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Publications

Publications by Miguel Correia Melo

2021

Impact of Different Role Types and Gender on Presence and Cybersickness in Immersive Virtual Reality Setups

Authors
Melo, M; Gonçalves, G; Narciso, D; Bessa, M;

Publication
International Conference on Graphics and Interaction, ICGI 2021, Porto, Portugal, November 4-5, 2021

Abstract
Several factors have been identified to contribute to the sense of presence and cybersickness, including the preponderance users have in the virtual environments (VE) and their gender. This work focuses on studying the Role Type and gender in a VE and their impact on the sense of presence and cybersickness when immersive Virtual Reality (VR) setups are used. For this, a set of psychophysical experiments were conducted to evaluate a VR scenario with three Role Types: Viewer, Explorer, and Searcher. Results revealed statistically significant differences in Spatial Presence, Cybersickness, Nausea, Oculomotor Discomfort, and Disorientation for Role Type. In the evaluated scenario, it was observed that a more dominant Role Type on the VE leads to a higher reported spatial presence (sense of physically being present in the VE) and higher cybersickness scores. We conclude that a higher relevance of the Role Type makes the users more sensitive to the stimuli present in the VE regarding the coherency of the interaction/simulation and, consequently, more prone to develop cybersickness symptoms. No differences were found between the genders.

2021

The Dawn of the Human-Machine Era: A forecast of new and emerging language technologies

Authors
Sayers, D; Sousa-Silva, R; Höhn, S; Ahmedi, L; Allkivi-Metsoja, K; Anastasiou, D; Benuš, Š; Bowker, L; Bytyçi, E; Catala, A; Çepani, A; Chacón-Beltrán, R; Dadi, S; Dalipi, F; Despotovic, V; Doczekalska, A; Drude, S; Fort, K; Fuchs, R; Galinski, C; Gobbo, F; Gungor, T; Guo, S; Höckner, K; Láncos, PL; Libal, T; Jantunen, T; Jones, D; Klimova, B; Korkmaz, EE; Maucec, MS; Melo, M; Meunier, F; Migge, B; Mititelu, VB; Névéol, A; Rossi, A; Pareja-Lora, A; Sanchez-Stockhammer, C; Sahin, A; Soltan, A; Soria, C; Shaikh, S; Turchi, M; Yildirim Yayilgan, S;

Publication

Abstract
New language technologies are coming, thanks to the huge and competing private investment fuelling rapid progress; we can either understand and foresee their effects, or be taken by surprise and spend our time trying to catch up. This report scketches out some transformative new technologies that are likely to fundamentally change our use of language. Some of these may feel unrealistically futuristic or far-fetched, but a central purpose of this report - and the wider LITHME network - is to illustrate that these are mostly just the logical development and maturation of technologies currently in prototype. But will everyone benefit from all these shiny new gadgets? Throughout this report we emphasise a range of groups who will be disadvantaged and issues of inequality. Important issues of security and privacy will accompany new language technologies. A further caution is to re-emphasise the current limitations of AI. Looking ahead, we see many intriguing opportunities and new capabilities, but a range of other uncertainties and inequalities. New devices will enable new ways to talk, to translate, to remember, and to learn. But advances in technology will reproduce existing inequalities among those who cannot afford these devices, among the world’s smaller languages, and especially for sign language. Debates over privacy and security will flare and crackle with every new immersive gadget. We will move together into this curious new world with a mix of excitement and apprehension - reacting, debating, sharing and disagreeing as we always do. Plug in, as the human-machine era dawns.

2022

What Is the Relationship between the Sense of Presence and Learning in Virtual Reality? A 24-Year Systematic Literature Review

Authors
Krassmann, AL; Melo, M; Pinto, D; Peixoto, B; Bessa, M; Bercht, M;

Publication
PRESENCE-VIRTUAL AND AUGMENTED REALITY

Abstract
The sense of presence is an important aspect of experiences in Virtual Reality (VR), an emerging technology in education, leading this construct to be increasingly researched in parallel to learning purposes. However, there is not a consensus in the literature on the outcomes of this association. Aiming to outline a panorama in this regard, a systematic literature review was conducted, with a comprehensive analysis of 140 primary studies recovered from five worldwide databases. The analysis shows an overview of 24 years of areas, factors, and methodological approaches that seem to be more inclined to benefit from the sense of presence toward learning purposes. We contribute to the advancement of state of the art by providing an understanding of the relationship among these variables, identifying potential ways to benefit from the sense of presence to further leverage the use of VR for learning purposes.

2022

Authoring tools for virtual reality experiences: a systematic review

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

Publication
MULTIMEDIA TOOLS AND APPLICATIONS

Abstract
Virtual reality (VR) is used in different application fields like health, tourism, or training. Most VR applications for these fields have been built from the ground up without any authoring tool to help the process. This systematic review surveys the existing literature on authoring tools for immersive content and critically analyzes its features and how they are evaluated. It proposes a research agenda with key contribution opportunities for the field. An analysis of the 29 studies that met the eligibility criteria revealed that four records did not present any evaluation regarding the authoring tools' evaluation, and only five records used specialized users to evaluate their authoring tools; all the others used non-specialized users. The most evaluated metrics were usability, effectiveness, efficiency, and satisfaction. The data collected to evaluate the metrics consisted mainly of Likert scales and reported mean opinion score (MOS). However, few records used well-established questionnaires to evaluate those metrics like System Usability Scale, Post-Study System Usability Questionnaire, After-Scenario Questionnaire and Igroup Presence Questionnaire. Additionally, five of the analyzed records included stimuli other than audiovisual. More research is recommended about the usage of ontologies in authoring tools to comprehend the full potential of its usage since none of them had ontologies.

2022

Impact of Different Levels of Information Presentation on User Experience: A Case Study in a Virtual World

Authors
Silva, A; Sousa, C; Paulino, D; Sousa, M; Melo, M; Bessa, M; Paredes, H;

Publication
INFORMATION SYSTEMS AND TECHNOLOGIES, WORLDCIST 2022, VOL 2

Abstract
User experience can be affected by the amount and intensity of information presented. Four scenarios were developed to assess the insertion of information elements (chronometer and hint system) and tested with 37 users to find out if they affected the user's sense of presence and symptoms of cybersickness. In order to instruct users and using virtual reality using the Unity 3D game engine, we created a virtual world where the user has the role of exploring the environment and looking for mushrooms, and can consult a description about it. For tests with users, the IPQp and SSQ questionnaires were applied. The results indicate that it is possible to create a virtual world with the addition of informational components without significantly disturbing the user experience.

2022

Place Attachment Through Virtual Reality: A Comparative Study in Douro Region (Northern Portugal) with Video and 'Real' Visit

Authors
Losada, N; Jorge, F; Teixeira, MS; Sousa, N; Melo, M; Bessa, M;

Publication
MARKETING AND SMART TECHNOLOGIES, VOL 1

Abstract
Immersive technologies, such as virtual reality, could be effective marketing tools for destination marketing, namely in creating place attachment prior experience the destination. Place attachment plays a significant role in behavioural intentions to visit and to recommend a destination. However, place attachment research is relatively new in the tourism context. This study seeks to empirically examine the effectiveness of Virtual Reality in creating place attachment to destinations exploring the changes in the place attachment after two moments. First, after watching a video and after having an experience in the Virtual Reality environment. Second, after the experience in the Virtual Reality environment and after the 'real' visit to a representative viewpoint in Douro region. Students belonging to Gen Z were sampled. Findings reflect that Virtual Reality has potentialities for marketing destinations.

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