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About

About

Guilherme Gonçalves is an Assistant Researcher at INESC TEC and holds a PhD in Computer Science from the University of Trás-os-Montes and Alto Douro, specializing in Virtual Reality and Multisensory Immersive Environments. His research focuses on human perception of realism in virtual reality environments and he has experience in developing 3D environments. He has participated in several virtual reality projects, as well as overseeing and developing various immersive scenarios and multisensory virtual reality applications.

Interest
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Details

Details

  • Name

    Guilherme Santos Gonçalves
  • Role

    Assistant Researcher
  • Since

    01st October 2016
002
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.

2024

The impact of virtual reality and biological sex on the promotion of tourist destinations: effects on destination image, place attachment, and behavioural intention

Authors
Melo, M; Gonçalves, G; Jorge, F; Losada, N; Barbosa, L; Teixeira, MS; Bessa, M;

Publication
JOURNAL OF HOSPITALITY AND TOURISM TECHNOLOGY

Abstract
Purpose - This paper aims to generate knowledge of the impact of different virtual reality (VR) set-ups in tourism promotion regarding destination image, place attachment and behavioural intention.Design/methodology/approach - The paper presents a comparative study of the impact of different visualisation technologies (video, immersive VR and multisensory immersive VR) to promote tourism destinations. The study's dependent variables are destination image, place attachment and behaviour intention.Findings - Results show that VR content impacts these variables. Multisensory immersive VR is the preferred content type for destination promotion. It is also evidenced that female participants scored each variable higher than male participants. Males reported higher scores on the video set-up for destination image and place attachment. Behavioural intention reported higher values in the video when compared to immersive VR in both sexes.Practical implications - This paper concludes that there is a preference towards multisensory set-ups, which suggests that incorporating audiovisual and sensory elements can significantly enhance the effectiveness of VR experiences in attracting and engaging potential tourists.Originality/value - The paper contributes to the scarce body of knowledge regarding the impact of different VR factors on tourism promotion, including the multisensory VR component.

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

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.

2024

Evaluation of Task Presentation Methodologies in Immersive Virtual Training Environments

Authors
Coelho, H; Monteiro, P; Goncalves, 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.