Publications

2019

  • [DOI] D. Pinto, J. Costa, R. Nóbrega, H. {Da Silva}, and A. Coelho, “Graphical Simulation of Clinical Scenarios for Medical Training,” Proceedings – icgi 2018: international conference on graphics and interaction, 2019.
    [Bibtex]
    @article{Pinto2019,
    author = {Pinto, Diana and Costa, Jo{\~{a}}o and N{\'{o}}brega, Rui and {Da Silva}, Hugo and Coelho, Ant{\'{o}}nio},
    doi = {10.1109/ITCGI.2018.8602866},
    isbn = {9781538620809},
    journal = {Proceedings - ICGI 2018: International Conference on Graphics and Interaction},
    keywords = {Computer Graphics,Medical Simulation,Serious Games},
    title = {{Graphical Simulation of Clinical Scenarios for Medical Training}},
    year = {2019}
    }

2018

  • T. Matos, R. Nóbrega, R. Rodrigues, and M. Pinheiro, “Dynamic annotations on an interactive web-based 360° video player,” in Proceedings of the 23rd international acm conference on 3d web technology, 2018, p. 22.
    [Bibtex]
    @inproceedings{matos2018dynamic,
    author = {Matos, Teresa and N{\'{o}}brega, Rui and Rodrigues, Rui and Pinheiro, Marisa},
    booktitle = {Proceedings of the 23rd International ACM Conference on 3D Web Technology},
    organization = {ACM},
    pages = {22},
    title = {{Dynamic annotations on an interactive web-based 360° video player}},
    year = {2018}
    }
  • [DOI] R. Nóbrega, J. Jacob, A. Coelho, J. Ribeiro, J. Weber, and S. Ferreira, “Leveraging Pervasive Games for Tourism,” International journal of creative interfaces and computer graphics, vol. 9, iss. 1, p. 1–14, 2018.
    [Bibtex]
    @article{Nobrega2018,
    abstract = {Creating an augmented reality (AR) urban tourism application presents several interactivity challenges on how to convey an engaging multimedia experience on-site. This article describes a methodology for fast prototyping of multimedia mobile applications dedicated to urban tourism storytelling with special focus on AR techniques. Following the lessons learned in previous applications the systematic creation of location-based augmented reality (LBAR) applications is explored in this article. The goal is to create serious games for tourism that follow a main narrative but where the story can automatically adapt itself to the current location of the player, assimilate possible detours and allow posterior out-of-location playback. Adaptable stories can use dynamic information from map sources such as points of interest (POI), elevation or virtual buildings. The article discusses and presents solutions for media acquisition, interactive storytelling, game-design interface and multi-disciplinary coordination for mobile app development.},
    author = {N{\'{o}}brega, Rui and Jacob, Jo{\~{a}}o and Coelho, Ant{\'{o}}nio and Ribeiro, Jo{\~{a}}o and Weber, Jessika and Ferreira, Soraia},
    doi = {10.4018/ijcicg.2018010101},
    issn = {1947-3117},
    journal = {International Journal of Creative Interfaces and Computer Graphics},
    keywords = {augmented reality,location-based games,mobile applications,tourism applications},
    number = {1},
    pages = {1--14},
    title = {{Leveraging Pervasive Games for Tourism}},
    volume = {9},
    year = {2018}
    }

2017

  • L. Santos, D. Pereira, P. Beça, R. Nóbrega, and A. Coelho, “Aplicação móvel para divulgação do património natural no turismo,” in Invtur 2017, 2017.
    [Bibtex]
    @inproceedings{Santos2017,
    author = {Santos, Liliana and Pereira, Daniel and Be{\c{c}}a, P. and N{\'{o}}brega, Rui and Coelho, Ant{\'{o}}nio},
    booktitle = {INVTUR 2017},
    title = {{Aplica{\c{c}}{\~{a}}o m{\'{o}}vel para divulga{\c{c}}{\~{a}}o do patrim{\'{o}}nio natural no turismo}},
    year = {2017}
    }
  • [DOI] J. Jacob, R. Nóbrega, A. Coelho, and R. Rodrigues, “Adaptivity and Safety in Location-Based Games,” in 2017 9th international conference on virtual worlds and games for serious applications (vs-games), 2017, p. 173–174.
