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Publicações

Publicações por Guilherme Santos Gonçalves

2022

Evaluation of the impact of different levels of self-representation and body tracking on the sense of presence and embodiment in immersive VR

Autores
Goncalves, G; Melo, M; Barbosa, L; Vasconcelos Raposo, J; Bessa, M;

Publicação
VIRTUAL REALITY

Abstract
The main goal of this paper is to investigate the effect of different types of self-representations through floating members (hands vs. hands + feet), virtual full body (hands + feet vs. full-body avatar), walking fidelity (static feet, simulated walking, real walking), and number of tracking points used (head + hands, head + hands + feet, head + hands + feet + hip) on the sense of presence and embodiment through questionnaires. The sample consisted of 98 participants divided into a total of six conditions in a between-subjects design. The HTC Vive headset, controllers, and trackers were used to perform the experiment. Users were tasked to find a series of hidden objects in a virtual environment and place them in a travel bag. We concluded that (1) the addition of feet to floating hands can impair the experienced realism (p = 0.039), (2) both floating members and full-body avatars can be used without affecting presence and embodiment (p > 0.05) as long as there is the same level of control over the self-representation, (3) simulated walking scores of presence and embodiment were similar when compared to static feet and real walking tracking data (p > 0.05), and (4) adding hip tracking overhead, hand and feet tracking (when using a full-body avatar) allows for a more realistic response to stimuli (p = 0.002) and a higher overall feeling of embodiment (p = 0.023).

2025

Unified concepts: a review and proposal for virtual reality terminology

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

Publicação
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.

2025

Beyond the Hands: Evaluating the Usability of Hands-Free Methods and Controllers for Menu Selection During an Immersive VR Experience

Autores
Monteiro, P; Peixoto, B; Gonçalves, G; Coelho, H; Barbosa, L; Melo, M; Bessa, M;

Publicação
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.

2024

Learning a Foreign Language: Traditional Listening vs Interactive Immersive Virtual Reality

Autores
Peixoto, B; Gonçlves, G; Bessa, M; Bessa, LCP; Melo, M;

Publicação
2024 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION, ICGI

Abstract
Immersive Virtual Reality (iVR) is a promising educational tool for learning a second/foreign language. However, interactive iVR studies remain in their infancy, with more research required to validate what and how it can be implemented. This study focuses on the English listening dimension and evaluates the impact of a realistic interactive iVR compared to traditional listening exercises. The results were favourable and indicated that interactive iVR positively impacts the users' knowledge retention compared to a traditional listening approach. Likewise, the users revealed a preference for using iVR for learning when compared to traditional listening exercises, as well as higher user satisfaction with the iVR experiment.

2024

Impact of different UI on Foreign Language Learning using iVR

Autores
Peixoto, B; Gonçalves, G; Bessa, M; Bessa, LCP; Melo, M;

Publicação
2024 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION, ICGI

Abstract
This paper presents a study comparing different user interface modes (Controller-Based Selection, Object Interaction, and Voice Recognition) within immersive Virtual Reality (iVR) environments for foreign language learning. Given the rapid advancements and potential of iVR in education, there is a need for focused research on optimising user interfaces for effective learning experiences. This study aimed to identify optimal interfaces for integrating iVR applications as complementary educational tools while gauging student preferences. Participants engaged in interactive learning tasks across the three conditions, with assessments focused on System Usability, Presence, User Satisfaction, Cybersickness, Learning Outcomes, and Task Duration. Findings indicate high usability across all conditions, with a preference observed for Controller-Based Selection and Object Interaction. Object Interaction showed strong motivational appeal but required more time to complete tasks than Controller-Based. Therefore, for time-constrained educational settings, the Controller-Based Selection interface is practical due to its lower physical effort requirement. Despite recent advances, our study found Voice Recognition interaction to be the least preferred interaction method, indicating a need for further technological improvements to boost its acceptance and effectiveness in educational contexts.

2025

Theoretical Model Validation of the Multisensory Role on Subjective Realism, Presence and Involvement in Immersive Virtual Reality

Autores
Gonçalves, G; Peixoto, B; Melo, M; Bessa, M;

Publicação
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.

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