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Details

Details

  • Name

    Daniel Mendes
  • Cluster

    Computer Science
  • Role

    Senior Researcher
  • Since

    01st April 2020
003
Publications

2022

Foreword to the special section on Recent Advances in Graphics and Interaction

Authors
Rodrigues, N; Mendes, D; Santos, LP; Bouatouch, K;

Publication
COMPUTERS & GRAPHICS-UK

Abstract

2022

Designing Animated Transitions for Dynamic Streaming Big Data

Authors
Moreira, J; Castanheira, F; Mendes, D; Goncalves, D;

Publication
PROCEEDINGS OF THE 17TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS (IVAPP), VOL 3

Abstract

2022

Design and Evaluation of a Choreography-Based Virtual Reality Authoring Tool for Experiential Learning in Industrial Training

Authors
Cassola, F; Mendes, D; Pinto, M; Morgado, L; Costa, S; Anjos, L; Marques, D; Rosa, F; Maia, A; Tavares, H; Coelho, A; Paredes, H;

Publication
IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES

Abstract
The use of virtual reality (VR) for industrial training helps minimize risks and costs by allowing more frequent and varied use of experiential learning activities, leading to active and improved learning. However, creating VR training experiences is costly and time-consuming, requiring software development experts. Additionally, current authoring tools lack integration with existing data and are desktop-oriented, which detach the pedagogic process of creating the immersive experience from experiencing it in a situated context. We present a novel interactive approach for immersive authoring of VR-based experiential training by the trainers themselves, from inside the virtual environment and without the support of development experts. The design includes identifying interactable elements, such as 3-D models, equipment, tools, settings, and environment. The trainer also specifies by demonstration the actions to be performed by trainees, as a virtual choreography. During course execution, trainees' activities are also registered as virtual choreographies and matched to those specified by the trainer. Thus trainer and trainee are culturally situated within their area semantics and social discourse, rather than adopting concepts of the VR system for the learning content. We conducted a usability case study with professionals from an international wind energy company, using detailed models of wind turbines and real-world procedures. Trainers set up a training course using the immersive authoring tool, and trainees executed the course. The learning experience and usability were analyzed, and the training was certified by comparing real-world task completion between a user that had undergone virtual training and a user that did not.

2022

Design and Evaluation of Travel and Orientation Techniques for Desk VR

Authors
Amaro, G; Mendes, D; Rodrigues, R;

Publication
2022 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR 2022)

Abstract

2022

ProGenVR: Natural Interactions for Procedural Content Generation in VR

Authors
Carvalho, B; Mendes, D; Coelho, A; Rodrigues, R;

Publication
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

Supervised
thesis

2022

Immersive 2D Scatterplots and Parallel Coordinates for Information Visualization in a Virtual Reality Environment

Author
Paulo Jorge Palhau Moutinho

Institution
UP-FEUP

2022

Tangible Tokens for Multitouch Interfaces Based On Extended Triangular Patterns

Author
André Colares Pinto Ramos

Institution
UP-FEUP

2022

Immersive and collaborative web-based 3D design review

Author
Rodrigo Assaf

Institution
UP-FEUP

2022

Procedural content creation in VR

Author
Bruno Dias da Costa Carvalho

Institution
UP-FEUP

2022

Asymmetric Collaboration for 3D Animation Review

Author
Daniel Gazola Bradaschia

Institution
UP-FEUP