    [Bibtex]
    @inproceedings{Authenticus:P-00N-3R5,
    author = {Jacob, Jo{\~{a}}o and N{\'{o}}brega, Rui and Coelho, Ant{\'{o}}nio and Rodrigues, Rui},
    booktitle = {2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)},
    doi = {10.1109/VS-GAMES.2017.8056592},
    pages = {173--174},
    publisher = {Ieee},
    title = {{Adaptivity and Safety in Location-Based Games}},
    type = {Proceedings Paper},
    year = {2017}
    }
  • A. G. Ramos, J. Jacob, J. F. Justo, J. F. Oliveira, R. Rodrigues, and M. A. Gomes, “Cargo dynamic stability in the container loading problem-a physics simulation tool approach,” International journal of simulation and process modelling, vol. 12, iss. 1, p. 29–41, 2017.
    [Bibtex]
    @article{ramos2017cargo,
    author = {Ramos, Ant{\'{o}}nio Galr{\~{a}}o and Jacob, Jo{\~{a}}o and Justo, Jorge Fonseca and Oliveira, Jos{\'{e}} Fernando and Rodrigues, Rui and Gomes, A Miguel},
    journal = {International Journal of Simulation and Process Modelling},
    number = {1},
    pages = {29--41},
    publisher = {Inderscience Publishers (IEL)},
    title = {{Cargo dynamic stability in the container loading problem-a physics simulation tool approach}},
    volume = {12},
    year = {2017}
    }
  • [DOI] R. Nóbrega and N. Correia, “Interactive 3D content insertion in images for multimedia applications,” Multimedia tools and applications, vol. 76, iss. 1, p. 163–197, 2017.
    [Bibtex]
    @article{Nóbrega2017,
    abstract = {This article addresses the problem of creating interactive mixed reality applications where virtual objects interact in images of real world scenarios. This is relevant to create games and architectural or space planning applications that interact with visual elements in the images such as walls, floors and empty spaces. These scenarios are intended to be captured by the users with regular cameras or using previously taken photographs. Introducing virtual objects in photographs presents several challenges, such as pose estimation and the creation of a visually correct interaction between virtual objects and the boundaries of the scene. The two main research questions addressed in this article include, the study of the feasibility of creating interactive augmented reality (AR) applications where virtual objects interact in a real world scenario using the image detected high-level features and, also, verifying if untrained users are capable and motivated enough to perform AR initialization steps. The proposed system detects the scene automatically from an image with additional features obtained using basic annotations from the user. This operation is significantly simple to accommodate the needs of non-expert users. The system analyzes one or more photos captured by the user and detects high-level features such as vanishing points, floor and scene orientation. Using these features it will be possible to create mixed and augmented reality applications where the user interactively introduces virtual objects that blend with the picture in real time and respond to the physical environment. To validate the solution several system tests are described and compared using available external image datasets.},
    author = {N{\'{o}}brega, Rui and Correia, Nuno},
    doi = {10.1007/s11042-015-3031-5},
    issn = {1573-7721},
    journal = {Multimedia Tools and Applications},
    number = {1},
    pages = {163--197},
    title = {{Interactive 3D content insertion in images for multimedia applications}},
    url = {http://dx.doi.org/10.1007/s11042-015-3031-5},
    volume = {76},
    year = {2017}
    }

2016

  • [DOI] C. Carvalheiro, R. Nóbrega, H. da Silva, and R. Rodrigues, “User Redirection and Direct Haptics in Virtual Environments,” in Proceedings of the 2016 acm on multimedia conference – mm ’16, 2016, p. 1146–1155.
