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Publications

Publications by HumanISE

2019

Adventures in Hologram Space: Exploring the Design Space of Eye-to-eye Volumetric Telepresence

Authors
dos Anjos, RK; Sousa, M; Mendes, D; Medeiros, D; Billinghurst, M; Anslow, C; Jorge, J;

Publication
25TH ACM SYMPOSIUM ON VIRTUAL REALITY SOFTWARE AND TECHNOLOGY (VRST 2019)

Abstract
Modern volumetric projection-based telepresence approaches are capable of providing realistic full-size virtual representations of remote people. Interacting with full-size people may not be desirable due to the spatial constraints of the physical environment, application context, or display technology. However, the miniaturization of remote people is known to create an eye gaze matching problem. Eye-contact is essential to communication as it allows for people to use natural nonverbal cues and improves the sense of "being there". In this paper we discuss the design space for interacting with volumetric representations of people and present an approach for dynamically manipulating scale, orientation and the position of holograms which guarantees eye-contact. We created a working augmented reality-based prototype and validated it with 14 participants.

2019

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

Authors
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;

Publication
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

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

Publication
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.

2019

Safe Walking In VR using Augmented Virtuality

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

Publication
CoRR

Abstract

2019

Moving from Waterfall to Agile: Perspectives from IT Portuguese Companies

Authors
Almeida, FL; Simões, J;

Publication
Int. J. Serv. Sci. Manag. Eng. Technol.

Abstract
This study investigates the main motivations, difficulties and good practices in the migration process of software development models from Waterfall to Agile experienced by IT Portuguese companies. For that, we adopted a quantitative methodology based on multiple case studies that allowed us to explore five research questions. In a first step, we propose to identify the main reasons that motivate the companies to adopt Agile development processes and we intend to characterize this migration process. We also explore a set of good practices that can be followed in this migration process and we suggest a set of measures that can be used to assess the success of projects in an Agile environment. Finally, we explore the organizational and management impacts with the introduction of Agile processes. Copyright © 2019, IGI Global.

2019

Serious Games in Entrepreneurship Education

Authors
Almeida, F; Simões, J;

Publication
Advances in Marketing, Customer Relationship Management, and E-Services - Advanced Methodologies and Technologies in Digital Marketing and Entrepreneurship

Abstract
One of the main strategies for fostering the entrepreneurial mindset in students has been the development of training activities inside and outside classrooms using serious games. The chapter makes a brief description regarding five serious games initiatives that intend to promote and facilitate entrepreneurship education for different educational stages. Furthermore, the authors discuss the key benefits and challenges by the introduction of serious games in the learning process. The authors concluded by identifying that serious games have the potentiality of improving the learning process by providing an immersive experience for students that increases their motivation and potentiates the acquisition of multidisciplinary competencies. However, there are some challenges that should be properly considered and mitigated, namely in terms of assessing learning goals, integration with didactical systems, and support for different styles of learning.

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