2009
Authors
Silva, M; Reis, LP; Sousa, A; Faria, BM; Costa, AP;
Publication
GRAPP 2009: PROCEEDINGS OF THE FOURTH INTERNATIONAL CONFERENCE ON COMPUTER GRAPHICS THEORY AND APPLICATIONS
Abstract
Interactive whiteboards are gaining importance in our society, both at a business level and, especially, at an educational level. However, the products offered by the major manufacturers have a major barrier to their acquisition: very high prices. There is an urgent need to use new technologies in order to provide solutions that present the same performance levels than typical interactive whiteboards, but with a significantly reduced cost. Throughout this paper the steps taken for the development of an innovative low-cost interactive whiteboard are described. The proposed system is based on the Wii Remote command of the Nintendo Wii video-game console. This command, although very inexpensive has an infrared camera, and supports Bluetooth communication. The system control is based on a wireless device, based on infrared emitters, which supports most of the mouse events. A complete whiteboard application was also developed using Borland Delphi for Windows. This application may be used with either one or two Wiimotes and has a very simple and efficient calibration method. The application also includes viewing capabilities of some of the Wiimote characteristics, as well as a flexible Notebook to increase its range of possible uses. The results obtained through a survey conducted to a small set of whiteboard users were very positive indicators about the acceptance of the inexpensive solution proposed.
2008
Authors
Oliveira, HP; Sousa, AJ; Moreira, AP; Costa, PJ;
Publication
ICINCO 2008: PROCEEDINGS OF THE FIFTH INTERNATIONAL CONFERENCE ON INFORMATICS IN CONTROL, AUTOMATION AND ROBOTICS, VOL RA-1: ROBOTICS AND AUTOMATION, VOL 1
Abstract
Omni-directional robots are becoming more and more common in recent robotic applications. They offer improved ease of maneuverability and effectiveness at the expense of increased complexity. Frequent applications include but are not limited to robotic competitions and service robotics. The goal of this work is to find a precise dynamical model in order to predict the robot behavior. Models were found for two real world omni-directional robot configurations and their parameters estimated using a prototype that can have 3 or 4 wheels. Simulations and experimental runs are presented in order to validate the presented work.
2009
Authors
P., H; J., A; Paulo, A; J., P;
Publication
Contemporary Robotics - Challenges and Solutions
Abstract
2012
Authors
Mendes, L; Dores, AR; Barbosa, F; Rego, PA; Moreira, PM; Reis, LP; Viana, J; Coelho, A; Sousa, A;
Publication
7TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2012)
Abstract
The main objective of this work is to describe the Virtual Center for the Rehabilitation of Road Accident Victims - VICERAVI and the serious games it includes for the purpose of neuropsychological rehabilitation. The validation of the VICERAVI as a rehabilitation system involves 30 participants of both sexes, with brain injury due to road accidents. The applicability and the benefits of virtual worlds for a holistic neuropsychological rehabilitation will be tested using virtual reality (OpenSimulator) to simulate tasks of everyday life, enabling participants to perform cognitive and social skills training through their avatars. The progresses of this group will be compared with a group of conventional neuropsychological rehabilitation. The main innovation of the work is the possibility of administering neuropsychological rehabilitation at distance, via ecological virtual environments. Moreover, the paper discusses also relevant criteria and issues in respect to the use of serious games, simulation and virtual environments in rehabilitation.
2011
Authors
Cruz, A; Sousa, A; Coelho, A;
Publication
SERIOUS GAMES DEVELOPMENT AND APPLICATIONS
Abstract
This paper presents the evaluation of a serious game project, where the primary goal was to develop a set of collaborative game levels on a virtual campus, in order to help the integration process of newcomer students to the university. The global activities that can be performed by the students were designed for a group approach in a controlled virtual environment. For the present work we have selected Second Life for the implementation of these collaborative "game levels". A prototype evaluation was conducted to collect results with a sample of university students. With this data, some conclusions were extracted in order to delineate future developments.
2012
Authors
Mendes, L; Dores, AR; Rego, PA; Moreira, PM; Barbosa, F; Reis, LP; Viana, J; Coelho, A; Sousa, A;
Publication
SISTEMAS Y TECNOLOGIAS DE INFORMACION, VOLS 1 AND 2
Abstract
The main objective of this work is to describe the Virtual Center for the Rehabilitation of Road Accident Victims - VICERAVI and the serious games it includes for the purpose of neuropsychological rehabilitation. The validation of the VICERAVI as a rehabilitation system involves 30 participants of both sexes, with brain injury due to road accidents. The applicability and the benefits of virtual worlds for a holistic neuropsychological rehabilitation will be tested using virtual reality (OpenSimulator) to simulate tasks of everyday life,,enabling participants to perform cognitive and social skills training through their avatars. The progresses of this group will se compared with a group of conventional neuropsychological rehabilitation. The main innovation of the work is the possibility if administering neuropsychological rehabilitation at distance, via ecological virtual environments. Moreover, the paper discusses also relevant criteria and issues in respect to the use of serious games, simulation and virtual environments in rehabilitation.
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