    [Bibtex]
    @inproceedings{Carvalheiro2016,
    abstract = {? 2016 ACM.This paper proposes a haptic interaction system for Virtual Reality (VR) based on a combination of tracking devices for hands and objects and a real-to-virtual mapping system for user redirection. In our solution the user receives haptic stimuli by manipulating real objects mapped to virtual objects. This solution departs from systems that rely on haptic devices (e.g., haptic gloves) as interfaces for the user to interact with objects in the Virtual Environment (VE). As such, the proposed solution makes use of direct haptics (touching) and redirection techniques to guide the user through the virtual environment. Using the mapping framework, when the user touches a virtual object in the VE, he will simultaneously be physically touching the equivalent real object. A relevant feature of the framework is the possibility to de-fine a warped mapping between the real and virtual worlds, such that the relation between the user and the virtual space can be different from the one between the user and the real space. This is particularly useful when the application requires the emulation of large virtual spaces but the physical space available is more confined. To achieve this, both the user's hands and the objects are tracked. In the presented prototype we use a head-mounted depth sensor (i.e., Leap Motion) and a depth-sensing camera (i.e., Kinect). To assess the feasibility of this solution, a functional prototype and a room setup with core functionality were implemented. The test sessions with users evaluated the mapping accuracy, the user execution time and the awareness of the user regarding the warped space when performing tasks with redirection. The results gathered indicate that the solution can be used to provide direct haptic feedback in VR applications and for warping space perception within certain limits.},
    author = {Carvalheiro, Cristiano and N{\'{o}}brega, R. and da Silva, Hugo and Rodrigues, Rui},
    booktitle = {Proceedings of the 2016 ACM on Multimedia Conference - MM '16},
    doi = {10.1145/2964284.2964293},
    isbn = {9781450336031},
    keywords = {Haptic interaction,Virtual reali,[Direct haptics,direct haptics,haptic interaction,virtual reality},
    pages = {1146--1155},
    title = {{User Redirection and Direct Haptics in Virtual Environments}},
    url = {http://dl.acm.org/citation.cfm?doid=2964284.2964293},
    year = {2016}
    }
  • [DOI] J. Meira, J. Marques, J. Jacob, R. Nóbrega, R. Rodrigues, A. Coelho, and A. A. de Sousa, “Video annotation for immersive journalism using masking techniques,” in 2016 23rd portuguese meeting on computer graphics and interaction (epcgi), 2016, p. 1–7.
    [Bibtex]
    @inproceedings{Meira2016,
    abstract = {{\textcopyright} 2016 IEEE.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 reality systems and immersive content has been growing substantially due to technological progress and cost reductions in equipment and software. From all the technologies employed in virtual reality systems, 360° video is one that currently presents unique conditions to be widely used by various industries - especially for communication purposes. From the various areas that can benefit from the usage of virtual reality systems, the communication field is one that requires innovation in the way that narratives are built, especially in virtual reality systems. In the case of immersive journalism, 360° video technology is currently one of the most used mediums by several media outlets. This kind of news content, whose innovative role should be highlighted, is still being studied in the field of journalism, needing a clearly defined set of rules and good practises. In order to improve the introduction of virtual elements in the 360° videos this paper proposes a set of annotation paradigms for 1) Media information display and 2) Narrative and attention focusing. In this paper we present a list of possible techniques that solve the problem of immersive annotation, as well as a description of a prototype that was developed to test these concepts. The prototype implements an annotation technique based on masked videos and the extension of standard subtitle file formats. Finally a fast-track user study was developed to evaluate the acceptance of the visualisation techniques and to refine the set of tools.},
    author = {Meira, Jo{\~{a}}o and Marques, Jo{\~{a}}o and Jacob, Jo{\~{a}}o and N{\'{o}}brega, Rui and Rodrigues, Rui and Coelho, Ant{\'{o}}nio and de Sousa, A. Augusto},
    booktitle = {2016 23rd Portuguese Meeting on Computer Graphics and Interaction (EPCGI)},
    doi = {10.1109/EPCGI.2016.7851189},
    isbn = {978-1-5090-5387-2},
    keywords = {360,360° Video,Annotation,Computer Graphics,Immersive Journalism,Interaction,Virtual Reality,Visualization,and the immer-,annotation,computer graphics,fov,his field of view,immersive journalism,interaction,s attention focus,take into consideration the,these narrative paradigms should,user,video,virtual reality,visualization},
    month = {nov},
    pages = {1--7},
    publisher = {IEEE},
    title = {{Video annotation for immersive journalism using masking techniques}},
    url = {http://ieeexplore.ieee.org/document/7851189/},
    year = {2016}
    }
  • [DOI] P. Rocha, A. M. Gomes, R. Rodrigues, F. M. B. Toledo, and M. Andretta, Constraint aggregation in non-linear programming models for nesting problems, , 2016, vol. 682.
