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Publicações

Publicações por Daniel Mendes

2019

Anatomy Studio: A tool for virtual dissection through augmented 3D reconstruction

Autores
Zorzal, ER; Sousa, M; Mendes, D; dos Anjos, RK; Medeiros, D; Paulo, SF; Rodrigues, P; Mendes, JJ; Delmas, V; Uhl, JF; Mogorron, J; Jorge, JA; Lopes, DS;

Publicação
COMPUTERS & GRAPHICS-UK

Abstract
3D reconstruction from anatomical slices allows anatomists to create three dimensional depictions of real structures by tracing organs from sequences of cryosections. However, conventional user interfaces rely on single-user experiences and mouse-based input to create content for education or training purposes. In this work, we present Anatomy Studio, a collaborative Mixed Reality tool for virtual dissection that combines tablets with styli and see-through head-mounted displays to assist anatomists by easing manual tracing and exploring cryosection images. We contribute novel interaction techniques intended to promote spatial understanding and expedite manual segmentation. By using mid-air interactions and interactive surfaces, anatomists can easily access any cryosection and edit contours, while following other user's contributions. A user study including experienced anatomists and medical professionals, conducted in real working sessions, demonstrates that Anatomy Studio is appropriate and useful for 3D reconstruction. Results indicate that Anatomy Studio encourages closely-coupled collaborations and group discussion, to achieve deeper insights.

2019

A Survey on 3D Virtual Object Manipulation: From the Desktop to Immersive Virtual Environments

Autores
Mendes, D; Caputo, FM; Giachetti, A; Ferreira, A; Jorge, J;

Publicação
COMPUTER GRAPHICS FORUM

Abstract
Interactions within virtual environments often require manipulating 3D virtual objects. To this end, researchers have endeavoured to find efficient solutions using either traditional input devices or focusing on different input modalities, such as touch and mid-air gestures. Different virtual environments and diverse input modalities present specific issues to control object position, orientation and scaling: traditional mouse input, for example, presents non-trivial challenges because of the need to map between 2D input and 3D actions. While interactive surfaces enable more natural approaches, they still require smart mappings. Mid-air gestures can be exploited to offer natural manipulations mimicking interactions with physical objects. However, these approaches often lack precision and control. All these issues and many others have been addressed in a large body of work. In this article, we survey the state-of-the-art in 3D object manipulation, ranging from traditional desktop approaches to touch and mid-air interfaces, to interact in diverse virtual environments. We propose a new taxonomy to better classify manipulation properties. Using our taxonomy, we discuss the techniques presented in the surveyed literature, highlighting trends, guidelines and open challenges, that can be useful both to future research and to developers of 3D user interfaces.

2016

Expeditious illustration of layer-cake models on and above a tactile surface

Autores
Lopes, DS; Mendes, D; Sousa, M; Jorge, J;

Publicação
COMPUTERS & GEOSCIENCES

Abstract
Too often illustrating and visualizing 3D geological concepts are performed by sketching in 2D mediums, which may limit drawing performance of initial concepts. Here, the potential of expeditious geological modeling brought by hand gestures is explored. A spatial interaction system was developed to enable rapid modeling, editing, and exploration of 3D layer-cake objects. User interactions are acquired with motion capture and touch screen technologies. Virtual immersion is guaranteed by using stereoscopic technology. The novelty consists of performing expeditious modeling of coarse geological features with only a limited set of hand gestures. Results from usability-studies show that the proposed system is more efficient when compared to a windows-icon-menu-pointer modeling application.

2017

Demo hour

Autores
Shorey, P; Girouard, A; Yoon, SH; Zhang, Y; Huo, K; Ramani, K; Sousa, M; Mendes, D; Paulo, S; Matela, N; Jorge, JA; Lopes, DS; Wenig, D; Schöning, J; Olwal, A; Oben, M; Malaka, R;

Publicação
Interactions

Abstract

2019

Safe Walking In VR using Augmented Virtuality

Autores
Sousa, M; Mendes, D; Jorge, JA;

Publicação
CoRR

Abstract

2018

Smart Choices for Deviceless and Device-Based Manipulation in Immersive Virtual Reality

Autores
Caputo, FM; Mendes, D; Bonetti, A; Saletti, G; Giachetti, A;

Publicação
2018 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2018, Tuebingen/Reutlingen, Germany, 18-22 March 2018

Abstract
The choice of a suitable method for object manipulation is one of the most critical aspects of virtual environment design. It has been shown that different environments or applications might benefit from direct manipulation approaches, while others might be more usable with indirect ones, exploiting, for example, three dimensional virtual widgets. When it comes to mid-Air interactions, the success of a manipulation technique is not only defined by the kind of application but also by the hardware setup, especially when specific restrictions exist. In this paper we present an experimental evaluation of different techniques and hardware for mid-Air object manipulation in immersive virtual environments (IVE). We compared task performances using both deviceless and device-based tracking solutions, combined with direct and widget-based approaches. We also tested, in the case of freehand manipulation, the effects of different visual feedback, comparing the use of a realistic virtual hand rendering with a simple cursor-like visualization. © 2018 IEEE.

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