Miguel Ângelo Correia Melo

Miguel Ângelo Correia Melo


Research Focus & Metrics

Academic Career Length

16Years (2011-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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17 July 2020 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
MMMiguel Ângelo Correia Melo
Miguel Ângelo Correia Melo
Guilherme GonçalvesGuilherme Gonçalves
Guilherme Gonçalves
PMPedro Monteiro
Pedro Monteiro
HCHugo Coelho
Hugo Coelho
JVJose Vasconcelos-Raposo
Jose Vasconcelos-Raposo
MBMaximino Bessa
Maximino Bessa
The majority of virtual reality (VR) applications rely on audiovisual stimuli and do not exploit the addition of other sensory cues that could increase the potential of VR. This systematic review surveys the existing literature on multisensory VR and the impact of haptic, olfactory, and taste cues over audiovisual VR. The goal is to identify the extent to which multisensory stimuli affect the VR experience, which stimuli are used in multisensory VR, the type of VR setups used, and the application fields covered. An analysis of the 105 studies that met the eligibility criteria revealed that 84.8 percent of the studies show a positive impact of multisensory VR experiences. Haptics is the most commonly used stimulus in multisensory VR systems (86.6 percent). Non-immersive and immersive VR setups are preferred over semi-immersive setups. Regarding the application fields, a considerable part was adopted by health professionals and science and engineering professionals. We further conclude that smell and taste are still underexplored, and they can bring significant value to VR applications. More research is recommended on how to synthesize and deliver these stimuli, which still require complex and costly apparatus be integrated into the VR experience in a controlled and straightforward manner.

24 March 2021 in IEEE Access
Verified
Journal Article
Open access
BPBRUNO PEIXOTO
BRUNO PEIXOTO
Rafael Darque PintoRafael Darque Pinto
Rafael Darque Pinto
MMMiguel Ângelo Correia Melo
Miguel Ângelo Correia Melo
LCLuciana Cabral
Luciana Cabral
MBMaximino Bessa
Maximino Bessa
Immersion is a proven method of learning a foreign language and using Virtual Reality to achieve that immersion has high potential educational benefits. However, there are no recent systematic reviews that combine both foreign language education and immersive Virtual Reality. This systematic review aims to identify features, educational methods, technologies, and gaps of immersive virtual reality for foreign and second language education. PRISMA method was followed to carry out the systematic review. From the analysis of the results, two main conclusions were drawn. Firstly, the relation between immersive Virtual Reality and foreign language learning is quite positive, particularly when compared with conventional pedagogical practices. Not only that, the connection between immersive Virtual Reality and the user's motivation and satisfaction is also quite positive. Lastly, limitations such as the low sample of studies and gaps in the literature are addressed, and directions for future work and the area's progress are pointed out.

1 June 2017 in Journal of Destination Marketing & Management
Verified
Journal Article
Closed access
JMJosé Martins
José Martins
RGRamiro Gonçalves
Ramiro Gonçalves
FBFrederico Branco
Frederico Branco
LBLuís Filipe Barbosa
Luís Filipe Barbosa
MMMiguel Ângelo Correia Melo
Miguel Ângelo Correia Melo
MBMaximino Bessa
Maximino Bessa

4 February 2022 in Multimedia Systems
Verified
Journal Article
Closed access
PDF file
MMMiguel Ângelo Correia Melo
Miguel Ângelo Correia Melo
HCHugo Coelho
Hugo Coelho
Guilherme GonçalvesGuilherme Gonçalves
Guilherme Gonçalves
NLNieves Losada
Nieves Losada
FJFilipa Jorge
Filipa Jorge
MBMaximino Bessa
Maximino Bessa

1 April 2018 in Computers & Graphics
Verified
Journal Article
Closed access
MMMiguel Ângelo Correia Melo
Miguel Ângelo Correia Melo
JVJosé Vasconcelos-Raposo
José Vasconcelos-Raposo
MBMaximino Bessa
Maximino Bessa

1 December 2016 in PRESENCE: Virtual and Augmented Reality
Verified
Journal Article
Closed access
JVJacinto Vasconcelos-Raposo
Jacinto Vasconcelos-Raposo
MBMaximino Bessa
Maximino Bessa
MMMiguel Ângelo Correia Melo
Miguel Ângelo Correia Melo
LBLuís Filipe Barbosa
Luís Filipe Barbosa
RRRui Rodrigues
Rui Rodrigues
ASAntónio Augusto Sousa
António Augusto Sousa
The present study aims (a) to translate and adapt the Igroup Presence Questionnaire (IPQ) to the Portuguese context (semantic equivalence/ conceptual and content validity) and (b) to examine its psychometric properties (reliability and factorial validity). The sample consisted of 478 subjects (285 males and 193 females). The fidelity of the factors varied between 0.53 and 0.83. The confirmatory factor analysis results produced a 14-item version of IPQ-PT, accepting covariance between residual errors of some items of the instrument, as the best structural representation of the data analyzed. The CFA was conducted based on a three-variable model. The fit indexes obtained were X2/df = 2.647, GFI = .948, CFI = .941, RSMEA = .059, and AIC = 254. These values demonstrate that the proposed Portuguese translation of the IPQ maintains its original validity, demonstrating it to be a robust questionnaire to measure the sense of presence in virtual reality studies. It is therefore recommended for use in presence research when using Portuguese samples.