2016
Autores
Sousa, M; Mendes, D; Medeiros, D; Ferreira, A; Pereira, JM; Jorge, JA;
Publicação
Collaboration Meets Interactive Spaces
Abstract
Virtual meetings have become increasingly common with modern videoconference and collaborative software. While they allow obvious savings in time and resources, current technologies add unproductive layers of protocol to the flow of communication between participants, rendering the interactions far from seamless. In this work we describe in detail Remote Proxemics, an extension of proxemics aimed at bringing the syntax of co-located proximal interactions to virtual meetings. We also describe the role of Eery Space as a shared virtual locus that results from merging multiple remote areas, where meeting participants’ are located side-by-side as if they shared the same physical location. Thus rendering Remote Proxemics possible. Results from user evaluation on the proposed presence awareness techniques suggest that our approach is effective at enhancing mutual awareness between participants and sufficient to initiate proximal exchanges regardless of their geolocation, while promoting smooth interactions between local and remote people alike. © Springer International Publishing Switzerland 2016.
2014
Autores
Guerreiro, TJ; Medeiros, D; Mendes, D; Sousa, M; Jorge, JA; Raposo, A; dos Santos, IHF;
Publicação
ICAT-EGVE
Abstract
Globalization has transformed engineering design into a world-wide endeavor pursued by geographically distributed specialist teams. Widespread adoption of VR for design and the need to act and place marks directly on the objects of discussion in design reviewing tasks led to research on annotations in virtual collaborative environments. However, conventional approaches have yet to progress beyond the yellow postit + text metaphor. Indeed, multimedia such as audio, sketches, video and animations afford greater expressiveness which could be put to good use in collaborative environments. Furthermore, individual annotations fail to capture both the rationale and flow of discussion which are key to understanding project design decisions. One exemplar instance is offshore engineering projects that normally engage geographically distributed highly-specialized engineering teams and require both improved productivity, due to project costs and the need to reducing risks when reviewing designs of deep-water oil & gas platforms. In this paper, we present an approach to rich, structured multimedia annotations to support the discussion and decision making in design reviewing tasks. Furthermore, our approach supports issue-based argumentation to reveal provenance of design decisions to better support the workflow in engineering projects. While this is an initial exploration of the solution space, examples show greater support of collaborative design review over traditional approaches.
2019
Autores
Pires, G; Mendes, D; Gonçalves, D;
Publicação
PROCEEDINGS OF THE 2019 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2019)
Abstract
The rapid increase of connected devices causes more and more data to be generated and, in some cases, this data needs to be analyzed as it is received. As such, the challenge of presenting streaming data in such way that changes in the regular flow can be detected needs to be tackled, so that timely and informed decisions can be made. This requires users to be able to perceive the information being received in the moment in detail, while maintaining the context. In this paper, we propose VisMillion, a visualization technique for large amounts of streaming data, following the concept of graceful degradation. It is comprised of several different modules positioned side by side, corresponding to different contiguous time spans, from the last few seconds to a historical view of all data received in the stream so far. Data flows through each one from right to left and, the more recent the data, the more detailed it is presented. To this end, each module uses a different technique to aggregate and process information, with special care to ensure visual continuity between modules to facilitate the analysis. VisMillion was validated through a usability evaluation with 21 participants, as well as performance tests. Results show that it fulfills its objective, successfully aiding users to detect changes, patterns and anomalies in the information being received.
2015
Autores
Sousa, M; Mendes, D; Ferreira, A; Pereira, JM; Jorge, J;
Publicação
HUMAN-COMPUTER INTERACTION - INTERACT 2015, PT III
Abstract
Virtual meetings have become increasingly common with modern video-conference and collaborative software. While they allow obvious savings in time and resources, current technologies add unproductive layers of protocol to the flow of communication between participants, rendering the interactions far from seamless. In this work we introduce Remote Proxemics, an extension of proxemics aimed at bringing the syntax of co-located proximal interactions to virtual meetings. We propose Eery Space, a shared virtual locus that results from merging multiple remote areas, where meeting participants' are located side-by-side as if they shared the same physical location. Eery Space promotes collaborative content creation and seamless mediation of communication channels based on virtual proximity. Results from user evaluation suggest that our approach is sufficient to initiate proximal exchanges regardless of their geolocation, while promoting smooth interactions between local and remote people alike.
2014
Autores
Henriques, D; Trancoso, I; Mendes, D; Ferreira, A;
Publicação
INTERSPEECH 2014, 15th Annual Conference of the International Speech Communication Association, Singapore, September 14-18, 2014
Abstract
Query specification for 3D object retrieval still relies on traditional interaction paradigms. The goal of our study was to identify the most natural methods to describe 3D objects, focusing on verbal and gestural expressions. Our case study uses LEGOR blocks. We started by collecting a corpus involving ten pairs of subjects, in which one participant requests blocks for building a model from another participant. This small corpus suggests that users prefer to describe 3D objects verbally, rarely resorting to gestures, and using them only as complement. The paper describes this corpus, addressing the challenges that such verbal descriptions create for a speech understanding system, namely the long complex verbal descriptions, involving dimensions, shapes, colors, metaphors, and diminutives. The latter connote small size, endearment or insignificance, and are only very common in informal language. In this corpus, they occurred in one out of seven requests. This experiment was the first step of the development of a prototype for searching LEGOR blocks combining speech and stereoscopic 3D. Although the verbal interaction in the first version is limited to relatively simple queries, its combination with immersive visualization allows the user to explore query results in a dataset with virtual blocks.
2017
Autores
Mendes, D; Medeiros, D; Sousa, M; Cordeiro, E; Ferreira, A; Jorge, JA;
Publicação
SCCG
Abstract
In Virtual Reality (VR), the action of selecting virtual objects outside arms-reach still poses significant challenges. In this work, after classifying, with a new taxonomy, and analyzing existing solutions, we propose a novel technique to perform out-of-reach selections in VR. It uses natural pointing gestures, a modifiable cone as selection volume, and an iterative progressive refinement strategy. This can be considered a VR implementation of a discrete zoom approach, although we modify users' position instead of the field-of-view. When the cone intersects several objects, users can either activate the refinement process, or trigger a multiple object selection. We compared our technique against two techniques from literature. Our results show that, although not being the fastest, it is a versatile approach due to the lack of errors and uniform completion times.
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