2021
Autores
de Sousa, AA; Havran, V; Braz, J; Bouatouch, K;
Publicação
VISIGRAPP (1: GRAPP)
Abstract
2022
Autores
de Sousa, AA; Debattista, K; Bouatouch, K;
Publicação
VISIGRAPP (1: GRAPP)
Abstract
2022
Autores
Bouatouch, K; de Sousa, AA; Chessa, M; Paljic, A; Kerren, A; Hurter, C; Farinella, GM; Radeva, P; Braz, J;
Publicação
VISIGRAPP (Revised Selected Papers)
Abstract
2019
Autores
Marto, A; Goncalves, A; de Sousa, AA;
Publicação
VR TECHNOLOGIES IN CULTURAL HERITAGE
Abstract
Augmented reality has seen an increased popularity among the last decades due to technological advances and, a consequent growth of the amount of augmented reality systems, became available. However, in order to diffuse this technology successfully, understand users' feelings when using augmented reality applications is considered a major issue. This study implemented this technology in a cultural heritage outdoor context and tested it in-situ to evaluate user's perspective regarding to personal satisfaction-including cultural enrichment acquired -, ease of use and their intention to use it. The results obtained, through questionnaires, presented the visitors acceptance regarding the usage of this type of solutions among a cultural heritage context, since it may become future visits more pleasant and desirable. The user's majority expressed the request to use this technology more often in cultural heritage spaces.
2013
Autores
Chover, M; Sousa, AAd;
Publicação
Eurographics (Posters)
Abstract
2022
Autores
Rodrigues, N; Sousa, AA; Rodrigues, R; Coelho, A;
Publicação
Journal of WSCG
Abstract
Content generation is a heavy task in virtual worlds design. Procedural content generation techniques aim to agile this process by automating the 3D modelling with some degree of parametrisation. The novelty of this work is the procedural generation of the marine alga (Asparagopsis armata), taking into consideration the underwater environmental factors. The depth and the occlusion were the two parameters in this study to simulate how the alga growth is influenced by the environment where the alga grows. Starting by building a prototype to explore different L-systems categories to model the alga, the stochastic L-systems with parametric features were selected to generate different alga plasticities. Qualitative methods were used to evaluate the designed grammar and alga’s animation results by comparing videos and images of the Asparagopsis armata with the computer-generated versions. © 2022, Vaclav Skala Union Agency. All rights reserved.
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