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About

Augusto Sousa (m) got his PhD in 1996 in the Faculty of Engineering of University of Porto, Portugal, in the area of Computer Graphics/Image Synthesis and Parallel Computing. He has been teaching in the same Faculty since 1983, in areas related to Computer Architectures and Computer Graphics.

Currently, he is member of the Executive Board of FEUP, being the Vice-President of the Academic Affairs Council. Between 2008 and 2014, he was director of MIEIC - Master in Informatics Engineering and Computing (a 5 years master program) and between 2000 and 2003, he was a member of the first Executive Board of the Bachelors in Journalism and Communications Sciences of UPorto. He is member of the Scientific Committee of ProDEI - Doctoral Program in Informatics Engineering.

Since 1985, he has been a researcher in INESC/INESC Porto, where he was the Coordinator of the Information Systems and Computer Graphics Unit. He was supervisor of two doctoral theses, in " Optimization of Visualization in Large 3D Scenes" and in " Spatio-Temporal Data Storage, Processing and Visualization", as well as co-supervisor of three doctoral thesis in "Image Synthesis", "Virtual reality" and "Automatic Modeling of Virtual Urban Environments. He was also Supervisor of several masters' theses in various areas of Computer Graphics, Virtual Reality and Geographical Information Systems.

A. Augusto de Sousa was involved in several R&D projects related to Advanced/Intuitive Interaction, Image Synthesis and Virtual Reality. He was involved in an European project (IST-2000-28169, “Smartsketches”) and was the responsible researcher for several FCT (Portuguese Foundation of Science and Technology) financed projects, mainly in two areas: Expeditious Modelling and Visualization of Urban Virtual Environments, and Spatio-Temporal Data Processing and Visualization.

As a member of the Executive Board of the Portuguese EUROGRAPHICS Chapter, he was, in two different periods of time, President, Vice-President and Treasurer, as well as a member of the Executive Committee of the EUROGRAPHICS Association itself (by inherence).

Interest
Topics
Details

Details

004
Publications

2016

Adaptation and Validation of the Igroup Presence Questionnaire (IPQ) in a Portuguese Sample

Authors
Vasconcelos Raposo, J; Bessa, M; Melo, M; Barbosa, L; Rodrigues, R; Teixeira, CM; Cabral, L; Sousa, AA;

Publication
PRESENCE-TELEOPERATORS AND VIRTUAL ENVIRONMENTS

Abstract
The present study aims (a) to translate and adapt the Igroup Presence Questionnaire (IPQ) to the Portuguese context (semantic equivalence/ conceptual and content validity) and (b) to examine its psychometric properties (reliability and factorial validity). The sample consisted of 478 subjects (285 males and 193 females). The fidelity of the factors varied between 0.53 and 0.83. The confirmatory factor analysis results produced a 14-item version of IPQ-PT, accepting covariance between residual errors of some items of the instrument, as the best structural representation of the data analyzed. The CFA was conducted based on a three-variable model. The fit indexes obtained were X-2/df = 2.647, GFI = .948, CFI = .941, RSMEA = .059, and AIC = 254. These values demonstrate that the proposed Portuguese translation of the IPQ maintains its original validity, demonstrating it to be a robust questionnaire to measure the sense of presence in virtual reality studies. It is therefore recommended for use in presence research when using Portuguese samples.

2016

Layered shape grammars for procedural modelling of buildings

Authors
Jesus, D; Coelho, A; Sousa, AA;

Publication
VISUAL COMPUTER

Abstract
The effort of creating virtual city environments is reduced using procedural modelling techniques. However, these typically use split-based approaches which can impose limitations on the final geometry, usually enforcing a grid-like structure and require complex geometry to be imported. Layered shape grammars can increase the variability of procedural buildings, while the vectorial definition of shapes introduces the possibility of creating complex shapes that seamlessly blend into the model. We evaluate the contributions with a modelling example and a comparison with split-based procedural modelling techniques. Results show that layers allow more flexibility than split-based techniques in creating variations. Vectorially defined shapes are a step forward in shape grammar expressiveness.

