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About

About

Graduated in Systems and Informatics Engineering at Minho University in 1998. During his PhD he researched in the area of 3D reconstruction from Images divided between Philips Research, Eindhoven, and Minho University, until he concluded in 2006.

He worked in the industry in the field of interactive systems, until he joined FEUP as Invited Assistant Professor in 2009, in the Department of Informatics Engineering (FEUP), to teach and research in the areas of Computer Graphics, Interaction and Game design and development.

He is a collaborator at INESC TEC/INESC Porto since 2011. Currently he is also the director of the Multimedia Masters of University of Porto, and responsible by the Graphics, Interaction and Gaming (GIG) Lab at DEI/FEUP.

Interest
Topics
Details

Details

  • Name

    Rui Pedro Rodrigues
  • Cluster

    Computer Science
  • Role

    Senior Researcher
  • Since

    01st November 2011
007
Publications

2019

Modeling of video projectors in OpenGL for implementing a spatial augmented reality teaching system for assembly operations

Authors
Costal, CM; Veiga, G; Sousa, A; Rocha, L; Sousa, AA; Rodrigues, R; Thomas, U;

Publication
19th IEEE International Conference on Autonomous Robot Systems and Competitions, ICARSC 2019

Abstract
Teaching complex assembly and maintenance skills to human operators usually requires extensive reading and the help of tutors. In order to reduce the training period and avoid the need for human supervision, an immersive teaching system using spatial augmented reality was developed for guiding inexperienced operators. The system provides textual and video instructions for each task while also allowing the operator to navigate between the teaching steps and control the video playback using a bare hands natural interaction interface that is projected into the workspace. Moreover, for helping the operator during the final validation and inspection phase, the system projects the expected 3D outline of the final product. The proposed teaching system was tested with the assembly of a starter motor and proved to be more intuitive than reading the traditional user manuals. This proof of concept use case served to validate the fundamental technologies and approaches that were proposed to achieve an intuitive and accurate augmented reality teaching application. Among the main challenges were the proper modeling and calibration of the sensing and projection hardware along with the 6 DoF pose estimation of objects for achieving precise overlap between the 3D rendered content and the physical world. On the other hand, the conceptualization of the information flow and how it can be conveyed on-demand to the operator was also of critical importance for ensuring a smooth and intuitive experience for the operator. © 2019 IEEE.

2019

Modeling of video projectors in OpenGL for implementing a spatial augmented reality teaching system for assembly operations

Authors
Costa, CM; Veiga, G; Sousa, A; Rocha, L; Augusto Sousa, AA; Rodrigues, R; Thomas, U;

Publication
2019 19TH IEEE INTERNATIONAL CONFERENCE ON AUTONOMOUS ROBOT SYSTEMS AND COMPETITIONS (ICARSC 2019)

Abstract
Teaching complex assembly and maintenance skills to human operators usually requires extensive reading and the help of tutors. In order to reduce the training period and avoid the need for human supervision, an immersive teaching system using spatial augmented reality was developed for guiding inexperienced operators. The system provides textual and video instructions for each task while also allowing the operator to navigate between the teaching steps and control the video playback using a bare hands natural interaction interface that is projected into the workspace. Moreover, for helping the operator during the final validation and inspection phase, the system projects the expected 3D outline of the final product. The proposed teaching system was tested with the assembly of a starter motor and proved to be more intuitive than reading the traditional user manuals. This proof of concept use case served to validate the fundamental technologies and approaches that were proposed to achieve an intuitive and accurate augmented reality teaching application. Among the main challenges were the proper modeling and calibration of the sensing and projection hardware along with the 6 DoF pose estimation of objects for achieving precise overlap between the 3D rendered content and the physical world. On the other hand, the conceptualization of the information flow and how it can be conveyed on-demand to the operator was also of critical importance for ensuring a smooth and intuitive experience for the operator.

