2025
Authors
Rodrigues, NB; Coelho, A; Rossetti, RJF;
Publication
Proceedings of the 20th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2025 - Volume 1: GRAPP, HUCAPP and IVAPP, Porto, Portugal, February 26-28, 2025.
Abstract
Driving simulators are essential tools for training, education, research, and scientific experimentation. However, the diversity and quality of virtual environments in simulations is limited by the specialized human resources availability for authoring the content, leading to repetitive scenarios and low complexity of real-world scenes. This work introduces a pipeline that can process text-based narratives outlining driving experiments to procedurally generate dynamic traffic simulation scenarios. The solution uses Retrieval-Augmented Generation alongside local open-source Large Language Models to analyse unstructured textual information and produce a knowledge graph that encapsulates the world scene described in the experiment. Additionally, a context-based formal grammar is generated through inverse procedural modelling, reflecting the game mechanics related to the interactions among the world entities in the virtual environment supported by CARLA driving simulator. The proposed pipeline aims to simplify the generation of virtual environments for traffic simulation based on descriptions from scientific experiment, even for users without expertise in computer graphics. © 2025 by SCITEPRESS–Science and Technology Publications, Lda.
2025
Authors
Marcos, R; Gomes, A; Santos, M; Coelho, A;
Publication
ANATOMICAL SCIENCES EDUCATION
Abstract
Histology is a preclinical subject transversal in medical, dental, and veterinary curricula. Classical teaching approaches in histology are often undermined by lower motivation and engagement of students, which may be addressed by innovative learning environments. Herein, we developed a serious game approach and compared it with a classical teaching style. The students' feedback was evaluated by questionnaires, and their performance on quizzes and exam's scores were assessed. The serious game (Histopoly) consisted of a game-based web application for the teacher/game master, a digital gaming application used by the students as a controller, and a projected digital board game. The board featured rows for the four fundamental tissues (epithelial, connective, muscular, and nervous) paired with question tiles and additional tiles with more demanding activities (e.g., drawing, presenting slides, and making a syllabus). Participants included all veterinary students enrolled in the first year. Paired laboratory sessions were split with four sections (n = 94 students) playing Histopoly at the end of all sessions and two sections (n = 28 students) completing small evaluations every three weeks at the beginning of sessions. According to the questionnaires, students that played the serious game were more motivated, engaged, and more interconnected with classmates. The activity was considered fun, and students enjoyed the classes more. No differences in the final examination scores were found, but the percentage of correct answers provided throughout the serious game was significantly higher. Overall, these findings argue for the inclusion of serious games in modern histology teaching to promote student engagement in learning.
2025
Authors
Fadel, LM; Coelho, A;
Publication
ADVANCES IN DESIGN AND DIGITAL COMMUNICATION V, DIGICOM 2024
Abstract
The potential of Augmented Reality (AR) has been harnessed to create immersive game settings, present layers of relevant information in museums, streamline procedures in healthcare and industry, and captivate consumers through innovative marketing strategies. Certain artifacts lend themselves well to representation in AR, especially those requiring a seamless fusion of the information layer with physical space. This integration underscores the suitability of information design artifacts for AR implementation. This study aims to delineate the distinctive attributes of AR in remediating information design, effectively catering to the user's informational needs. To this end, we analyzed the Google Translate app, examining it through the analytical lens of body schema and haptic engagement. The findings reveal that AR manifests as a performative, personalized, crafted image that fosters involvement through agency. The performative nature of the image directs attention, while individual images collectively form a collection. It is recommended that AR design be centered around achieving harmony among body, media, and space.
2025
Authors
Amarti, K; Schulte, MHJ; Kleiboer, A; van Genugten, C; Oudega, M; Rocha, A; Riper, H;
Publication
Abstract Depressive symptoms are common among older adults and can significantly impact their quality of life. Yet, many older adults face barriers to accessing psychological treatment. Internet-based cognitive behavioural therapy (iCBT) is a promising alternative to face-to-face treatments, but its feasibility among older adults is less researched. This study evaluated the feasibility of guided iCBT for adults aged 55 and older with mild to moderate depressive symptoms recruited from the general population. Single-group, pretest-post-test design (N = 21) in which all participants received guided iCBT for 8 weeks. Assessments were taken at baseline (T0), and postintervention (T1). The primary outcome is feasibility conceptualized as satisfaction, usability, engagement and uptake with iCBT. Secondary outcome measures included depression severity, working alliance, and technical alliance. Participants were mostly highly educated (62%), female (86%), had an average age of 59.85 (range 55 – 68), and reported moderate digital literacy on average. Feasibility outcomes indicated high satisfaction and engagement, and moderate usability. Working alliance was rated as good by both participants and coaches and technical alliance was rated as moderate by the participants. There was a non-significant modest decrease in depressive symptoms (Cohen’s d=0.47). Of the 20 participants that started the intervention, all completed the first two modules, but completion declined across the remaining six modules, with only one participant completing all modules. This study found that guided iCBT can be a feasible option for older adults experiencing depressive symptoms, with participants reporting generally positive satisfaction, engagement and a moderate therapeutic bond with their coaches. However, below average usability ratings and a moderate technical alliance suggest that some aspects of the platform require improvement. Future research should focus on improving usability, adherence, and testing the intervention in larger, more diverse population.
2025
Authors
Lacet, D; Cassola, F; Valle, A; Oliveira, M; Morgado, L;
Publication
2025 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS, VRW
Abstract
This paper presents a solution for visualizing oil spills at sea by combining satellite data with virtual choreographies. The system enables dynamic, interactive visualization of oil slicks, reflecting their shape, movement, and interaction with environmental factors like currents and wind. High resolution geospatial data supports a multiplatform experience with aerial and underwater perspectives. This approach promotes independence, interoperability, and multiplatform compatibility in environmental disaster monitoring. The results validate virtual choreographies as effective tools for immersive exploration and analysis, offering structured data narratives beyond passive visualization especially valuable for mixed reality applications.
2025
Authors
Ribeiro, R; de Carvalho, AV; Rodrigues, NB;
Publication
IEEE TRANSACTIONS ON GAMES
Abstract
Creating content for digital video game is an expensive segment of the development process, and many techniques have been explored to automate it. Much of the generated content is graphical, ranging from textures and sprites to typographical elements and user interfaces. Numerous techniques have been explored to automate the generation of these assets, with recent advancements incorporating artificial intelligence methodologies, such as deep learning generative models. This study comprehensively surveys the literature from 2016 onward, focusing on using machine learning to generate image-based assets for video game development, reviewing the deep learning approaches employed, and analyzing the specific challenges found. Specifically, the deep learning approaches employed, the problems addressed within the domain, and the metrics used for evaluating the results. The study demonstrates a knowledge gap in generative methods for some types of video game assets. In addition, applicability and effectiveness of the most used evaluation metrics in the literature are studied. As future research prospects, with the increase in popularity of generative AI, the adoption of such techniques will be seen in automation processes.
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