2011
Autores
Moura, JM; Barros, N; Branco, P; Marcos, AF;
Publicação
TEI 2011: PROCEEDINGS OF THE FIFTH INTERNATIONAL CONFERENCE ON TANGIBLE EMBEDDED AND EMBODIED INTERACTION
Abstract
NUVE is an artistic project that aims to explore the artistic possibilities offered by the digital dance performances in the interaction between the individual and his virtual double. In NUVE we conceptualized, developed and implemented a digital artifact, resulting in a fluid digital performance based on the theme of the analog body versus the digital virtual body.
2011
Autores
Mendes, D; Lopes, P; Ferreira, A;
Publicação
PROCEEDINGS OF THE 8TH INTERNATIONAL CONFERENCE ON ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY (ACE 2011)
Abstract
Presently, multi-touch interactive surfaces have widespread adoption as entertainment devices. Taking advantage of such devices, we present an interactive LEGO application, developed accordingly to an adaptation of building block metaphors and direct multi-touch manipulation. Our solution (LTouchIt) allows users to create 3D models on a tabletop surface. To prove the validity of our approach, we compared LTouchIt with two LEGO applications, conducting a user study with 20 participants. The results suggest that our touch-based application can compete with existing mouse-based applications. It provides users with a hands-on experience, which we believe to be more adequate for entertainment purposes.
2011
Autores
Mendes, D; Ferreira, A;
Publicação
HUMAN-COMPUTER INTERACTION - INTERACT 2011, PT IV
Abstract
Recently, considerable research has been carried out regarding three-dimensional object manipulation on multi-touch surfaces. However, most current solutions were developed having in mind scenarios with a camera perpendicular to a scene axis, and cannot be easily used to manipulate three-dimensional objects in unconstrained viewpoints. In this paper, we present and evaluate a set of object manipulation techniques. As a test bed for this study, we used an unconstrained virtual LEGO modeling tool, taking advantage of ongoing work and popularity of LEGO construction among people of all ages. From this evaluation we improved our understanding on how users prefer to manipulate 3D objects on multi-touch surfaces.
2011
Autores
Lopes, P; Mendes, D; Araújo, B; Jorge, JA;
Publicação
Sketch Based Interfaces and Modeling, Vancouver, BC, Canada, 5-7 August 2011. Proceedings
Abstract
Multitouch enabled surfaces can bring advantages to modelling scenarios, in particular if bimanual and pen input can be combined. In this work, we assess the suitability of multitouch interfaces to 3D sketching tasks. We developed a multitouch enabled version of ShapeShop, whereby bimanual gestures allow users to explore the canvas through camera operations while using a pen to sketch. This provides a comfortable setting familiar to most users. Our contribution focuses on comparing the combined approach (bimanual and pen) to the pen-only interface for similar tasks. We conducted the evaluation helped by ten sketching experts who exercised both techniques. Results show that our approach both simplifies workflow and lowers task times, when compared to the pen-only interface, which is what most current sketching applications provide. © 2011 ACM.
2011
Autores
Mendes, D; Ferreira, A;
Publicação
WSCG 2011: FULL PAPERS PROCEEDINGS
Abstract
Construction of LEGO models is a popular hobby, not only among children and young teenagers, but also for adults of all ages. Following the technological evolution and the integration of computers into the everyday life, several applications for virtual LEGO modelling have been created. However, these applications generally have interfaces based on windows, icons, menus and pointing devices, the so-called WIMP interfaces, thus being unnatural and hard-to-use for many users. Taking advantage of new trends in of interaction paradigms we developed an innovative solution for virtual LEGO modelling using a horizontal multi-touch surface. To achieve better results, we selected the most common virtual LEGO applications and performed a comparative study, identifying advantages and disadvantages of each one. In this paper we briefly present that study and describe the application developed upon it.
2011
Autores
Vilaca, JL; Moreira, AHJ; L Rodrigues, P; Rodrigues, N; Fonseca, JC; Pinho, ACM; Correia Pinto, J;
Publicação
MEDICAL IMAGING 2011: VISUALIZATION, IMAGE-GUIDED PROCEDURES, AND MODELING
Abstract
Pectus excavatum is the most common congenital deformity of the anterior chest wall, in which several ribs and the sternum grow abnormally. Nowadays, the surgical correction is carried out in children and adults through Nuss technic. This technic has been shown to be safe with major drivers as cosmesis and the prevention of psychological problems and social stress. Nowadays, no application is known to predict the cosmetic outcome of the pectus excavatum surgical correction. Such tool could be used to help the surgeon and the patient in the moment of deciding the need for surgery correction. This work is a first step to predict postsurgical outcome in pectus excavatum surgery correction. Facing this goal, it was firstly determined a point cloud of the skin surface along the thoracic wall using Computed Tomography (before surgical correction) and the Polhemus FastSCAN (after the surgical correction). Then, a surface mesh was reconstructed from the two point clouds using a Radial Basis Function algorithm for further affine registration between the meshes. After registration, one studied the surgical correction influence area (SCIA) of the thoracic wall. This SCIA was used to train, test and validate artificial neural networks in order to predict the surgical outcome of pectus excavatum correction and to determine the degree of convergence of SCIA in different patients. Often, ANN did not converge to a satisfactory solution (each patient had its own deformity characteristics), thus invalidating the creation of a mathematical model capable of estimating, with satisfactory results, the postsurgical outcome.
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