2018

Dynamic annotations on an interactive web-based 360° video player

Authors
Matos, T; Nobrega, R; Rodrigues, R; Pinheiro, M;

Publication
Proceedings of the 23rd International ACM Conference on 3D Web Technology, Web3D 2018, Poznan, Poland, June 20-22, 2018

Abstract
The use of 360? videos has been increasing steadily in the 2010s, as content creators and users search for more immersive experiences. The freedom to choose where to look at during the video may hinder the overall experience instead of enhancing it, as there is no guarantee that the user will focus on relevant sections of the scene. Visual annotations superimposed on the video, such as text boxes or arrow icons, can help guide the user through the narrative of the video while maintaining freedom of movement. This paper presents a web-based immersive visualizer for 360? videos that contain dynamic media annotations, rendered in real-time. A set of annotations was created with the purpose of providing information or guiding the user to points of interest. The visualizer can be used with a computer, using a keyboard and mouse or HTC Vive, and in mobile devices with Cardboard VR headsets, to experience the video in virtual reality, which is made possible with the WebVR API. The visualizer was evaluated through usability tests, to analyze the impact of different annotation techniques on the users’ experience. The obtained results demonstrate that annotations can assist in guiding the user during the video, and a careful design is imperative so that they are not intrusive and distracting for the viewers. © 2018 Copyright held by the owner/author(s).

2017

Cargo dynamic stability in the container loading problem -a physics simulation tool approach

Authors
Ramos, AG; Jacob, J; Justo, JF; Oliveira, JF; Rodrigues, R; Gomes, AM;

Publication
International Journal of Simulation and Process Modelling

Abstract
The container loading problem (CLP) is a real-world driven, combinatorial optimisation problem that addresses the maximisation of space usage in cargo transport units. The research conducted on this problem failed to fulfill the real needs of the transportation industry, owing to the inadequate representation of practical-relevant constraints. The dynamic stability of cargo is one of the most important practical constraints. It has been addressed in the literature in an over-simplified way which does not translate to real-world stability. This paper proposes a physics simulation tool based on a physics engine, which can be used to translate real-world stability into the CLP. To validate the tool, a set of benchmark tests is proposed and the results obtained with the physics simulation tool are compared to the state-of-the-art simulation engineering software Abaqus Unified FEA. Analytical calculations have been also conducted, and it was also possible to conclude that the tool proposed is a valid alternative. Copyright © 2017 Inderscience Enterprises Ltd.

2017

Adaptivity and safety in location-based games

Authors
Jacob, J; Nobrega, R; Coelho, A; Rodrigues, R;

Publication
9th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2017, Athens, Greece, September 6-8, 2017

Abstract
Location-based games require, among other things, obtaining or computing information regarding the players' physical activity and real-world context. Additionally, ensuring that the players are assigned challenges that are adequate and safe for the current context (both physical and spatial) is also important, as it can improve both the gaming experience and the outcomes of the exercise. However, the impact adaptivity has in the specific case of location-based exergames still has not been researched in depth. In this paper, we present a location-based exergame capable of adapting its mechanics to the current context. © 2017 IEEE.

Supervised
thesis

2017

Ferramentas de edição e visualização para vídeos 360º interativos

Author
João Manuel da Silva Meira

Institution
UP-FEUP

2017

Sistema Híbrido Baseado em Geometria e Vídeo 360º 3D para Realidade Virtual em Dispositivos Móveis

Author
Leonel Jorge Nogueira Peixoto

Institution
UP-FEUP

2016

Direct Haptics in MASSIVE's Virtual Reality experiences

Author
Cristiano Ramos Carvalheiro

Institution
UP-FEUP

2016

Geração de horários usando GPUs

Author
Ricardo Filipe Pereira Neves

Institution
UP-FEUP

2016

Juntando Modelação 3D Manual e Procedimental

Author
Rui Miguel Barros Gonçalves

Institution
UP-FEUP