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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.

Detalhes

Detalhes

  • Nome

    Rui Pedro Rodrigues
  • Cargo

    Investigador Sénior
  • Desde

    01 novembro 2011
006
Publicações

2023

Examining the Impact and Moderating Effects of an 8-Week Mindfulness-Based Program in Grade 4

Autores
Limpo, T; Vieira, AI; Magalhaes, S; Rocha, R; Cordeiro, C; Rodrigues, R; Coelho, A; Nobrega, R; Jacob, J; Cardoso, P; Pinheiro, M; Castro, S;

Publicação
MINDFULNESS

Abstract
ObjectivesThere is a growing interest in mindfulness-based programs. Yet, research in the area is limited, and little is known about the factors that moderate the effects of these programs. The two-fold aim of this study was (1) to examine the effects of a mindfulness-based program on dispositional mindfulness, inattention and emotional lability, handwriting fluency, spelling accuracy, and composing quality, as well as school achievement; and (2) to evaluate the moderating role of lesson absences, intervention-related knowledge, and social validity.MethodUsing a quasi-experimental design, 257 fourth graders were assigned to an experimental group receiving a mindfulness-based program (n = 130) or an active control group receiving a health-based program (n = 127). Both programs were implemented in the classroom for 8 weekly units, which included two 30-min sessions delivered by psychologists, followed by three 5-min sessions delivered by teachers. All children were evaluated before and after the programs.ResultsCompared to the control condition, the mindfulness-based program resulted in higher levels of internal and external awareness, and decentering and nonreactivity, as well as better composing quality and mathematics grades. Lesson absences, intervention-related knowledge, and social validity did not moderate the effects of the mindfulness-based program.ConclusionsThese findings support the integration of mindfulness practices in primary school as a means to improve children's academic-related skills and ability to be mindful.

2023

Shape-A-Getti: A haptic device for getting multiple shapes using a simple actuator

Autores
Barbosa, F; Mendes, D; Rodrigues, R;

Publicação
COMPUTERS & GRAPHICS-UK

Abstract
Haptic feedback in Virtual Reality is commonly provided through wearable or grounded devices adapted to specific scenarios and situations. Shape-changing devices allow for the physical representation of different virtual objects but are still a minority, complex, and usually have long transformation times. We present Shape-a-getti, a novel ungrounded, non-wearable, and graspable haptic device that can quickly change between different radially symmetrical shapes. It uses a single actuator to rotate several identical poles distributed along a radius to render the different shapes. The format of the poles defines the possible shapes, and in our prototype, we used one that could render concave, straight, and convex shapes with different radii. We conducted a user evaluation with 21 participants asking them to recognize virtual objects by grasping the Shape-a-getti. Despite having difficulties distinguishing between some objects with very similar shapes, participants could successfully identify virtual objects with different shapes rendered by our device. (c) 2023 The Author(s). Published by Elsevier Ltd. This is an open access article under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

2023

SIT6: Indirect touch-based object manipulation for DeskVR

Autores
Almeida, D; Mendes, D; Rodrigues, R;

Publicação
COMPUTERS & GRAPHICS-UK

Abstract
Virtual reality (VR) has the potential to significantly boost productivity in professional settings, especially those that can benefit from immersive environments that allow a better and more thorough way of visualizing information. However, the physical demands of mid-air movements make it difficult to use VR for extended periods. DeskVR offers a solution that allows users to engage in VR while seated at a desk, minimizing physical exhaustion. However, developing appropriate motion techniques for this context is challenging due to limited mobility and space constraints. This work focuses on object manipulation techniques, exploring touch-based and mid-air-based approaches to design a suitable solution for DeskVR, hypothesizing that touch-based object manipulation techniques could be as effective as mid-air object manipulation in a DeskVR scenario while less physically demanding. Thus, we propose Scaled Indirect Touch 6-DOF (SIT6), an indirect touch-based object manipulation technique incorporating scaled input mapping to address precision and out-of-reach manipulation issues. The implementation of our solution consists of a state machine with error-handling mechanisms and visual indicators to enhance interaction. User experiments were conducted to compare the SIT6 technique with a baseline mid-air approach, revealing comparable effectiveness while demanding less physical exertion. These results validated our hypothesis and established SIT6 as a viable option for object manipulation in DeskVR scenarios. (c) 2023 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).

2023

TouchRay: Towards Low-effort Object Selection at Any Distance in DeskVR

Autores
Monteiro, J; Mendes, D; Rodrigues, R;

Publicação
2023 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY, ISMAR

Abstract
DeskVR allows users to experience Virtual Reality (VR) while sitting at a desk without requiring extensive movements. This makes it better suited for professional work environments where productivity over extended periods is essential. However, tasks that typically resort to mid-air gestures might not be suitable for DeskVR. In this paper, we focus on the fundamental task of object selection. We present TouchRay, an object selection technique conceived specifically for DeskVR that enables users to select objects at any distance while resting their hands on the desk. It also allows selecting objects' sub-components by traversing their corresponding hierarchical trees. We conducted a user evaluation comparing TouchRay against state-of-the-art techniques targeted at traditional VR. Results revealed that participants could successfully select objects in different settings, with consistent times and on par with the baseline techniques in complex tasks, without requiring mid-air gestures.

2022

Design and Evaluation of Travel and Orientation Techniques for Desk VR

Autores
Amaro, G; Mendes, D; Rodrigues, R;

Publicação
2022 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR 2022)

Abstract
Typical VR interactions can be tiring, including standing up, walking, and mid-air gestures. Such interactions result in decreased comfort and session duration compared with traditional non-VR interfaces, which may, in turn, reduce productivity. Nevertheless, current approaches often neglect this aspect, making the VR experience not as promising as it can be. As we see it, desk VR experiences provide the convenience and comfort of a desktop experience and the benefits of VR immersion, being a good compromise between the overall experience and ergonomics. In this work, we explore navigation techniques targeted at desk VR users, using both controllers and a large multi-touch surface. We address travel and orientation techniques independently, considering only continuous approaches for travel as these are better suited for exploration and both continuous and discrete approaches for orientation. Results revealed advantages for a continuous controller-based travel method and a trend for a dragging-based orientation technique. Also, we identified possible trends towards task focus affecting overall cybersickness symptomatology.

Teses
supervisionadas

2023

Training needs and didactical requirements to embrace the digital transformation challenge by SME

Autor
Tiago da Custódia de Carvalho

Instituição
UP-FEP

2022

Object Tracking Using 3D Point Clouds And RGB Images For Autonomous Driving

Autor
Daniel Ferreira Brandão

Instituição
UP-FEUP

2022

Micro-Containerization in Microcontrollers for the IoT

Autor
Eduardo Carreira Ribeiro

Instituição
UP-FEUP

2022

Real-Time Prediction of Wikipedia Articles' Quality

Autor
Pedro Miguel Braga Barbosa Lopes Moás

Instituição
UP-FEUP

2022

Signature-Based IDS for Encrypted C2 Traffic Detection

Autor
Eduardo João Santana Macedo

Instituição
UP-FEUP