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Publications

Publications by Miguel Correia Melo

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

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.

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.

2024

Evaluation of Task Presentation Methodologies in Immersive Virtual Training Environments

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

Publication
IEEE ACCESS

Abstract
Over the years, various immersive virtual training environments (iVTEs) have been developed, allowing companies to start transitioning to Virtual Reality (VR) technologies to train their personnel. This transition forces companies to start using game engines as a foundation to develop such iVTEs, which also requires a multidisciplinary team. When developing such training environments, challenges on how to present tasks to users arise. The way these tasks are presented can dictate the efficacy of the VR training application. This paper presents three different task presentation methodologies (avatar animation, videos, and instruction manual) and assesses them using 36 participants, divided into those three groups. Usability, sense of presence, satisfaction, cybersickness, and technology acceptance variables were studied and results indicated that only the total number of actions performed had differences between groups where the instruction manual reported the higher number of actions (usability) when compared to the other conditions. Therefore it was concluded that the instruction manual proved to be where users kept losing focus and making more actions. It was also concluded that all conditions had a similar sense of presence, satisfaction, cybersickness, and acceptance scores.

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