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Sobre

Sobre

Licenciado em Engenharia de Sistemas e Informática pela Universidade do Minho em 1998. Desenvolveu o seu doutoramento na área de reconstrução 3D baseada em imagens no contexto dos laboratórios de investigação PHilips Research Labs (Eindhoven, Holanda) e a Universidade do Minho, tendo concluído em 2006.

Trabalhou na indústria na área dos sistemas interativos, até 2009, altura em que inciou atividade na FEUP, no Departamento de Engenharia Informática, primeiro como professor auxiliar convidado, e posteriormente como professor auxiliar. Desde essa altura desenvolve atividades de ensino e investigação nas áreas de computação gráfica, interação pessoa-computador e desenho e desenvolvimento de jogos digitais.

É colaborador do INESC TEC desde 2011. Atualmente é também o diretor do Mestrado em Multimédia da Universidade do Porto, e responsável pelo laboratório Graphics, Interaction and Gaming (GIG) do DEI/FEUP.

Tópicos
de interesse
Detalhes

Detalhes

  • Nome

    Rui Pedro Rodrigues
  • Cluster

    Informática
  • Cargo

    Investigador Sénior
  • Desde

    01 novembro 2011
007
Publicações

2019

Modeling of video projectors in OpenGL for implementing a spatial augmented reality teaching system for assembly operations

Autores
Costa, CM; Veiga, G; Sousa, A; Rocha, L; Augusto Sousa, AA; Rodrigues, R; Thomas, U;

Publicação
19th IEEE International Conference on Autonomous Robot Systems and Competitions, ICARSC 2019

Abstract
Teaching complex assembly and maintenance skills to human operators usually requires extensive reading and the help of tutors. In order to reduce the training period and avoid the need for human supervision, an immersive teaching system using spatial augmented reality was developed for guiding inexperienced operators. The system provides textual and video instructions for each task while also allowing the operator to navigate between the teaching steps and control the video playback using a bare hands natural interaction interface that is projected into the workspace. Moreover, for helping the operator during the final validation and inspection phase, the system projects the expected 3D outline of the final product. The proposed teaching system was tested with the assembly of a starter motor and proved to be more intuitive than reading the traditional user manuals. This proof of concept use case served to validate the fundamental technologies and approaches that were proposed to achieve an intuitive and accurate augmented reality teaching application. Among the main challenges were the proper modeling and calibration of the sensing and projection hardware along with the 6 DoF pose estimation of objects for achieving precise overlap between the 3D rendered content and the physical world. On the other hand, the conceptualization of the information flow and how it can be conveyed on-demand to the operator was also of critical importance for ensuring a smooth and intuitive experience for the operator. © 2019 IEEE.

2019

Fall-prevention exergames using balance board systems

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

Publicação
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

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.

2019

Extended Reality Framework for Remote Collaborative Interactions in Virtual Environments

Autores
Pereira, V; Matos, T; Rodrigues, R; Nobrega, R; Jacob, J;

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

Abstract
This paper proposes the implementation of a framework for the development of collaborative extended reality (XR) applications. Using the framework, developers can focus on understanding which collaborative mechanisms they need to implement for the respective reality model application. In this paper we specifically study collaborative mechanisms around object manipulation in Virtual Reality (VR). As such, we planned a VR prototype using the proposed framework, which was used to validate the various interaction and collaboration features in VR. The gathered data from the user tests revealed that they enjoyed the experience and the collaborative mechanisms helped them work together. Furthermore, to understand whether the framework allowed for the development of XR applications, we decided to implement an augmented reality prototype as well. Afterwards, we ran an experiment with 4 VR and 3 AR users sharing the same virtual environment. The experiment was successful at allowing them to interact in real-time in the same shared environment. Therefore, the framework enables the development of XR applications that support different mixed-reality technologies.

2018

Dynamic annotations on an interactive web-based 360° video player

Autores
Matos, T; Nobrega, R; Rodrigues, R; Pinheiro, M;

Publicação
Proceedings of the 23rd International ACM Conference on 3D Web Technology, Web3D 2018, Poznan, Poland, June 20-22, 2018

Abstract
The use of 360? videos has been increasing steadily in the 2010s, as content creators and users search for more immersive experiences. The freedom to choose where to look at during the video may hinder the overall experience instead of enhancing it, as there is no guarantee that the user will focus on relevant sections of the scene. Visual annotations superimposed on the video, such as text boxes or arrow icons, can help guide the user through the narrative of the video while maintaining freedom of movement. This paper presents a web-based immersive visualizer for 360? videos that contain dynamic media annotations, rendered in real-time. A set of annotations was created with the purpose of providing information or guiding the user to points of interest. The visualizer can be used with a computer, using a keyboard and mouse or HTC Vive, and in mobile devices with Cardboard VR headsets, to experience the video in virtual reality, which is made possible with the WebVR API. The visualizer was evaluated through usability tests, to analyze the impact of different annotation techniques on the users’ experience. The obtained results demonstrate that annotations can assist in guiding the user during the video, and a careful design is imperative so that they are not intrusive and distracting for the viewers. © 2018 Copyright held by the owner/author(s).

2017

Cargo dynamic stability in the container loading problem -a physics simulation tool approach

Autores
Ramos, AG; Jacob, J; Justo, JF; Oliveira, JF; Rodrigues, R; Gomes, AM;

Publicação
International Journal of Simulation and Process Modelling

Abstract
The container loading problem (CLP) is a real-world driven, combinatorial optimisation problem that addresses the maximisation of space usage in cargo transport units. The research conducted on this problem failed to fulfill the real needs of the transportation industry, owing to the inadequate representation of practical-relevant constraints. The dynamic stability of cargo is one of the most important practical constraints. It has been addressed in the literature in an over-simplified way which does not translate to real-world stability. This paper proposes a physics simulation tool based on a physics engine, which can be used to translate real-world stability into the CLP. To validate the tool, a set of benchmark tests is proposed and the results obtained with the physics simulation tool are compared to the state-of-the-art simulation engineering software Abaqus Unified FEA. Analytical calculations have been also conducted, and it was also possible to conclude that the tool proposed is a valid alternative. Copyright © 2017 Inderscience Enterprises Ltd.

Teses
supervisionadas

2019

Spatiotemporal phenomena summarization through static visual narratives

Autor
Daniel Filipe Santos Marques

Instituição
UP-FEUP

2019

Framework for Developing Interactive 360-Degree Video Adventure Games

Autor
Francisco José Rodrigues de Pinho

Instituição
UP-FEUP

2019

Virtual Reality Framework for Collaborative Applications

Autor
Vasco Magalhães Pereira

Instituição
UP-FEUP

2019

Representation and quantification of change on spatiotemporal phenomena

Autor
Edgar Filipe Amorim Gomes Carneiro

Instituição
UP-FEUP

2019

SYD Live CV: A New Proposal for Work  Overview

Autor
Stanislav Solonenco

Instituição
UP-FEUP