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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
008
Publicações

2020

Serious Pervasive Games

Autores
Coelho, A; Rodrigues, R; Nóbrega, R; Jacob, J; Morgado, L; Cardoso, P; Zeller, Mv; Santos, L; de Sousa, AA;

Publicação
Frontiers in Computer Science

Abstract

2020

Fammeal: A Gamified Mobile Application for Parents and Children to Help Healthcare Centers Treat Childhood Obesity

Autores
Afonso, L; Rodrigues, R; Reis, E; Miller, K; Castro, J; Parente, N; Teixeira, C; Fraga, A; Torres, S;

Publicação
IEEE TRANSACTIONS ON GAMES

Abstract
Healthcare centers are ideal settings to identify and motivate parents to adhere to healthier lifestyles in order to reverse their child's excessive weight. However, such promotions are time- and resource-consuming, and primary health care needs new approaches to engage parents. In this article, we present an app for that purpose, with tailored recommendations for parents regarding young children's lifestyles (eating, drinking, moving, and sleeping habits) with gamification mechanics for parents, and a serious game for their children, aged 3-6 years. Healthcare center based questionnaires were used to assess parent's acceptance of the app. We also determined their enrollment and retention rates with a pilot study, in order to test the implementation of a randomized controlled trial (RCT) in the future (pilot trial registration: ClinicalTrials.gov NCT03881280). In the pilot study, we tested their engagement with the app during a four-week period through a monitoring website. In the acceptance test (n = 13), parents rated the app a median score of seven on a ten-point scale. In the pilot study (n = 21), all parents in the intervention group used the app. The retention rate was 71.4%. This study indicated some areas of improvement related to gaming mechanics in order to increase participation. Healthcare center's professionals and parents of children with overweight/obesity accepted this innovative approach. In addition, it is feasible to test its impact on children's lifestyle by conducting an RCT in the future.

2020

A Mobile-Based Tailored Recommendation System for Parents of Children with Overweight or Obesity: A New Tool for Health Care Centers

Autores
Afonso, L; Rodrigues, R; Castro, J; Parente, N; Teixeira, C; Fraga, A; Torres, S;

Publicação
EUROPEAN JOURNAL OF INVESTIGATION IN HEALTH PSYCHOLOGY AND EDUCATION

Abstract
Childhood obesity is associated with unbalanced lifestyle patterns, and new strategies are needed to support parents in the compliance with the guidelines for children's age. Tailored automatic recommendations mimic interpersonal counseling and are promising strategies to be considered for health promotion programs. This study aimed to develop and test a mobile recommendation system for parents of preschool children identified with overweight/obesity at health care centers. Evidence-based recommendations related to children's eating, drinking, moving, and sleeping habits were developed and tested using a questionnaire. A pilot study was conducted in a health care center to test how using an app with those tailored recommendations, in video format, influenced parents' perceptions of the child's weight status and their knowledge about the guidelines, compared to a control group. The chi-squared test was used for categorical variables and the Mann-Whitney U test for continuous variables (p< 0.05). A high proportion of parents were already informed about the guidelines, but their children were not meeting them. After watching the tailored recommendations, there was an increased knowledge of the guideline on water intake, but there was no improvement in the perception of the child's excessive weight. Parents may benefit from a mobile-based tailored recommendation system to improve their knowledge about the guidelines. However, there is a need to work with parents on motivation to manage the child's weight with additional strategies.

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.

Teses
supervisionadas

2020

Spatiotemporal phenomena summarization through static visual narratives

Autor
Daniel Filipe Santos Marques

Instituição
UP-FEUP

2020

Fostering immersion and expressiveness in multimodal virtual environment using sonic interaction design

Autor
Eduardo Miguel Campos Magalhães

Instituição
UP-FEUP

2020

Dataflower: harnessing heterogeneous hardware parallelism for creative applications

Autor
Pedro Miguel Silva Carlos Sousa Ângelo

Instituição
UP-FEUP

2020

Safety in Pervasive Games

Autor
Daniel Pimentel Nunes

Instituição
UP-FEUP

2020

Affective narratives for engagement in digital games

Autor
Matilde Agostinho Moedas Dias Freilão

Instituição
UP-FEUP