Guilherme Gonçalves

Orcid: 0000-0002-3264-587X

According to our database1, Guilherme Gonçalves authored at least 28 papers between 2017 and 2023.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

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On csauthors.net:

Bibliography

2023
Exploring the user experience of hands-free VR interaction methods during a Fitts' task.
Comput. Graph., December, 2023

The role of different light settings on the perception of realism in virtual replicas in immersive Virtual Reality.
Comput. Graph., December, 2023

Systematic Review of Comparative Studies of the Impact of Realism in Immersive Virtual Experiences.
ACM Comput. Surv., 2023

Teaching EFL With Immersive Virtual Reality Technologies: A Comparison With the Conventional Listening Method.
IEEE Access, 2023

Evaluation of Hands-Free VR Interaction Methods During a Fitts' Task: Efficiency and Effectiveness.
IEEE Access, 2023

How Much Presence is Enough? Qualitative Scales for Interpreting the Igroup Presence Questionnaire Score.
IEEE Access, 2023

Examining the Influence of Trimodal Multisensory Stimuli on Presence, Perceived Realism, and Quality of Experience in Video Visualization.
Proceedings of the International Conference on Graphics and Interaction, 2023

Enhancing Training Methods: Evaluation of a VR Approach for Antenna Construction.
Proceedings of the International Conference on Graphics and Interaction, 2023

2022
Evaluation of the impact of different levels of self-representation and body tracking on the sense of presence and embodiment in immersive VR.
Virtual Real., 2022

Do Multisensory Stimuli Benefit the Virtual Reality Experience? A Systematic Review.
IEEE Trans. Vis. Comput. Graph., 2022

Authoring tools for virtual reality experiences: a systematic review.
Multim. Tools Appl., 2022

Immersive multisensory virtual reality technologies for virtual tourism.
Multim. Syst., 2022

A higher order portfolio optimization model incorporating information entropy.
Intell. Syst. Appl., 2022

Using Virtual Reality to Demonstrate and Promote Products: The Effect of Gender, Product Contextualization and Presence on Purchase Intention and User Satisfaction.
IEEE Access, 2022

Virtual Reality e-Commerce: Contextualization and Gender Impact on User Memory and User Perception of Functionalities and Size of Products.
IEEE Access, 2022

2021
Hands-free interaction in immersive virtual reality: A systematic review.
IEEE Trans. Vis. Comput. Graph., 2021

Design of a Transmitter for Inductively-Coupled High-Bitrate Communication in Stacked Chips.
IEEE Trans. Circuits Syst. II Express Briefs, 2021

Systematic Review on Realism Research Methodologies on Immersive Virtual, Augmented and Mixed Realities.
IEEE Access, 2021

Impact of Different Role Types and Gender on Presence and Cybersickness in Immersive Virtual Reality Setups.
Proceedings of the International Conference on Graphics and Interaction, 2021

2020
Impact of Different Sensory Stimuli on Presence in Credible Virtual Environments.
IEEE Trans. Vis. Comput. Graph., 2020

A novel method to enhance the touristic 360<sup>∘</sup> promotional video experience.
Multim. Tools Appl., 2020

A Comparative Study Between Wired and Wireless Virtual Reality Setups.
IEEE Access, 2020

2019
Comparison of Radial and Panel Menus in Virtual Reality.
IEEE Access, 2019

The Effect of Multisensory Stimuli on Path Selection in Virtual Reality Environments.
Proceedings of the New Knowledge in Information Systems and Technologies, 2019

Developing Training Applications for Hydrogen Emergency Response Training.
Proceedings of the International Conference on Graphics and Interaction, 2019

Correlation between Game Experience and Presence in immersive virtual reality games.
Proceedings of the International Conference on Graphics and Interaction, 2019

Evaluation of different body tracking configurations in the sense of presence and embodiment.
Proceedings of the International Conference on Graphics and Interaction, 2019

2017
Understanding User Experience with Game Controllers: A Case Study with an Adaptive Smart Controller and a Traditional Gamepad.
Proceedings of the Entertainment Computing - ICEC 2017, 2017


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