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Publicações

Publicações por Rui Pedro Rodrigues

1998

Building virtual interactive 3D galleries

Autores
Fernandes, AR; Pires, HC; Rodrigues, RA;

Publicação
VSMM98: FUTUREFUSION - APPLICATION REALITIES FOR THE VIRTUAL AGE, VOLS 1 AND 2

Abstract
This papers reports on an ongoing project to create 3D virtual exhibitions for the Internet. Special emphasis to provide Internet users with interactive and animated virtual worlds, providing a 3D interface whenever possible, is one of our priorities. Furthermore our project allows the construction of exhibitions through the Internet providing art galleries and other institutions with the possibility to ask visitors to participate in the site, building their own exhibition. Providing VRML optimised code we can deliver models with low polygon count as well as small file size thereby making this project suitable for Internet viewing.

2012

Towards Location-based Augmented Reality games

Autores
Jacob, J; da Silva, H; Coelho, A; Rodrigues, R;

Publicação
4TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES'12)

Abstract
Location-based games have become more popular thanks to the growth of mobile device's technology. This paper presents a framework for the development of location-based augmented reality games and wARms, an augmented-reality location-based mobile game prototype based on said framework that uses the player's real position and orientation in order to play against others. The game shows how modern mobile device's sensors can be used for providing new and unusual gaming experiences. (C) 2012 The Authors. Published by Elsevier B. V. Selection and/or peer-review under responsibility of the scientific programme committee of VS-Games 2012

2012

TOWARDS THE IMPLEMENTATION OF A HANDBALL PLAYER AGENT FRAMEWORK

Autores
Jacob, J; Rossetti, RJF; Coelho, A; Rodrigues, R;

Publicação
24TH EUROPEAN MODELING AND SIMULATION SYMPOSIUM (EMSS 2012)

Abstract
Sports simulation can help to assess the performance of strategies and players in a sand-boxed environment. Ultimately it can lead to improved real-life performance of actual teams if it is able to provide useful information to the team coach or manager. Many tools are now available for many different sports, most notably Soccer Server Simulator, a soccer simulator, that has already attracted many researchers from the artificial intelligence community into developing intelligent agents (soccer players) for them to form teams to play against each other in simulated matches. This paper presents a methodology for developing agents for testing and further developing the Handball Sport Simulator, which is based on the Soccer Server Simulator. The main contribution of this work is to provide a basic, expandable, agent architecture, specifically capable of playing at a Handball Sport Simulator server, while at the same time testing what features and sport's rules of the Handball Sport Simulator have been implemented correctly.

2012

A Procedural Geometry Modeling API

Autores
Silva, PB; Coelho, A; Rodrigues, R; de Sousa, AA;

Publicação
GRAPP & IVAPP 2012: Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications, Rome, Italy, 24-26 February, 2012

Abstract
This paper presents a solution for geometric manipulation in procedural modeling as an Application Programming Interface (API). This approach intends to enable a more powerful control over the geometric entities by performing selections based on their attributes, similar to picking features in graphical interfaces. This is achieved through the definition of a topological structure, which features a set of properties, such as scope, spatial localization and semantic information. The applicable modeling operations allow a more customized control, as well as successive tracking, which induce a greater, faster and more intuitive approach for geometry generation. This approach still constitutes ongoing work, but has already been successfully applied for the generation of large virtual urban environments.

2023

Examining the Impact and Moderating Effects of an 8-Week Mindfulness-Based Program in Grade 4

Autores
Limpo, T; Vieira, AI; Magalhaes, S; Rocha, R; Cordeiro, C; Rodrigues, R; Coelho, A; Nóbrega, R; Jacob, J; Cardoso, P; Pinheiro, M; Castro, S;

Publicação
MINDFULNESS

Abstract
ObjectivesThere is a growing interest in mindfulness-based programs. Yet, research in the area is limited, and little is known about the factors that moderate the effects of these programs. The two-fold aim of this study was (1) to examine the effects of a mindfulness-based program on dispositional mindfulness, inattention and emotional lability, handwriting fluency, spelling accuracy, and composing quality, as well as school achievement; and (2) to evaluate the moderating role of lesson absences, intervention-related knowledge, and social validity.MethodUsing a quasi-experimental design, 257 fourth graders were assigned to an experimental group receiving a mindfulness-based program (n = 130) or an active control group receiving a health-based program (n = 127). Both programs were implemented in the classroom for 8 weekly units, which included two 30-min sessions delivered by psychologists, followed by three 5-min sessions delivered by teachers. All children were evaluated before and after the programs.ResultsCompared to the control condition, the mindfulness-based program resulted in higher levels of internal and external awareness, and decentering and nonreactivity, as well as better composing quality and mathematics grades. Lesson absences, intervention-related knowledge, and social validity did not moderate the effects of the mindfulness-based program.ConclusionsThese findings support the integration of mindfulness practices in primary school as a means to improve children's academic-related skills and ability to be mindful.

2023

Shape-A-Getti: A haptic device for getting multiple shapes using a simple actuator

Autores
Barbosa, F; Mendes, D; Rodrigues, R;

Publicação
COMPUTERS & GRAPHICS-UK

Abstract
Haptic feedback in Virtual Reality is commonly provided through wearable or grounded devices adapted to specific scenarios and situations. Shape-changing devices allow for the physical representation of different virtual objects but are still a minority, complex, and usually have long transformation times. We present Shape-a-getti, a novel ungrounded, non-wearable, and graspable haptic device that can quickly change between different radially symmetrical shapes. It uses a single actuator to rotate several identical poles distributed along a radius to render the different shapes. The format of the poles defines the possible shapes, and in our prototype, we used one that could render concave, straight, and convex shapes with different radii. We conducted a user evaluation with 21 participants asking them to recognize virtual objects by grasping the Shape-a-getti. Despite having difficulties distinguishing between some objects with very similar shapes, participants could successfully identify virtual objects with different shapes rendered by our device. (c) 2023 The Author(s). Published by Elsevier Ltd. This is an open access article under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

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