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In this paper, the mobile phone is presented as an alternative device to interact with animation systems and virtual environments, including video games. Basically, we show how the gyroscope of a mobile device can work as a sensor to control the pose and motion of a mobile device controlled object or character in a 3D virtual world. More specifically, we introduce a framework that enables the development...
Smartphones have become ubiquitous and a part of ourselves. Since we carry them everywhere, they are the perfect devices to record our memories: through photos, videos and through lifelogging. One specific form of lifelogging is geographic lifelogging, which consists in recording our own trajectories. Anyone with a GPS enabled device, can effortlessly record their own trajectories. Those recordings,...
The sense of presence and cybersickness are key-factors to have into account when referring to Virtual Environments (VE). To achieve high levels of presence and minimize cybersickness, it is important to ensure that the user's stimulation is coherent with the contents that are being delivered. In this paper, it is presented a pilot study addressing the usage of both objective and subjective metrics...
Biometric authentication technologies aim to increase the precision of security systems and have given proof of their effectiveness. Cognitive biometrics, in particular, has shown the potential of raising security levels, although lacking somewhat in terms of precision and adequate research. Therefore, this study analyses the viability of the usage of the Pointer Dynamics biometric technique as cognitive...
This paper proposes an interactive annotation technique for 360° videos that allows the use of traditional video editing techniques to add content to immersive videos. Using the case study of immersive journalism the main objective is to diminish the entry barrier for annotating 360° video pieces, by providing a different annotation paradigm and a set of tools for annotation. The spread of virtual...
In this text, we will present work on the design and development of a ROS-based (Robot Operating System1) remote 3D visualisation, control and simulation framework. This architecture has the purpose of extending the usability of a system devised in previous work by this research team during the CASIR (Coordinated Attention for Social Interaction with Robots) project. The proposed solution was implemented...
The CG research community has a renewed interest on rendering algorithms based on path space integration, mainly due to new approaches to discover, generate and exploit relevant light paths while keeping the numerical integrator unbiased or, at the very least, consistent. Simultaneously, the current trend towards massive parallelism and heterogeneous environments, based on a mix of conventional computing...
This paper presents a solution that allows the users of a certain place to hear the sound of a TV, even if they are in a noisy environment. This gives the users a more efficient way to hear the sound of televisions in places where the volume of noise is high. The solution, named "s_TV" comprises two modules: the transmitter and the receiver. The transmitter module is composed by equipment...
The use of mobile devices, such as smartphones and tablets, is widespread nowadays because they are portable, affordable, and offer a diversity of features. This type of equipment supports Augmented Reality (AR) applications, since they have all the necessary characteristics: good processing power, are equipped with cameras, sensors, such as accelerometers, magnetometers and gyroscopes, provide geo-location...
In the last two decades the use of technology in art projects has proliferated, as is the case of the interactive projections based on movement used in artistic performances and installations. However, the artists responsible for creating this work typically have to rely on computer experts to implement this type of interactive systems. The tool herein presented, MotionDesigner, intends to assist...
Equipment such as head-mounted displays are now available for the average consumer at affordable prices. This promotes the usage of this equipment for content consumption and demonstrations, thus it becomes important to establish the best practices for using this technology, namely guidelines in what concerns the recommended exposure time. Therefore, the purpose of this work is to study the impact...
This paper presents a study on the evolution of digital skills of a group of people with intellectual disabilities, when performing tasks such as painting, making puzzles, playing games, or word search. For the effect, we compare results in two assessment moments: in the first one, the group with intellectual disabilities had little or no experience as regards as performing universal tasks (selection,...
The morphological and metric methods used by anthropologists to assess ancestry can generate results with low repeatability besides damaging the specimens while handling. These problems have led to the development of a new approach based on skulls acquisition with a 3D scanner, using the resulting models to make measurements and morphological analyzes in the CraMs application (Craniometric Measurements)...
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