2015

Towards Interactive Procedural Modelling of Buildings

Authors
Jesus, D; Coelho, A; Sousa, AA;

Publication
Proceedings SCCG: 2015 31st Spring Conference on Computer Graphics

Abstract
The effort of generating large city scenes is greatly reduced when using procedural modelling techniques. Nonetheless. users are limited to defining rules and tuning parameters in a define-generation reanalyse cycle, reducing direct control. Describing buildings with split-based operations may disrupt the creative process by forcing the user to focus on how to describe a building instead of how a building should look. We use planar shapes and two-dimensional boo lean operations allowing procedural descriptions that are More aligned with humans' perceptions of buildings while letting users directly manipulate shapes (e.g., by dragging) in an interactive application.

2013

An agent-based framework for intelligent optimization of interactive visualizations

Authors
Moreira, PM; Reis, LP; Augusto Sousa, A;

Publication
ICAART 2013 - Proceedings of the 5th International Conference on Agents and Artificial Intelligence

Abstract
Interactive visualization of virtual environments is an active research topic. There is a multiplicity of applications such as simulation systems, augmented and mixed reality environments, computer games, amongst others, which endlessly demand for greater levels of realism and interaction. At every stage of the process, including modeling, image synthesis, transmission and navigation, there are identifiable circumstances which may compromise the achievement of high quality solutions for the posed problems. For many of these problems, an effective use of optimization tools can play a major role in order to achieve solutions with better quality. Within this context, an innovative optimization architecture is presented regarding to two major principles. The first principle comprises the possibility to integrate, with reduced effort, the optimization tools with existent applications and systems. Thus, we propose an agent-based framework where the optimization application may operate as an independent process in respect to the visualization application where communication is achieved by means of a specifically developed high-level message based protocol. The second principle establishes on the utilization of a class of intelligent optimization methods, known as metaheuristics, which major distinguishing quality is their great level of problem-independence, thus, enabling a wider application. The paper describes conducted experiments and presents results that demonstrate the utility and efficacy of the proposed framework.

2013

Automatic Street Surface Modeling for Web-Based Urban Information Systems

Authors
Dolores Robles Ortega, MD; Ortega, L; Coelho, A; Feito, F; de Sousa, A;

Publication
JOURNAL OF URBAN PLANNING AND DEVELOPMENT-ASCE

Abstract
The growing demand for virtual urban models in emerging areas of interest has promoted a variety of techniques for automating the creation of virtual scenes with a high level of realism. However, visualization is not always the only aim in many applications. Increasingly, urban systems are also required for management, analysis, or interaction with very different types of information. Three-dimensional (3D) urban entities should maintain neighbor relations, and being inserted in a geospatial database in order to enable associative queries, one of the most important features associated with 3D urban geographic information system (GIS). Additional challenges are found when these three-dimensional models are implemented in web-based systems. This paper proposes a method for automatic modeling of buildings and street surfaces of entire real cities by combining computer graphics, computational geometry, and GIS techniques. The sources of information employed are two-dimensional (2D) GIS and its associated digital elevation models (DEMs) in order to provide real terrain features. The virtual environment supports web-based navigation and data interaction. The case study was performed in Jaen, Spain, a hilly city with more than 1,000 blocks of buildings. The 3D city model was generated using the public data provided by the general cadastral office of Jaen and the DEM information of this area. The topological relations between the geometric urban entities were inserted in the spatial database and the graphics and thematic information could be accessed through the Internet. All these features are highly desirable for decision making in urban planning. DOI: 10.1061/(ASCE)UP.1943-5444.0000131. (C) 2013 American Society of Civil Engineers.

Supervised
thesis

2016

Framework para a Integração de Dispositivos Móveis na Interação Pessoa-Computador

Author
Wilson da Silva Oliveira

Institution
UP-FEUP

2015

Sketch based interaction for procedural modelling

Author
Diego António Rodrigues de Jesus

Institution
UP-FEUP

2015

The Augmented Reality Systems in a Maintenance of Equipment tutorial context

Author
Sofia Alexandra Gonçalves Rodrigues

Institution
UP-FEUP