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Publications

Publications by Miguel Correia Melo

2025

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

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

Publication
Comput. Graph.

Abstract

2024

Augmented Reality for Event Promotion

Authors
Lameirao, T; Melo, M; Pinto, F;

Publication
COMPUTERS

Abstract
This article presents the development of an augmented reality (AR) application aimed at promoting events in urban environments. The main goal of the project was to create an immersive experience that enhances user interaction with their surroundings, leveraging AR technology. The application was built using Django Rest Framework (DRF) for backend services and Unity for the AR functionalities and frontend. Key features include user registration and authentication, event viewing, interaction with virtual characters, and feedback on attended events, providing an engaging platform to promote urban events. The development process involved several stages, from requirements analysis and system architecture design to implementation and testing. A series of tests were performed, confirming that the application meets its objectives. These tests highlighted the system's ability to enhance user interaction with urban environments and demonstrated its potential for commercialization. The results suggest that the AR application contributes to innovation in smart cities, offering a new avenue for promoting events and engaging local communities. Future work will focus on refining the user experience and expanding the app's functionality to support more complex event scenarios.

2025

Unified concepts: a review and proposal for virtual reality terminology

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

Publication
VIRTUAL REALITY

Abstract
Throughout the Virtual Reality (VR) literature, we find different terms to define the same concepts as well as the same terms addressing different concepts. This issue can easily cause misinterpretations and difficulty in the analysis of papers from different authors. This work addresses this terminology confusion through a detailed analysis of current key concepts, how they have been employed, comparing them to other concepts, and proposing adaptations to their definitions to reduce conceptual overlap while preserving the original terms. In this work, we reviewed widely used terms in VR: Fidelity, Realism, Immersion, Presence, and Coherence. We also identified and discussed derivative terms, such as Place Illusion, Plausibility Illusion, Sensorimotor Contingencies, Multisensory, Virtual Content, Objective and Subjective Realism, and Objective and Subjective Internal Coherence. We proposed how these distinct concepts can be separated, merged, and linked, providing a clearer terminology for future use and discussing the implications of this terminology.

2024

Foreword

Authors
Barbosa, L; Moura, JP; Bessa, M; Melo, M;

Publication
ICGI 2024 - 6th International Conference on Graphics and Interaction, Proceedings

Abstract
[No abstract available]

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.

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.

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