Hugo Coelho
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Hugo Coelho has a total of 23 co-authors. Here are the top co-authors by number of shared publications:
- Maximino Bessa
Department of Engineering, University of Trás-os-Montes and Alto Douro, 5000-801 Vila Real, Portugal
16 shared publications - Miguel Melo
Department of Engineering, University of Trás-os-Montes e Alto Douro, Portugal
16 shared publications - Guilherme Gonçalves
University of Trás-os-Montes and Alto Douro
9 shared publications - Pedro Monteiro
School of Science and Technology, University of Trs-os-Montes e Alto Douro, Vila Real, Portugal
9 shared publications - José Martins
INESC TEC, 4200-465 Porto, Portugal
4 shared publications - Luís Barbosa
University of Trás-os-Montes and Alto Douro
4 shared publications
Latest Publications
- Open Access
- 23 September 2025
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- Vol. 42 (8) , 6380-6417
Beyond the Hands: Evaluating the Usability of Hands-Free Methods and Controllers for Menu Selection During an Immersive VR Experience
- 23 September 2025
- Published by Taylor & Francis in International Journal of Human–Computer Interaction
- Vol. 42 (8) , 6380-6417
Open AccessBeyond the Hands: Evaluating the Usability of Hands-Free Methods and Controllers for Menu Selection During an Immersive VR Experience
- Open Access
- 9 December 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Access
- Vol. 12, 186484-186492
Evaluation of Task Presentation Methodologies in Immersive Virtual Training Environments
Over the years, various immersive virtual training environments (iVTEs) have been developed, allowing companies to start transitioning to Virtual Reality (VR) technologies to train their personnel. This transition forces companies to start using game engines as a foundation to develop such iVTEs, which also requires a multidisciplinary team. When developing such training environments, challenges on how to present tasks to users arise. The way these tasks are presented can dictate the efficacy of the VR training application. This paper presents three different task presentation methodologies (avatar animation, videos, and instruction manual) and assesses them using 36 participants, divided into those three groups. Usability, sense of presence, satisfaction, cybersickness, and technology acceptance variables were studied and results indicated that only the total number of actions performed had differences between groups where the instruction manual reported the higher number of actions (usability) when compared to the other conditions. Therefore it was concluded that the instruction manual proved to be where users kept losing focus and making more actions. It was also concluded that all conditions had a similar sense of presence, satisfaction, cybersickness, and acceptance scores.
- 9 December 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Access
- Vol. 12, 186484-186492
Open AccessEvaluation of Task Presentation Methodologies in Immersive Virtual Training Environments
Over the years, various immersive virtual training environments (iVTEs) have been developed, allowing companies to start transitioning to Virtual Reality (VR) technologies to train their personnel. This transition forces companies to start using game engines as a foundation to develop such iVTEs, which also requires a multidisciplinary team. When developing such training environments, challenges on how to present tasks to users arise. The way these tasks are presented can dictate the efficacy of the VR training application. This paper presents three different task presentation methodologies (avatar animation, videos, and instruction manual) and assesses them using 36 participants, divided into those three groups. Usability, sense of presence, satisfaction, cybersickness, and technology acceptance variables were studied and results indicated that only the total number of actions performed had differences between groups where the instruction manual reported the higher number of actions (usability) when compared to the other conditions. Therefore it was concluded that the instruction manual proved to be where users kept losing focus and making more actions. It was also concluded that all conditions had a similar sense of presence, satisfaction, cybersickness, and acceptance scores.
- Open Access
- 7 December 2022
- Published by Association for Computing Machinery (ACM) in ACM Computing Surveys
- Vol. 55 (6) , 1-36
Systematic Review of Comparative Studies of the Impact of Realism in Immersive Virtual Experiences
The adoption of immersive virtual experiences (IVEs) opened new research lines where the impact of realism is being studied, allowing developers to focus resources on realism factors proven to improve the user experience the most. We analyzed papers that compared different levels of realism and evaluated their impact on user experience. Exploratorily, we also synthesized the realism terms used by authors. From 1,300 initial documents, 79 met the eligibility criteria. Overall, most of the studies reported that higher realism has a positive impact on user experience. These data allow a better understanding of realism in IVEs, guiding future R&D.
