Hugo Coelho

dblp:216/8742 · DBLP profile ↗
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12ranked-venue papers
6as first author
8since 2021 · last 2026
0000-0003-4227-6198ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 first-authorArtificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Beyond the Hands: Evaluating the Usability of Hands-Free Methods and Controllers for Menu Selection During an Immersive VR Experience
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.
Pedro Monteiro, Bruno Peixoto, Guilherme Gonçalves, Hugo Coelho, Luís Barbosa, Miguel Melo, Maximino Bessa
Int. J. Hum. Comput. Interact.4
2023 The role of different light settings on the perception of realism in virtual replicas in immersive Virtual Reality
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.
Guilherme Gonçalves, Miguel Melo, Pedro Monteiro, Hugo Coelho, Maximino Bessa
Comput. Graph.4
2023 Exploring the user experience of hands-free VR interaction methods during a Fitts' task
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.
Pedro Monteiro, Hugo Coelho, Guilherme Gonçalves, Miguel Melo, Maximino Bessa
Comput. Graph.2
2022 Immersive multisensory virtual reality technologies for virtual tourism
Miguel Melo, Hugo Coelho, Guilherme Gonçalves, Nieves Losada, Filipa Jorge, Mário Sérgio Teixeira, Maximino Bessa
Multim. Syst.2
2022 Authoring tools for virtual reality experiences: a systematic review
Hugo Coelho, Pedro Monteiro, Guilherme Gonçalves, Miguel Melo, Maximino Bessa
Multim. Tools Appl.1
2022 Do Multisensory Stimuli Benefit the Virtual Reality Experience? A Systematic Review
abstract
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.
Miguel Melo, Guilherme Gonçalves, Pedro Monteiro, Hugo Coelho, José Vasconcelos-Raposo, Maximino Bessa
IEEE Trans. Vis. Comput. Graph.4
2021 Authoring tools for creating 360 multisensory videos - Evaluation of different interfaces
abstract
Abstract Authoring 360 multisensory videos is a true challenge as the authoring tools available are scarce and restrictive. In this paper, we propose an authoring tool with three different authoring interfaces (desktop, immersive, and tangible interface) for creating multisensory 360 videos with the advantage of having a live preview of the multisensory content that is being produced. An evaluation of the three authoring tools having into account gender, system usability, presence, satisfaction, and effectiveness (time to accomplish tasks, number of errors, and number of help requests) is presented. The sample consisted of 48 participants (24 males and 24 females) evenly distributed between the different interfaces (8 males and 8 females for each interface). The results revealed that gender does not have any impact in the studied interfaces regarding all the dependent variables; immersive and tangible interfaces have higher levels of satisfaction than desktop interface as it allows more interaction freedom, and desktop interface have the lowest time to accomplish the tasks because people are more familiar with keyboard and mouse.
Hugo Coelho, Miguel Melo, Luís Barbosa, José Martins 0002, Mário Sérgio Teixeira, Maximino Bessa
Expert Syst. J. Knowl. Eng.1
2021 Hands-free interaction in immersive virtual reality: A systematic review
abstract
Hands are the most important tool to interact with virtual environments, and they should be available to perform the most critical tasks. For example, a surgeon in VR should keep his/her hands on the instruments and be able to do secondary tasks without performing a disruptive event to the operative task. In this common scenario, one can observe that hands are not available for interaction. The goal of this systematic review is to survey the literature and identify which hands-free interfaces are used, the performed interaction tasks, what metrics are used for interface evaluation, and the results of such evaluations. From 79 studies that met the eligibility criteria, the voice is the most studied interface, followed by the eye and head gaze. Some novel interfaces were brain interfaces and face expressions. System control and selection represent most of the interaction tasks studied and most studies evaluate interfaces for usability. Despite the best interface depending on the task and study, the voice was found to be versatile and showed good results amongst the studies. More research is recommended to improve the practical use of the interfaces and to evaluate the interfaces more formally.
Pedro Monteiro, Guilherme Gonçalves, Hugo Coelho, Miguel Melo, Maximino Bessa
IEEE Trans. Vis. Comput. Graph.3
2020 Correction to: Collaborative immersive authoring tool for real-time creation of multisensory VR experiences
Hugo Coelho, Miguel Melo, José Martins 0002, Maximino Bessa
Multim. Tools Appl.1
2019 The Impact of Gender, Avatar and Height in Distance Perception in Virtual Environments
Hugo Coelho, Miguel Melo, Frederico Branco, José Vasconcelos-Raposo, Maximino Bessa
WorldCIST (2)1
2019 Collaborative immersive authoring tool for real-time creation of multisensory VR experiences
Hugo Coelho, Miguel Melo, José Martins 0002, Maximino Bessa
Multim. Tools Appl.1
2018 Immersive Edition of Multisensory 360 Videos
Hugo Coelho, Miguel Melo, Luís Barbosa, José Martins 0002, Mário Sérgio Teixeira, Maximino Bessa
WorldCIST (2)1