2019
Autores
Pereira, V; Matos, T; Rodrigues, R; Nobrega, R; Jacob, J;
Publicação
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)
Abstract
This paper proposes the implementation of a framework for the development of collaborative extended reality (XR) applications. Using the framework, developers can focus on understanding which collaborative mechanisms they need to implement for the respective reality model application. In this paper we specifically study collaborative mechanisms around object manipulation in Virtual Reality (VR). As such, we planned a VR prototype using the proposed framework, which was used to validate the various interaction and collaboration features in VR. The gathered data from the user tests revealed that they enjoyed the experience and the collaborative mechanisms helped them work together. Furthermore, to understand whether the framework allowed for the development of XR applications, we decided to implement an augmented reality prototype as well. Afterwards, we ran an experiment with 4 VR and 3 AR users sharing the same virtual environment. The experiment was successful at allowing them to interact in real-time in the same shared environment. Therefore, the framework enables the development of XR applications that support different mixed-reality technologies.
2022
Autores
Amaro, G; Mendes, D; Rodrigues, R;
Publicação
2022 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR 2022)
Abstract
Typical VR interactions can be tiring, including standing up, walking, and mid-air gestures. Such interactions result in decreased comfort and session duration compared with traditional non-VR interfaces, which may, in turn, reduce productivity. Nevertheless, current approaches often neglect this aspect, making the VR experience not as promising as it can be. As we see it, desk VR experiences provide the convenience and comfort of a desktop experience and the benefits of VR immersion, being a good compromise between the overall experience and ergonomics. In this work, we explore navigation techniques targeted at desk VR users, using both controllers and a large multi-touch surface. We address travel and orientation techniques independently, considering only continuous approaches for travel as these are better suited for exploration and both continuous and discrete approaches for orientation. Results revealed advantages for a continuous controller-based travel method and a trend for a dragging-based orientation technique. Also, we identified possible trends towards task focus affecting overall cybersickness symptomatology.
2022
Autores
Carvalho, B; Mendes, D; Coelho, A; Rodrigues, R;
Publicação
ICAT-EGVE 2022, International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, Hiyoshi, Yokohama, Japan, November 30 - December 3, 2022.
Abstract
2004
Autores
Rodrigues, R; Fernandes, AR;
Publicação
ICIP: 2004 INTERNATIONAL CONFERENCE ON IMAGE PROCESSING, VOLS 1- 5
Abstract
This paper presents a robust approach for 3D point reconstruction based on a set of images taken from a static scene with known. but not necessarily exact or regular, camera parameters. The points to be reconstructed are chosen from the contours of images, and a world-based formulation of the reconstruction problem and associated epipolar geometry is used. The result is a powerful mean of transparently integrating contributions from multiple images, and increased robustness to situations such as occlusions or apparent contours. Two steps for adding robustness are proposed: cross-checking, which validates a reconstructed point taken from an image by projecting it on a special subset of the remaining images; and merging, which fuses pairs of reconstructed points that are close in 3D space and that were initially chosen from different images. Results obtained with a synthetic scene (for ground truth comparison and error assessment), and two real scenes show the improved robustness achieved with the steps proposed.
2011
Autores
Marques, T; Nunes, F; Silva, P; Rodrigues, R;
Publicação
ENTERTAINMENT COMPUTING - ICEC 2011
Abstract
The urge to improve the life of older adults grows as this segment of society expands. Computers have an enormous potential to benefit the lives of older adults, however, the unawareness or disregard of their characteristics, renders technology, many times, impossible to use. Peripherals are a common obstacle when learning to operate computers, because the most common ones do not directly map the input in the user interface. It has been argued that touch- and gesture-based user interfaces, due to their direct mapping of input, can reduce the obstacles that older adults face, when using the computer. To assess this, this paper presents a project that uses a multi-touch tabletop system as a gaming platform for older adults. Specifically, it reports on the low-fidelity prototype that was built to test whether tangible objects can be used. Conclusions regarding the viability of tangible objects for that purpose are also drawn.
2004
Autores
Rodrigues, R; Fernandes, AR;
Publicação
Proceedings of the 20th Spring Conference on Computer Graphics, SCCG '04, Budmerice, Slovakia, April 22-24, 2004
Abstract
The process of 3D reconstruction, or depth estimation, is a complex one, and many methods often have several parameters that may require fine tunning to adapt to the scene and improve reconstruction results. Usability of these methods is directly related to their response time. Epipolar geometry, a fundamental tool used in 3D reconstruction, is commonly computed on the CPU. We propose to take advantage of the advances of graphic cards, to accelerate this process. Projective texturing will be used to transfer a significant part of the computational load from the CPU into the GPU. The new approach will be illustrated in the context of a previously published work for 3D point reconstruction from a set of static images. Test results show that gains of up to two orders of magnitude in terms of computation times can be achieved, when comparing current CPU's and CPU's. We conclude that this leads to an increase in usability of 3D reconstruction methods. Copyright © 2004 by the Association for Computing Machinery, Inc.
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