- 7 December 2022
- Published by Association for Computing Machinery (ACM) in ACM Computing Surveys
- Vol. 55 (6) , 1-36
Open AccessSystematic Review of Comparative Studies of the Impact of Realism in Immersive Virtual Experiences
The adoption of immersive virtual experiences (IVEs) opened new research lines where the impact of realism is being studied, allowing developers to focus resources on realism factors proven to improve the user experience the most. We analyzed papers that compared different levels of realism and evaluated their impact on user experience. Exploratorily, we also synthesized the realism terms used by authors. From 1,300 initial documents, 79 met the eligibility criteria. Overall, most of the studies reported that higher realism has a positive impact on user experience. These data allow a better understanding of realism in IVEs, guiding future R&D.
- 29 March 2022
- Published by Springer Nature in Multimedia Tools and Applications
- Vol. 81 (19) , 28037-28060
Authoring tools for virtual reality experiences: a systematic review
- 29 March 2022
- Published by Springer Nature in Multimedia Tools and Applications
- Vol. 81 (19) , 28037-28060
Authoring tools for virtual reality experiences: a systematic review
- Open Access
- 16 June 2021
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Access
- Vol. 9, 89150-89161
Systematic Review on Realism Research Methodologies on Immersive Virtual, Augmented and Mixed Realities
Proper evaluation of realism in immersive virtual experiences is crucial to ensure optimisation of resources. This way, we can take better decisions while designing realistic immersive experiences, prioritising factors that have a higher impact on the perceived realism of the virtual experience. This systematic review aims to provide readers with an overview of methodologies used throughout the literature to evaluate realism in immersive virtual, augmented and mixed reality. A total of 79 from 1300 gathered articles met the eligibility criteria and were analysed. Results have shown that virtual reality is by far the platform where realism studies were performed. Head-mounted displays are by far the preferred equipment for such studies. Visual realism is the most researched, followed by audiovisual. The majority of methodologies consisted of subjective, as well as a combination of objective and subjective measures. The most used evaluation instrument is questionnaires where many of which are custom and non-validated. Presence questionnaires are the most used ones and are often used to evaluate the presence, perceived realism and involvement. Cybersickness evaluation is consistently assessed by one self-report questionnaire.
- 16 June 2021
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Access
- Vol. 9, 89150-89161
Open AccessSystematic Review on Realism Research Methodologies on Immersive Virtual, Augmented and Mixed Realities
Proper evaluation of realism in immersive virtual experiences is crucial to ensure optimisation of resources. This way, we can take better decisions while designing realistic immersive experiences, prioritising factors that have a higher impact on the perceived realism of the virtual experience. This systematic review aims to provide readers with an overview of methodologies used throughout the literature to evaluate realism in immersive virtual, augmented and mixed reality. A total of 79 from 1300 gathered articles met the eligibility criteria and were analysed. Results have shown that virtual reality is by far the platform where realism studies were performed. Head-mounted displays are by far the preferred equipment for such studies. Visual realism is the most researched, followed by audiovisual. The majority of methodologies consisted of subjective, as well as a combination of objective and subjective measures. The most used evaluation instrument is questionnaires where many of which are custom and non-validated. Presence questionnaires are the most used ones and are often used to evaluate the presence, perceived realism and involvement. Cybersickness evaluation is consistently assessed by one self-report questionnaire.
- Top Cited Papers
- 17 July 2020
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 28 (2) , 1428-1442
Do Multisensory Stimuli Benefit the Virtual Reality Experience? A Systematic Review
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.
- 17 July 2020
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 28 (2) , 1428-1442
Top Cited PapersDo Multisensory Stimuli Benefit the Virtual Reality Experience? A Systematic Review
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.
- 21 January 2020
- Published by Springer Nature in Multimedia Tools and Applications
- Vol. 79 (19-20) , 14315-14316
Correction to: Collaborative immersive authoring tool for real-time creation of multisensory VR experiences
- 21 January 2020
- Published by Springer Nature in Multimedia Tools and Applications
- Vol. 79 (19-20) , 14315-14316
Correction to: Collaborative immersive authoring tool for real-time creation of multisensory VR experiences
- 1 November 2019
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 107-114
Correlation between Game Experience and Presence in immersive virtual reality games
Virtual Reality (VR) technologies have evolved to the point where it is being used in various areas (entertainment, medicine, education, etc.). One of the metrics that allow the evaluation of the virtual experience is Presence. In this work, we conduct an exploratory study that studies which factors of VR games correlate to presence. Various components of games are also shared between other VR applications allowing the results to be applicable not only in VR games. A study with 78 participants divided into 5 groups was conducted where each group played a different VR game. Presence and Game Experience were evaluated. The results indicated multiple positive correlations between subscales of Presence and Game Experience.