    [Bibtex]
    @book{Rocha2016,
    author = {Rocha, P. and Gomes, A.M. and Rodrigues, R. and Toledo, F.M.B. and Andretta, M.},
    booktitle = {Lecture Notes in Economics and Mathematical Systems},
    doi = {10.1007/978-3-319-20430-7_22},
    issn = {00758442},
    title = {{Constraint aggregation in non-linear programming models for nesting problems}},
    volume = {682},
    year = {2016}
    }
  • J. V. Raposo, M. Bessa, M. Melo, L. Barbosa, R. Rodrigues, C. M. Teixeira, L. Cabral, and A. A. Sousa, “Adaptation and Validation of the Igroup Presence Questionnaire (Ipq) in a Portuguese Sample,” Presence-teleoperators and virtual environments, 2016.
    [Bibtex]
    @article{Authenticus:P-00M-E2N,
    abstract = {The present study aims (a) to translate and adapt the Igroup Presence Questionnaire (IPQ) to the Portuguese context (semantic equivalence/ conceptual and content validity) and (b) to examine its psychometric properties (reliability and factorial validity). The sample consisted of 478 subjects (285 males and 193 females). The fidelity of the factors varied between 0.53 and 0.83. The confirmatory factor analysis results produced a 14-item version of IPQ-PT, accepting covariance between residual errors of some items of the instrument, as the best structural representation of the data analyzed. The CFA was conducted based on a three-variable model. The fit indexes obtained were X-2/df = 2.647, GFI = .948, CFI = .941, RSMEA = .059, and AIC = 254. These values demonstrate that the proposed Portuguese translation of the IPQ maintains its original validity, demonstrating it to be a robust questionnaire to measure the sense of presence in virtual reality studies. It is therefore recommended for use in presence research when using Portuguese samples.},
    author = {Raposo, Jacinto Vasconcelos and Bessa, Maximino and Melo, Miguel and Barbosa, Luis and Rodrigues, Rui and Teixeira, Carla Maria and Cabral, Luciana and Sousa, Antonio Augusto},
    journal = {Presence-Teleoperators And Virtual Environments},
    publisher = {Mit Press},
    title = {{Adaptation and Validation of the Igroup Presence Questionnaire (Ipq) in a Portuguese Sample}},
    year = {2016}
    }
  • R. Baptista, A. Coelho, and C. V. de Carvalho, “Relation Between Game Genres and Competences for In-Game Certification,” in Serious games, interaction, and simulation, sgames 2015, 2016.
