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Sobre

Rui Nóbrega é um investigador INESC TEC e Professor Auxiliar Convidado da Faculdade de Engenharia da Universidade do Porto (DEI-FEUP). Ele tem um Doutoramento em Informática e tem estado envolvido em vários projetos de software em colaboração com empresas privadas, instituições públicas, académicas ou museus como o CCB ou a Calouste Gulbenkian. Estudou na Faculdade de Ciências e Tecnologia da Universidade NOVA de Lisboa onde obteve a sua licenciatura e mestrado em Engenharia Informática. Especialista em Human-Computer Interaction, Multimédia, Visão por Computador e Realidade Virtual e Aumentada.

Áreas de interesse Computação Gráfica, Multimédia, Realidade Aumentada, Visão por Computador.

Tópicos
de interesse
Detalhes

Detalhes

  • Nome

    Rui Silva Nóbrega
  • Cluster

    Informática
  • Cargo

    Investigador Colaborador Externo
  • Desde

    01 maio 2015
007
Publicações

2019

Live Software Development Environment for Java using Virtual Reality

Autores
Amaral, D; Domingues, G; Dias, JP; Ferreira, HS; Aguiar, A; Nóbrega, R;

Publicação
Proceedings of the 14th International Conference on Evaluation of Novel Approaches to Software Engineering

Abstract

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).

2018

Leveraging Pervasive Games for Tourism

Autores
Nóbrega, R; Jacob, J; Coelho, A; Ribeiro, J; Weber, J; Ferreira, S;

Publicação
International Journal of Creative Interfaces and Computer Graphics

Abstract

2018

Graphical Simulation of Clinical Scenarios for Medical Training

Autores
Pinto, D; Costa, J; Nobrega, R; da Silva, H; Coelho, A;

Publicação
2018 1ST INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI 2018)

Abstract
This article presents a medical simulation solution. This solution allows a physician to train a clinical scenario by interacting with a graphical interface. The aim is to instigate the learning and internalization of clinical procedures. Currently these resources have been intensifying in the most diverse areas, being our focus, Medicine. Within this area, the focus is on medical simulation. There are numerous biomedical simulation centers, whose main objective is to create realistic simulations to aid health professionals. Thus, it is intended to optimize its performance, to meet the needs detected and to anticipate unexpected situations (critical or complex events). However, current simulation systems face some limitations, since they have enough difficulties in the development of new scenarios, since they are restricted to the level of modularity and the number of simulated situations. The training of these professionals is limited to simulation centers. The goal is to create a platform to simulate real scenarios and develop serious games that simulate various clinical situations, in order to facilitate access to this type of training and training.

2017

Adaptivity and safety in location-based games

Autores
Jacob, J; Nobrega, R; Coelho, A; Rodrigues, R;

Publicação
9th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2017, Athens, Greece, September 6-8, 2017

Abstract
Location-based games require, among other things, obtaining or computing information regarding the players' physical activity and real-world context. Additionally, ensuring that the players are assigned challenges that are adequate and safe for the current context (both physical and spatial) is also important, as it can improve both the gaming experience and the outcomes of the exercise. However, the impact adaptivity has in the specific case of location-based exergames still has not been researched in depth. In this paper, we present a location-based exergame capable of adapting its mechanics to the current context. © 2017 IEEE.