Guilherme Gonçalves

dblp:205/0040 · DBLP profile ↗
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14ranked-venue papers
6as first author
10since 2021 · last 2026
0000-0002-3264-587XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 5 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 Immersive Virtual Reality in the Language Classroom: Insights from a Semester of Practice
Bruno Peixoto, Luciana Cabral Pereira Bessa, Guilherme Gonçalves, Maximino Bessa, Miguel Melo
WorldCIST (4)3
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.3
2026 Design and implementation of a gamification tool (GaToo) for professional virtual training
abstract
Abstract Gamification is increasingly used to make non-game contexts more engaging, yet integrating its elements into professional training applications often requires significant development effort. This work introduces GaToo (from “Gamification Tool”), a modular and reusable gamification plugin built for the Unity engine, designed to simplify this process and reduce the need for custom implementation. The plugin provides a structured set of components, including missions, steps, challenges and achievements, together with a base editor interface that facilitates configuration and management. To ensure broad applicability, it also includes complementary mechanisms that enable integration both in applications still under development and in existing applications, depending on the level of access to their source code. A preliminary study with 15 experienced Unity users was conducted to assess the usability of the plugin interface. The results indicated a score of 82 on the System Usability Scale, considered ’Excellent,’ supporting the ease of use of the plugin editor. By offering a flexible and extensible solution, the plugin allows developers and researchers to concentrate on the design and evaluation of gamification strategies, while minimizing the technical overhead of implementation.
Sergio Monteiro, Guilherme Gonçalves, Miguel Melo, Bruno Peixoto, Maximino Bessa
Multim. Tools Appl.2
2025 Theoretical Model Validation of the Multisensory Role on Subjective Realism, Presence and Involvement in Immersive Virtual Reality
abstract
Abstract With the consistent adoption of iVR and growing research on the topic, it becomes fundamental to understand how the perception of Realism plays a role in the potential of iVR. This work puts forwards a hypothesis‐driven theoretical model of how the perception of each multisensory stimulus (Visual, Audio, Haptic and Scent) is related to the perception of Realism of the whole experience (Subjective Realism) and, in turn, how this Subjective Realism is related to Involvement and Presence. The model was validated using a sample of 216 subjects in a multisensory iVR experience. The results indicated a good model fit and provided evidence on how the perception of Realism of Visual, Audio and Scent individually is linked to Subjective Realism. Furthermore, the results demonstrate strong evidence that Subjective Realism is strongly associated with Involvement and Presence. These results put forwards a validated questionnaire for the perception of Realism of different aspects of the virtual experience and a robust theoretical model on the interconnections of these constructs. We provide empirical evidence that can be used to optimise iVR systems for Presence, Involvement and Subjective Realism, thereby enhancing the effectiveness of iVR experiences and opening new research avenues.
Guilherme Gonçalves, Bruno Peixoto, Miguel Melo, Maximino Bessa
Comput. Graph. Forum1
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.1
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.3
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.3
2022 Authoring tools for virtual reality experiences: a systematic review
Hugo Coelho, Pedro Monteiro, Guilherme Gonçalves, Miguel Melo, Maximino Bessa
Multim. Tools Appl.3
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.2
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.2
2020 A novel method to enhance the touristic 360∘ promotional video experience
Guilherme Gonçalves, Miguel Melo, José Vasconcelos-Raposo, Maximino Bessa
Multim. Tools Appl.1
2020 Impact of Different Sensory Stimuli on Presence in Credible Virtual Environments
abstract
Multiple factors can affect presence in virtual environments, such as the number of human senses engaged in a given experience or the extent to which the virtual experience is credible. The purpose of the present work is to study how the inclusion of credible multisensory stimuli affects the sense of presence, namely, through the use of wind, passive haptics, vibration, and scent. Our sample consisted of 37 participants (27 men and 10 women) whose ages ranged from 17 to 44 years old and were mostly students. The participants were divided randomly into 3 groups: Control Scenario (visual and auditory - N = 12), Passive Haptic Scenario (visual, auditory, and passive haptic - N = 13) and Multisensory Scenario (visual, auditory, wind, passive haptic, vibration, and scent - N = 12). The results indicated a significant increase in the involvement subscale when all multisensory stimuli were delivered. We found a trend where the use of passive haptics by itself has a positive impact on presence, which should be the subject of further work.
Guilherme Gonçalves, Miguel Melo, José Vasconcelos-Raposo, Maximino Bessa
IEEE Trans. Vis. Comput. Graph.1
2019 The Effect of Multisensory Stimuli on Path Selection in Virtual Reality Environments
Guilherme Gonçalves, Miguel Melo, José Martins 0002, José Vasconcelos-Raposo, Maximino Bessa
WorldCIST (2)1
2017 Understanding User Experience with Game Controllers: A Case Study with an Adaptive Smart Controller and a Traditional Gamepad
Guilherme Gonçalves, Érica Mourão, Leonardo Torok, Daniela Gorski Trevisan, Esteban Walter Gonzalez Clua, Anselmo Antunes Montenegro
ICEC1