uniform, and mask. The results also showed that the VE did not induce cybersickness and that it was successful in the task of transferring knowledge.

Supervised
thesis

2022

Creating Immersive Authentic Experiences for Foreign Language Learning

Author
Bruno Miguel Eira Peixoto

Institution
UTAD

2022

USER EXPERIENCE IN VIDEO GAMES: IDENTIFICATION OF DETERMINING CHARACTERISTICS FOR ITS SUCCESS

Author
Madalena Barros

Institution
UTAD

2022

Criação de experências virtuais imersivas de forma expedita: Caso de estudo projeto Smartcut

Author
Rui Pedro Carvalho Machado

Institution
INESCTEC

2022

RV imersiva para o setor imobiliário. Desenvolvimento de aplicação e avaliação do impacto de diferentes níveis de interação e fidelidade visual

Author
Samuel Filipe Silveira Martins

Institution
INESCTEC

2022

Digital Twin em ambientes de realidade virtual imersivos. Caso de estudo projeto Smartcut

Author
Ricardo José Borges Rodrigues

Institution
INESCTEC