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
Publications

Publications by Miguel Correia Melo

2024

Immersive Creation of Virtual Reality Training Experiences

Authors
Coelho, H; Monteiro, P; Gonçalves, G; Melo, M; Bessa, M;

Publication
IEEE ACCESS

Abstract
Virtual reality (VR) for training helps minimize risks and costs by allowing more frequent and varied use of experiential training experiences, leading to active and improved learning. However, creating VR training experiences is costly and time-consuming, requiring software development experts. Additionally, current authoring tools are desktop-oriented, which detaches the process of creating the immersive experience from experiencing it in a situated context. This paper presents the development of an immersive authoring tool designed to create immersive virtual environments that can be used to train operatives. The authoring tool can record and replay animations of each action the user performed that can later be used to instruct other users how the task should be performed. Participants were divided into two groups, and the proposed authoring tool was evaluated using usability, satisfaction, presence and cybersickness. Between groups, Independent T-tests revealed that there were no significant differences between expert and non-expert groups in any of the studied variables. Also, the results showed that the authoring tool had high usability and satisfaction, average presence, and low probability of cybersickness symptoms.

2024

BREAKING BARRIERS: UNVEILING CHALLENGES OF INTRODUCING VIRTUAL REALITY FOR MANAGERS IN THE TOURISM INDUSTRY

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

Publication
TOURISM AND HOSPITALITY MANAGEMENT-CROATIA

Abstract
Purpose - This study investigates the barriers to the adoption of Virtual Reality (VR) in the tourism industry. Although VR has great potential to enhance the tourist experience, the adoption of this technology is still limited in the tourism sector. Building on the fundamental principles of the Technology -Organization -Environment (TOE) theory and its contribution to perceptions of technology adoption, this study aims to fill the knowledge gap regarding the specific barriers to VR adoption by tourism enterprises. Methodology - To achieve this objective, interviews were conducted with managers of tourism companies, and the data was analysed using qualitative methodology through MAXQDA 20 software. Conclusions - The results reveal that the main barriers identified by managers mainly include lack of knowledge about VR, particularly in the tourism sector. The perceived lack of usefulness, limited experience with the technology, and reluctance to invest in technological equipment also emerge as barriers to VR adoption. Originality of research - This study can help companies in the tourism sector to develop more effective strategies to overcome these barriers, thereby improving the tourist experience and increasing their competitiveness in the market using VR equipment.

2024

Adaptation and Validation of the Simulator Sickness Questionnaire to Portuguese (SSQp) Based on Immersive Virtual Reality Exposure

Authors
Gonçalves, G; Melo, M; Serôdio, C; Silva, R; Bessa, M;

Publication
IEEE ACCESS

Abstract
Cybersickness refers to the negative symptoms caused by exposure to a Virtual Reality (VR) experience. The literature is consensual that cybersickness is a key factor in an experience, as the non-existence of cybersickness provides an optimal virtual experience. Thus, it is of utmost importance to evaluate cybersickness when assessing VR applications to understand the impact of this factor on the user experience and, ultimately, on the VR application viability. However, there is a lack of Portuguese instruments to evaluate this variable. To tackle this, this aimed to translate and validate the Simulator Sickness Questionnaire (SSQ) to Portuguese so it can be used with the Portuguese population and maintain its psychometric properties. The new instrument was validated using a sample of 603 Portuguese subjects aged between 16 and 79. Based on the observed results, the obtained theoretical model shows that the Portuguese version of the SSQ is valid for properly evaluating cybersickness in VR experiences with Portuguese samples.

2021

The Benefits of Virtual Reality Technology for Rehabilitation of Children with Autism: A Systematic Review

Authors
Silva R.; Duque D.; Melo M.; Moura J.M.;

Publication
ICGI 2021 - 2021 International Conference on Graphics and Interaction, Proceedings

Abstract
This paper presents a literature review of the importance of virtual technology for rehabilitation for people with ASD (Autism Spectrum Disorder). ASD is diagnosed as a neurological disability characterized by a range of physical and mental disorders and whose first symptoms appear during early childhood. People with autism deal with issues with social communication, behavior, and attention skills. As a sensitive disturbance, adapted technology allows to re-learn skills stimulating procedures about how to proceed, communicate or behave without difficulties in unexpected environments. The use of technology in educational contexts, home or at school, helps prevent and teach younger people with ASD. Considering different technologies as more appropriate methods, Virtual Reality (VR) applications and personalized environments provide better simulation and comfortable environments. As the main advantage of VR, complete immersion and interactive experience promotes constant learning for people with autism. This systematic review details the benefits of VR studies and compares the benefits of different interactive technologies according to the deficits of several individuals. The use of technology versus the traditional path on therapies helps obtain better and faster results over time. Finally, it explains how VR can be recognized as a tool to help develop cognitive, verbal and nonverbal skills and recognizes technology as a good ally to face fears or reactions by ASD people.

2022

Virtual Reality in tourism promotion: A bibliometric perspective on scientific literature [A Realidade Virtual no marketing turístico: Uma perspetiva bibliométrica sobre a literatura científica]

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

Publication
Journal of Tourism and Development

Abstract
Virtual Reality (VR) can infiuence users' perception of a given location through experiences in immersive environments. In the tourism context, the use of this technology is crucial in the promotion of products and destinations by improving the perception of tourism content and generating impactful information. However, it is difficult to find comprehensive reviews of studies on VR in tourism. To overcome such limitation, this study is a desk-based, descriptive and retrospective research that combines bibliometric analysis techniques to 37 papers from the Web of Science and Scopus databases, between 1999 and 2020. We aim to provide an overview of the scientific production in the tourism sector associated with VR, identify empirical infiuences of the conceptual framework and suggest new paths. The results allow us to conclude that the use of VR for promotional purposes in tourism is infrequent. The most recurrent studies present software proposals for VR and reviews about technological concepts, marketing and destination image. There is little empirical evidence about the implications and applications of VR. Therefore, we consider imperative more research that explore the applicability of VR in tourism promotion. © 2022, Universidade de Aveiro. All rights reserved.

2024

Affective Landscapes: Navigating the Emotional Impact of Multisensory Stimuli in Virtual Reality

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

Publication
IEEE ACCESS

Abstract
In this study we explore the impact of multisensory stimuli in virtual reality on users' emotional responses, addressing a knowledge gap in this rapidly evolving field. Utilizing a range of sensory inputs, including taste, haptics, and smell, in addition to audiovisual cues, this study aims to understand how different combinations of these stimuli affect the users' emotional experience. Two immersive virtual experiences have been developed for this purpose. One included a scenario to evoke positive emotions through selectively chosen pleasant multisensory stimuli, validated in a focus group. The other sought the contrary: to trigger negative emotions by integrating selected combinations of unpleasant multisensory stimuli, also validated in the same focus group. Through a comparative analysis, our findings revealed significant differences in emotional responses between the groups exposed to positive and negative stimuli combinations. Results indicated that combinations involving haptics and taste were particularly effective in eliciting intense emotions using positive stimuli, but their impact was less significant with negative stimuli. This investigation suggests that a fully multisensory virtual environment integrating positive stimuli might lead to cognitive overload, reducing overall emotional responses. In contrast, environments with negative stimuli could enhance emotional engagement and be more likely to avoid cognitive overload. These findings have important implications for designing emotionally resonant and compelling virtual reality experiences. This research enhances the understanding of sensory integration in virtual reality and its effects on emotional engagement, offering valuable insights for developing more impactful virtual experiences.

  • 19
  • 20