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Publicações

Publicações por Miguel Correia Melo

2023

The role of different light settings on the perception of realism in virtual replicas in immersive Virtual Reality

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

Publicação
COMPUTERS & GRAPHICS-UK

Abstract
Immersive Virtual Reality (IVR) provides a platform where the real world can be replicated to a point where users can act and react in the virtual world as they would in reality. However, rendering visual stimuli is computationally heavy. Thus, optimizations must be done to take advantage of computational systems by studying our perception of reality. This study investigated parameters related to light rendering (Global Illumination, Ambient Occlusion, Screen Space Reflections (SSR) and Direct Shadows) in real-time in a virtual replica of a real place using IVR. Participants experienced both virtual and real rooms with only one flashlight and changed the quality settings of the considered parameters so that their sense of reality would be the closest to the one they felt when they experienced the real room. Participants were given a budget to drive them to prioritize what parameters, and their level of quality, are the most important for their sense of reality. Results indicated that participants considered Global Illumination the most important factor, closely followed by Direct Shadows. Ambient Occlusion and Reflections (Screen Space Reflections) were the less prioritized parameters. We conclude that in a lighting setting where only dynamic lights are used, Global Illumination and Direct Shadows should be prioritized over SSR Reflections and Ambient Occlusion when computational power is limited.

2023

Exploring the user experience of hands-free VR interaction methods during a Fitts' task

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

Publicação
COMPUTERS & GRAPHICS-UK

Abstract
Despite advancements in interaction with immersive Virtual Reality (VR) systems, using hand gestures for all interactions still imposes some challenges, especially in interactions with graphical user interfaces that are usually performed with point-and-click interfaces. Therefore, exploring the use of alternative hands-free methods for selection is essential to overcome usability problems and provide natural interaction for users. The results and insights gained from this exploration can lead to enhanced user experiences in VR applications. This study aims to contribute to the literature with the evaluation of the usability of the most commonly used hands-free methods for selection and system control tasks in immersive VR and their impact on standard and validated experience and usability metrics, namely the sense of presence, cybersickness, system usability, workload, and user satisfaction. A Fitts' selection task was performed using a within-subjects design by nine participants experienced in VR. The methods evaluated were the handheld controllers, the head gaze, eye gaze, and voice commands for pointing at the targets, and dwell time and voice commands to confirm the selections. Results show that the methods provide similar levels of sense of presence and low cybersickness while showing low workload values and high user satisfaction, matching the experience of traditional handheld controllers for non-multimodal approaches. The assisted eye gaze with dwell was the preferred hands-free method and the one with the highest values of usability. Still, developers should minimize the number of gaze movements to reduce fatigue. The evaluation also showed that using a multimodal approach for selections, especially using the voice, decreases user satisfaction and increases users' frustration.(c) 2023 The Author(s). Published by Elsevier Ltd. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).

2024

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

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

Publicação
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.

2023

Measuring users' emotional responses in multisensory virtual reality: a systematic literature review

Autores
Magalhaes, M; Coelho, A; Melo, M; Bessa, M;

Publicação
MULTIMEDIA TOOLS AND APPLICATIONS

Abstract
Virtual reality and emotions have become inseparable concepts over the past few years, supported by the increasing number of studies relating them. However, these studies' methodologies are often poorly justified or dependent on the authors' subjective definition of emotion and its classification. Moreover, frequently, these studies only consider two stimuli, specifically audiovisual, despite being known the relevance of including a greater variety of sensory channels to improve the relationship between the individual and the virtual environment. So, to address these gaps, and considering the importance of multisensory stimulation, this paper aims to review the methods and instruments found in the literature regarding the analysis of the users' emotions in virtual reality. Also, we provide an overview of the main limitations of such studies. Little information can be found in the literature regarding the connection between the input stimulus and the users' emotional responses. This corroborates the difficulty in creating and evaluating immersive virtual experiences when stimulating more than two human senses, typically audiovisual. Nevertheless, we address some clues on the impact of visual, auditory, haptic, smell, and taste elements to trigger specific emotions. Also, we address the association between the research area and the method used. Finally, the main gaps and challenges are discussed. We expect that the combination of these results acts as guidelines for designing richer multisensory virtual experiences. Moreover, we intend to contribute to future research on emotions-based immersive virtual reality by providing a review of the most suitable methodologies and instruments for specific contexts.

2023

Correlational study on novelty factor, immersive tendencies, purchase intention and memory in immersive VR e-commerce applications

Autores
Goncalves , G; Meirinhos, G; Melo, M; Bessa, M;

Publicação
SCIENTIFIC REPORTS

Abstract
E-commerce is a field that changed how consumers purchase and interact with products. Although, inherent limitations such as the difficulty of testing the products first-hand before a purchase can compromise consumers' trust in online purchases. Virtual Reality (VR) has been investigated as a tool to solve limitations in several fields and how we can harness its potential to improve the overall user experience. This study analysed how immersive VR (IVR) could solve these limitations by allowing consumers to test products beforehand. We have studied how the Novelty Factor (evaluated by the users' past VR experience) and Immersive Tendencies correlate with the users' Purchase Intention and Memory (how well they remember the product's characteristics). We have analysed a sample of 38 participants (21 males) from 18 to 28 years old. Participants experienced a refrigerator with an interactive touchscreen in an IVR setup and were guided through its functionalities. Results indicated that memory of the product's characteristics was positively correlated with how recently they experienced VR. No correlations were found in the female sample. A negative correlation between Purchase Intention and Memory of the product's characteristics was found in the male sample. We concluded that IVR applications could become helpful for both consumers and online shops in an e-commerce context regardless of the Novelty Factor and Immersive Tendencies of consumers. However, differences between genders should be further investigated.

2023

Evaluation of Hands-Free VR Interaction Methods During a Fitts' Task: Efficiency and Effectiveness

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

Publicação
IEEE ACCESS

Abstract
Currently, it is standard to use tracked handheld controllers for interaction in immersive virtual reality (VR). However, since VR interactions are becoming more natural with hand tracking, it is important to provide hands-free alternatives for selection and system control tasks. As such, this study aims to provide an exploratory evaluation of the effectiveness and efficiency of commonly used hands-free interfaces in selection and system control tasks. Nine interaction methods were evaluated while performing a Fitts' law task with nine advanced users of VR in a within-subject experiment. We evaluated handheld controllers as a baseline, against head gaze, eye gaze, and voice commands for pointing at the targets, and dwell time and voice commands to confirm selections. We found that using eye gaze with a 500 ms dwell time proved to be the hand-free method with the highest performance, matching the handheld controllers and being preferred by users. The evaluation also showed that using a multimodal approach to selection, especially using the voice, decreases performance, but increases effectiveness. Moreover, we verified that Fitts' law can be applied to hands-free methods, but its usage is limited when the methods have very short travel times. We then suggest selections per minute as a more robust comparative performance metric. Further studies should expand the audience and interaction tasks and focus on the confirmatory method of selection.

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