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Publications

Publications by Rui Silva Nóbrega

2018

Graphical Simulation of Clinical Scenarios for Medical Training

Authors
Pinto, D; Costa, J; Nobrega, R; da Silva, H; Coelho, A;

Publication
2018 1ST INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2018)

Abstract
This article presents a medical simulation solution. This solution allows a physician to train a clinical scenario by interacting with a graphical interface. The aim is to instigate the learning and internalization of clinical procedures. Currently these resources have been intensifying in the most diverse areas, being our focus, Medicine. Within this area, the focus is on medical simulation. There are numerous biomedical simulation centers, whose main objective is to create realistic simulations to aid health professionals. Thus, it is intended to optimize its performance, to meet the needs detected and to anticipate unexpected situations (critical or complex events). However, current simulation systems face some limitations, since they have enough difficulties in the development of new scenarios, since they are restricted to the level of modularity and the number of simulated situations. The training of these professionals is limited to simulation centers. The goal is to create a platform to simulate real scenarios and develop serious games that simulate various clinical situations, in order to facilitate access to this type of training and training.

2019

Live Software Development Environment for Java using Virtual Reality

Authors
Amaral, D; Domingues, G; Dias, JP; Ferreira, HS; Aguiar, A; Nobrega, R;

Publication
PROCEEDINGS OF THE 14TH INTERNATIONAL CONFERENCE ON EVALUATION OF NOVEL APPROACHES TO SOFTWARE ENGINEERING (ENASE)

Abstract
Any software system that has a considerable growing number of features will suffer from essential complexity, which makes the understanding of the software artifacts increasingly costly and time-consuming. A common approach for reducing the software understanding complexity is to use software visualizations techniques. There are already several approaches for visualizing software, as well as for extracting the information needed for those visualizations. This paper presents a novel approach to tackle the software complexity, delving into the common approaches for extracting information about software artifacts and common software visualization metaphors, allowing users to dive into the software system in a live way using virtual reality (VR). Experiments were carried out in order to validate the correct extraction of metadata from the software artifact and the corresponding VR visualization. With this work, we intend to present a starting point towards a Live Software Development approach.

2019

Fall-Prevention Exergames Using Balance Board Systems

Authors
Brito, M; Nóbrega, R; Jacob, J; Rodrigues, R; Coelho, A;

Publication
Human-Computer Interaction - INTERACT 2019 - 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2-6, 2019, Proceedings, Part II

Abstract
The prevention of falls in older adults is an issue that can only be solved with regular exercises, sometimes with the supervision of therapists. This paper presents a game framework that uses devices such as the Wii Balance Board (WBB) to replicate fall-prevention programs, such as the Otago Exercise Programme. The objective is to increase the adherence of senior users to these exercises, while increasing their autonomy by enabling them to conduct unsupervised games. Two interactive games were developed and tested using the WBB and other available devices such as smartphones. The main contribution of this paper is the proposal of several metrics for exergames for the elderly and the combination of digital games with fall-prevention exercises and automatic balance measures based on Centre of Pressure (COP) tracking. © 2019, IFIP International Federation for Information Processing.

2020

Live Software Development Environment Using Virtual Reality: A Prototype and Experiment

Authors
Amaral, D; Domingues, G; Dias, JP; Ferreira, HS; Aguiar, A; Nobrega, R; Correia, FF;

Publication
EVALUATION OF NOVEL APPROACHES TO SOFTWARE ENGINEERING

Abstract
Successful software systems tend to grow considerably, ending up suffering from essential complexity, and very hard to understand as a whole. Software visualization techniques have been explored as one approach to ease software understanding. This work presents a novel approach and environment for software development that explores the use of liveness and virtual reality (VR) as a way to shorten the feedback loop between developers and their software systems in an interactive and immersive way. As a proof-of-concept, the authors developed a prototype that uses a visual city metaphor and allows developers to visit and dive into the system, in a live way. To assess the usability and viability of the approach, the authors carried on experiments to evaluate the effectiveness of the approach, and how to best support a live approach for software development.

2019

Knowledge Analysis Automatic Evaluation in Virtual Reality Immersive Experiences

Authors
Vieira, J; Nobrega, R; Pereira, V; Coelho, A; Jacinto, A; Morais, C;

Publication
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)

Abstract
Museums and exhibitions usually attempt to evaluate visitors' obtained knowledge through the use of traditional evaluation methods such as questionnaires. These are intrusive and may not provide correct results, especially due to the fact that visitors are usually not interested in being evaluated and may consider such questionnaires as intelligence tests. This paper proposes methods of design and creation of automatic evaluation techniques that make use of Virtual Reality (VR) in order to evaluate users' obtained knowledge after playing through a VR museum game experience. This Analysis System is non-intrusive (its methodology does not impact users' immersion and engagement), valid (can draw conclusions regarding users' obtained knowledge), and replicable (designed techniques can be used in a variety of experiences). Results indicate that the designed assessment techniques can be used to automatically evaluate the knowledge obtained by users throughout the experience, as well as some considerations to keep in mind when designing game experiences with these techniques.

2020

An Interactive Application Framework for Natural Parks using Serious Location-based Games with Augmented Reality

Authors
Santos, L; Silva, N; Nobrega, R; Almeida, R; Coelho, A;

Publication
PROCEEDINGS OF THE 15TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS, VOL 1: GRAPP

Abstract
Park visitors and tourists, in general, seek new experiences, leading to a growing search for ways to create more memorable experiences. Some technological solutions, such as Augmented Reality, have proved that they can be useful to create more immersive and interactive experiences, both in entertainment and education. An application with Augmented Reality, using location-based services in a gamified way, can create pleasant and entertaining outdoor experiences without losing its pedagogical ability, making it a promising fit for a nature park. We propose a conceptual framework for creating these mobile applications for nature parks. From which, a mobile application was prototyped with location-based services and augmented reality interactive experiences, with the purpose of disseminating scientific knowledge about the fauna and flora of a nature park. Gaming elements are also introduced in the application's design to try and improve the engagement and involvement in the various activities of the application and its contents. User tests were performed during the development of the prototype and with the final version. The results allow us to conclude that this type of applications can improve the visitors' experience while at the same time, improve the dissemination of scientific knowledge.

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