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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
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Details

Details

  • Name

    Miguel Correia Melo
  • Role

    Senior Researcher
  • Since

    01st November 2010
012
Publications

2026

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.

2026

Comparing Abstract and Realistic Agent-Led Instructions for Language Learning in Virtual Environments: A Study on Presence Effects

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

Publication
IEEE REVISTA IBEROAMERICANA DE TECNOLOGIAS DEL APRENDIZAJE-IEEE RITA

Abstract
This study investigates the impact of virtual agent realism in immersive Virtual Reality (iVR) on foreign-language vocabulary learning. Specifically, it compares the effectiveness of a realistic (human-like) pedagogical virtual agent versus an abstract (non-human-like) one in delivering instructional content. A between-subjects experiment was conducted with 17 participants, divided into two groups, were exposed to either the realistic or abstract agent in an iVR Search-and-Find vocabulary learning task. Learning outcomes were measured using pre- and post-tests (based on word matching translations for 10 German-Portuguese item pairs), while presence-related experiences were assessed via the Igroup Presence Questionnaire and Temple Presence Inventory. Both groups demonstrated significant vocabulary acquisition improvements. However, no significant differences were found between the realistic and abstract agent groups in either learning outcomes or presence scores. The findings suggest that the visual realism of virtual agents may not significantly influence language learning effectiveness or user presence in these iVR environments. These preliminary results imply that abstract agents could be as effective as realistic agents for this type of foreign-language instruction, potentially reducing development resources without compromising learning benefits.

2026

Virtual reality in wine tourism: Immersive experiences for promoting travel destinations

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

Publication
JOURNAL OF VACATION MARKETING

Abstract
Virtual reality (VR) has emerged as a powerful promotional tool in tourism, providing consumers immersive and engaging experiences. However, its specific impact on the wine tourism sector remains underexamined. This study aims to both investigate and convincingly highlight the promotional influence of VR on the intention to visit wine tourism destinations. By providing an immersive VR experience to 405 participants, our research revealed that the quality of VR experiences is essential for generating consumer satisfaction. More crucially, we found that wine tourists' satisfaction with VR experiences plays a crucial role in motivating them to visit a destination. Our results not only fill a gap in understanding the impact of VR on wine tourist behaviour but also offer valuable insights for marketing professionals and companies in the sector. This study emphasises the critical need for enjoyable, high-quality and satisfying VR experiences to catalyse the intention to visit. In doing so, we contribute to academic knowledge and provide practical guidance for the industry, highlighting VR's effectiveness as a promotional strategy in wine tourism. This research is not merely an exploration but a compelling defense of VR's transformative influence on wine tourist behaviour.

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

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.