2021
Autores
Ferreira, J; Mendes, D; Nobrega, R; Rodrigues, R;
Publicação
2021 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2021)
Abstract
We present VR Designer, a tool for expediting the creation 3D scenes inside VR. It uses controllers and voice commands to create and manipulate primitives and objects imported from openly available repositories. We use modifiers to accelerate repetitive tasks, resorting to procedural content creation techniques to automate the workflow. The tool allows non-expert users to quickly create scenes for contexts such as training or education. We also conducted a user study to validate VR Designer.
2020
Autores
Valle, M; Moutinho, N; Rodrigues, R;
Publicação
STRATEGICA: PREPARING FOR TOMORROW, TODAY
Abstract
This article addresses the use of augmented reality content as a part of the point of sale promotion strategy. The main research question is to determine whether the use of an application with augmented reality can facilitate the visualization and localization of the promotions available at the physical point of sale and, consequently, influence the shopping experience. To answer this question, an application was created with augmented reality content, so that it can measure the influence that this technology can have on the perception of promotions within stores. The general objective of the study is to identify whether the use of this application, in the context of supermarkets, could facilitate the visualization and localization of promotions in comparison with conventional disclosure approaches. Based on a literature review with authors from different areas, this article summarizes an ongoing investigation and at the end details the future steps of the research.
2021
Autores
Rodrigues, R; Matos, T; de Carvalho, AV; Barbosa, JG; Assaf, R; Nóbrega, R; Coelho, A; de Sousa, AA;
Publicação
Graph. Vis. Comput.
Abstract
2021
Autores
Pinho, F; Nóbrega, R; Rodrigues, R;
Publicação
International Conference on Graphics and Interaction, ICGI 2021, Porto, Portugal, November 4-5, 2021
Abstract
Immersive Interactive 360° videos, experienced through Head-Mounted Displays (HMD), constitute a particular case of VR applications for which it is relatively easy to record content nowadays, and that can be explored as a game format. We therefore explore the idea of using live action 360° videos as the basis for immersive adventure games. In particular, we explore possible interactions in immersive adventure games based on 360° videos, in terms of game elements and mechanics, and the player's interface with those. To support this, we developed a browser-based framework for creating such games, and conducted a user study with a game created specifically for that purpose. The results obtained indicate a high level of satisfaction with the chosen control schemes and game mechanics, and suggest that the framework can be used to create this kind of experience.
2021
Autores
Garrido, D; Rodrigues, R; de Sousa, AA; Jacob, J; Silva, DC;
Publicação
AIVR 2021: The 5th International Conference on Artificial Intelligence and Virtual Reality, Kumamoto, Japan, July 23 - 25, 2021
Abstract
The use of virtual reality technologies for data visualization and analysis has been an emerging topic of research in the past years. However, one type of data has been left neglected, the point cloud. While some strides have been made in the visualization and analysis of point clouds in immersive environments, these have yet to be used for direct manipulation interactions. It is hypothesized that as with other types of data, bringing direct interactions and 3D visualization to point clouds may increase the ease of performing basic handling tasks. An immersive application for virtual reality HMDs was developed in Unity to help research this hypothesis. It is capable of parsing classified point cloud files with extracted objects and representing them in a virtual environment. Several editing tools were also developed, designed with the HMD controllers in mind. The end result allows the user to perform basic transformative tasks to the point cloud with an ease of use and intuitive feeling unmatched by the traditional desktop-based tools. © 2021 Owner/Author.
2021
Autores
Statham, N; Jacob, J; Fridenfalk, M; Rodrigues, R;
Publicação
Entertainment Computing - ICEC 2021 - 20th IFIP TC 14 International Conference, ICEC 2021, Coimbra, Portugal, November 2-5, 2021, Proceedings
Abstract
Existing architectural locations are often recreated in games using unique “hero” meshes instead of modular assets, which in these cases are commonly perceived as too limited or inaccurate. This applies to real-world locations or, as in this case study, transmedia locations. This study proposes that hero meshes are not always necessary and that modular assets have the potential to recreate even complex architecture. The paper presents a set of development steps for modular assets for game environment art according to a game design lifecycle, and proceeds to demonstrate its potential via a case study. The case study focuses on planning and designing steps; these preliminary results indicate that, when well-designed, modular assets have the potential to recreate complex architectural locations without requiring extensive use of hero meshes. Adopting modular assets instead of hero meshes could potentially reduce the cost and development time of environment art for transmedia games and games featuring real-world architectural locations, as well as increase the reusability of such assets. © 2021, IFIP International Federation for Information Processing.
The access to the final selection minute is only available to applicants.
Please check the confirmation e-mail of your application to obtain the access code.