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Publicações

Publicações por Rui Pedro Rodrigues

2011

Multi-Touch as a Natural User Interface for Elders: A Survey

Autores
Loureiro, B; Rodrigues, R;

Publicação
SISTEMAS E TECNOLOGIAS DE INFORMACAO, VOL I

Abstract
The use of traditional input devices such as keyboards and mice can become a huge obstacle for older adults in interacting with computer systems. Using Natural User Interfaces (NUI's), more specifically using gestures or movements on a multi-touch device, can be a good alternative to overcome these dificulties. This paper analyses the state of the art and identifies a set of criteria relevant to classify the projects in this area. The resulting classification enables us to recognize research opportunities on Natural User Interfaces, and namely multi-touch interfaces for elderly.

1998

Building virtual interactive 3D galleries

Autores
Fernandes, AR; Pires, HC; Rodrigues, RA;

Publicação
VSMM98: FUTUREFUSION - APPLICATION REALITIES FOR THE VIRTUAL AGE, VOLS 1 AND 2

Abstract
This papers reports on an ongoing project to create 3D virtual exhibitions for the Internet. Special emphasis to provide Internet users with interactive and animated virtual worlds, providing a 3D interface whenever possible, is one of our priorities. Furthermore our project allows the construction of exhibitions through the Internet providing art galleries and other institutions with the possibility to ask visitors to participate in the site, building their own exhibition. Providing VRML optimised code we can deliver models with low polygon count as well as small file size thereby making this project suitable for Internet viewing.

2012

Towards Location-based Augmented Reality games

Autores
Jacob, J; da Silva, H; Coelho, A; Rodrigues, R;

Publicação
4TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES'12)

Abstract
Location-based games have become more popular thanks to the growth of mobile device's technology. This paper presents a framework for the development of location-based augmented reality games and wARms, an augmented-reality location-based mobile game prototype based on said framework that uses the player's real position and orientation in order to play against others. The game shows how modern mobile device's sensors can be used for providing new and unusual gaming experiences. (C) 2012 The Authors. Published by Elsevier B. V. Selection and/or peer-review under responsibility of the scientific programme committee of VS-Games 2012

2012

TOWARDS THE IMPLEMENTATION OF A HANDBALL PLAYER AGENT FRAMEWORK

Autores
Jacob, J; Rossetti, RJF; Coelho, A; Rodrigues, R;

Publicação
24TH EUROPEAN MODELING AND SIMULATION SYMPOSIUM (EMSS 2012)

Abstract
Sports simulation can help to assess the performance of strategies and players in a sand-boxed environment. Ultimately it can lead to improved real-life performance of actual teams if it is able to provide useful information to the team coach or manager. Many tools are now available for many different sports, most notably Soccer Server Simulator, a soccer simulator, that has already attracted many researchers from the artificial intelligence community into developing intelligent agents (soccer players) for them to form teams to play against each other in simulated matches. This paper presents a methodology for developing agents for testing and further developing the Handball Sport Simulator, which is based on the Soccer Server Simulator. The main contribution of this work is to provide a basic, expandable, agent architecture, specifically capable of playing at a Handball Sport Simulator server, while at the same time testing what features and sport's rules of the Handball Sport Simulator have been implemented correctly.

2012

A Procedural Geometry Modeling API

Autores
Silva, PB; Coelho, A; Rodrigues, R; de Sousa, AA;

Publicação
GRAPP & IVAPP 2012: Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications, Rome, Italy, 24-26 February, 2012

Abstract
This paper presents a solution for geometric manipulation in procedural modeling as an Application Programming Interface (API). This approach intends to enable a more powerful control over the geometric entities by performing selections based on their attributes, similar to picking features in graphical interfaces. This is achieved through the definition of a topological structure, which features a set of properties, such as scope, spatial localization and semantic information. The applicable modeling operations allow a more customized control, as well as successive tracking, which induce a greater, faster and more intuitive approach for geometry generation. This approach still constitutes ongoing work, but has already been successfully applied for the generation of large virtual urban environments.

2022

Influence of the underwater environment in the procedural generation of marine alga Asparagopsis Armata

Autores
Rodrigues, N; Sousa, AA; Rodrigues, R; Coelho, A;

Publicação
Computer Science Research Notes

Abstract
Content generation is a heavy task in virtual worlds design. Procedural content generation techniques aim to agile this process by automating the 3D modelling with some degree of parametrisation. The novelty of this work is the procedural generation of the marine alga (Asparagopsis armata), taking into consideration the underwater environmental factors. The depth and the occlusion were the two parameters in this study to simulate how the alga growth is influenced by the environment where the alga grows. Starting by building a prototype to explore different L-systems categories to model the alga, the stochastic L-systems with parametric features were selected to generate different alga plasticities. Qualitative methods were used to evaluate the designed grammar and alga's animation results by comparing videos and images of the Asparagopsis armata with the computer-generated versions. © 2022 University of West Bohemia. All rights reserved.

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