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Sobre

Sobre

Miguel Melo é Investigador Auxiliar no Laboratório de Realidade Virtual MASSIVE do INESC TEC em Vila Real, Portugal. Obteve Doutoramento em Informática na Universidade de Trás-os-Montes e Alto Douro com o tema de tese “HDR Video for Mobile Devices”. É autor de vários papers nas áreas da computação gráfica e realidade virtual. Atualmente, é também membro do comité executivo da Eurographics. Conta com mais de 25 publica¸ões em revistas internacionais indexadas e atualmente está envolvido em projetos internationais ligados áreas Realidade Virtual Multissensorial aplicada a diferentes domínios tais como treino e turismo.

Tópicos
de interesse
Detalhes

Detalhes

  • Nome

    Miguel Correia Melo
  • Cluster

    Informática
  • Cargo

    Investigador Sénior
  • Desde

    01 novembro 2010
009
Publicações

2023

How much Presence is enough? Qualitative scales for interpreting the Igroup Presence Questionnaire score

Autores
Melo, M; Gontalves, G; Vasconcelos-Raposo, J; Bessa, M;

Publicação
IEEE ACCESS

Abstract

2023

Studying the Influence of Multisensory Stimuli on a Firefighting Training Virtual Environment

Autores
Narciso, D; Melo, M; Rodrigues, S; Cunha, JP; Vasconcelos-Raposo, J; Bessa, M;

Publicação
IEEE Transactions on Visualization and Computer Graphics

Abstract

2023

Systematic Review of Comparative Studies of the Impact of Realism in Immersive Virtual Experiences

Autores
Goncalves, G; Coelho, H; Monteiro, P; Melo, M; Bessa, M;

Publicação
ACM COMPUTING SURVEYS

Abstract
The adoption of immersive virtual experiences (IVEs) opened new research lines where the impact of realism is being studied, allowing developers to focus resources on realism factors proven to improve the user experience the most. We analyzed papers that compared different levels of realism and evaluated their impact on user experience. Exploratorily, we also synthesized the realism terms used by authors. From 1,300 initial documents, 79 met the eligibility criteria. Overall, most of the studies reported that higher realism has a positive impact on user experience. These data allow a better understanding of realism in IVEs, guiding future R&D.

2023

Teaching EFL With Immersive Virtual Reality Technologies: A Comparison With the Conventional Listening Method

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

Publicação
IEEE ACCESS

Abstract

2023

ARAM: A Technology Acceptance Model to Ascertain the Behavioural Intention to Use Augmented Reality

Autores
Marto, A; Goncalves, A; Melo, M; Bessa, M; Silva, R;

Publicação
JOURNAL OF IMAGING

Abstract
The expansion of augmented reality across society, its availability in mobile platforms and the novelty character it embodies by appearing in a growing number of areas, have raised new questions related to people’s predisposition to use this technology in their daily life. Acceptance models, which have been updated following technological breakthroughs and society changes, are known to be great tools for predicting the intention to use a new technological system. This paper proposes a new acceptance model aiming to ascertain the intention to use augmented reality technology in heritage sites—the Augmented Reality Acceptance Model (ARAM). ARAM relies on the use of the Unified Theory of Acceptance and Use of Technology model (UTAUT) model’s constructs, namely performance expectancy, effort expectancy, social influence, and facilitating conditions, to which the new and adapted constructs of trust expectancy, technological innovation, computer anxiety and hedonic motivation are added. This model was validated with data gathered from 528 participants. Results confirm ARAM as a reliable tool to determine the acceptance of augmented reality technology for usage in cultural heritage sites. The direct impact of performance expectancy, facilitating conditions and hedonic motivation is validated as having a positive influence on behavioural intention. Trust expectancy and technological innovation are demonstrated to have a positive influence on performance expectancy whereas hedonic motivation is negatively influenced by effort expectancy and by computer anxiety. The research, thus, supports ARAM as a suitable model to ascertain the behavioural intention to use augmented reality in new areas of activity.

Teses
supervisionadas

2022

Creating Immersive Authentic Experiences for Foreign Language Learning

Autor
Bruno Miguel Eira Peixoto

Instituição
UTAD

2022

USER EXPERIENCE IN VIDEO GAMES: IDENTIFICATION OF DETERMINING CHARACTERISTICS FOR ITS SUCCESS

Autor
Madalena Barros

Instituição
IPCA-EST

2022

Criação de experências virtuais imersivas de forma expedita: Caso de estudo projeto Smartcut

Autor
Rui Pedro Carvalho Machado

Instituição
UTAD

2022

RV imersiva para o setor imobiliário. Desenvolvimento de aplicação e avaliação do impacto de diferentes níveis de interação e fidelidade visual

Autor
Samuel Filipe Silveira Martins

Instituição
UTAD

2022

Digital Twin em ambientes de realidade virtual imersivos. Caso de estudo projeto Smartcut

Autor
Ricardo José Borges Rodrigues

Instituição
UTAD