- 1 November 2019
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 107-114
Correlation between Game Experience and Presence in immersive virtual reality games
Virtual Reality (VR) technologies have evolved to the point where it is being used in various areas (entertainment, medicine, education, etc.). One of the metrics that allow the evaluation of the virtual experience is Presence. In this work, we conduct an exploratory study that studies which factors of VR games correlate to presence. Various components of games are also shared between other VR applications allowing the results to be applicable not only in VR games. A study with 78 participants divided into 5 groups was conducted where each group played a different VR game. Presence and Game Experience were evaluated. The results indicated multiple positive correlations between subscales of Presence and Game Experience.
- 1 November 2019
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 101-106
Evaluation of different body tracking configurations in the sense of presence and embodiment
Innovations in virtual reality have boosted their use for business purposes and personal consumption. The main objective of this technology is to transport the user to virtual environments. The use of avatars to replace the user's body in these environments increases the levels of presence and embodiment of the user. Through the inverse kinematics it is possible to animate the avatars according to the data obtained in sensors scattered around the user's body, replicating the movements in a avatar. These sensors can vary in number offering different levels of fidelity in the tracking of the human body. In this paper, we study the impact of the number of sensors used in the presence of the user and in the embodiment of the avatar, using three, five and six tracking points. The results show that there is no statistically significant differences in presence nor in any of its sub-scale, however one can observe a positive trend in the 6-points conditions. As for embodiment, the results show that there is statistically signifficant differences in some of presence sub-scales, namelly tactile sensation, response and in the embodiment as a whole.
- 1 November 2019
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 101-106
Evaluation of different body tracking configurations in the sense of presence and embodiment
Innovations in virtual reality have boosted their use for business purposes and personal consumption. The main objective of this technology is to transport the user to virtual environments. The use of avatars to replace the user's body in these environments increases the levels of presence and embodiment of the user. Through the inverse kinematics it is possible to animate the avatars according to the data obtained in sensors scattered around the user's body, replicating the movements in a avatar. These sensors can vary in number offering different levels of fidelity in the tracking of the human body. In this paper, we study the impact of the number of sensors used in the presence of the user and in the embodiment of the avatar, using three, five and six tracking points. The results show that there is no statistically significant differences in presence nor in any of its sub-scale, however one can observe a positive trend in the 6-points conditions. As for embodiment, the results show that there is statistically signifficant differences in some of presence sub-scales, namelly tactile sensation, response and in the embodiment as a whole.
- Open Access
- 5 August 2019
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Access
- Vol. 7, 116370-116379
Comparison of Radial and Panel Menus in Virtual Reality
Although selection menus are widely used for interaction, their use on 3D virtual reality applications needs to be objectively assessed. The focus of this study is to evaluate a traditional panel and a radial menu in two distinct virtual environment placements (i.e. fixed on the wall and following the users' hands). Fifty-one participants used two different menus of the four possible combinations. To evaluate the menus' effectiveness and efficiency, we measured usability (System Usability Scale Questionnaire), user satisfaction (After-Scenario Questionnaire), time to finish the tasks (in seconds) and the number of unnecessary steps (errors) performed by the users. Overall results showed a clear preference for the traditional panel menu type and the fixed wall placement of the menu. We conclude that all menu types perform well, despite different user preferences, and that fixing the menu to the wall gives users a better overview of both the menu and the virtual environment, improving their ability to perceive their actions on the menu.
- 5 August 2019
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Access
- Vol. 7, 116370-116379
Open AccessComparison of Radial and Panel Menus in Virtual Reality
Although selection menus are widely used for interaction, their use on 3D virtual reality applications needs to be objectively assessed. The focus of this study is to evaluate a traditional panel and a radial menu in two distinct virtual environment placements (i.e. fixed on the wall and following the users' hands). Fifty-one participants used two different menus of the four possible combinations. To evaluate the menus' effectiveness and efficiency, we measured usability (System Usability Scale Questionnaire), user satisfaction (After-Scenario Questionnaire), time to finish the tasks (in seconds) and the number of unnecessary steps (errors) performed by the users. Overall results showed a clear preference for the traditional panel menu type and the fixed wall placement of the menu. We conclude that all menu types perform well, despite different user preferences, and that fixing the menu to the wall gives users a better overview of both the menu and the virtual environment, improving their ability to perceive their actions on the menu.