    [Bibtex]
    @inproceedings{Authenticus:P-00K-A5N,
    abstract = {Digital Games can be effective as learning tools, in applications that can be designated as Serious Games (SG), Games for Learning (GL) or Games-based learning (GBL). SG provide challenges in accordance with the intended learning objectives and can adapt and/or repeat (by allowing error recovering) them according to the learner's level. In training, this aspect is decisive in the acquisition of knowledge, experience and professional skills. The effectiveness of games-based training is directly related to the success on how the challenges promote the acquisition of skills, for which there is no optimal design methodology. This paper presents how a study that identifies the most appropriate game genres to develop specific skills and competences can be used to provide initial solutions to serious games design methodologies. The Triadic Certification model combines the competences defined for each training plan with the challenges designed for the serious games on a matrix that matches the needs and levels.},
    author = {Baptista, Ricardo and Coelho, Antonio and de Carvalho, Carlos Vaz},
    booktitle = {Serious Games, Interaction, And Simulation, Sgames 2015},
    editor = {Decarvalho, Cv and Escudeiro, P and Coelho, A},
    publisher = {Springer},
    series = {Lecture Notes of the Institute for Computer Sciences Social Informatics and Telecommunications Engineering},
    title = {{Relation Between Game Genres and Competences for In-Game Certification}},
    year = {2016}
    }
  • D. N. R. B. P. C. A. {Santos Liliana; Pereira, “Jogos sérios digitais para a promoção do património natural – o caso de um jogo de exploração de um parque na busca dos seus animais [poster + demo] \BEST DEMO\,” in Videojogos 2016, 2016, p. 2991.
    [Bibtex]
    @inproceedings{SantosLiliana;PereiraDaniel;NobregaRui;BecaPedro;Coelho2016,
    author = {{Santos, Liliana; Pereira, Daniel; N{\'{o}}brega, Rui; Be{\c{c}}a, Pedro; Coelho}, Ant{\'{o}}nio},
    booktitle = {VideoJogos 2016},
    isbn = {9789542108641},
    number = {2015},
    pages = {2991},
    title = {{Jogos s{\'{e}}rios digitais para a promo{\c{c}}{\~{a}}o do patrim{\'{o}}nio natural – o caso de um jogo de explora{\c{c}}{\~{a}}o de um parque na busca dos seus animais [poster + demo] {\{}BEST DEMO{\}}}},
    url = {http://vj2016.di.ubi.pt/},
    volume = {33},
    year = {2016}
    }
  • [DOI] P. A. Nogueira, V. Torres, R. Rodrigues, E. Oliveira, and L. E. Nacke, “Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game,” Journal on multimodal user interfaces, vol. 10, iss. 1, 2016.
    [Bibtex]
    @article{Nogueira2016,
    abstract = {? 2015, OpenInterface Association.To understand the impact of emotionally driven games on player experience, we developed a procedural horror game (Vanish) capable of run-time level, asset, and event generation. Vanish was augmented to interpret players? physiological data as a simplified emotional state, mapping it to a set of adaptation rules that modify the player experience. To explore the effects of adaptation mechanisms on player experience, we conducted a mixed-methods study on three different versions of the game, two of which integrated varying biofeedback mechanisms. Players? affective experiences were objectively measured by analysing physiological data. Additionally, subjective experience was recorded through the use of the Game Experience Questionnaire. Our study confirmed that biofeedback functionality had a statistically significant effect on the ratings of player experience dimensions: immersion, tension, positive affect, and negative affect. Furthermore, participants reported noticeable differences in player experience, favouring the added depth present in the biofeedback-enabled iterations of the game. In the future, these conclusions will help to develop more immersive and engaging player experiences.},
    author = {Nogueira, P.A. and Torres, V. and Rodrigues, R. and Oliveira, E. and Nacke, L.E.},
    doi = {10.1007/s12193-015-0208-1},
    issn = {17838738 17837677},
    journal = {Journal on Multimodal User Interfaces},
    keywords = {[Adaptive horror games, Affective computing, Affec},
    number = {1},
    title = {{Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game}},
    volume = {10},
    year = {2016}
    }
  • [DOI] R. Nóbrega, J. Jacob, R. Rodrigues, A. Coelho, and A. D. A. Sousa, “Augmenting Physical Maps : an AR Platform for Geographical Information Visualization,” in Eg 2016 – posters, 2016, p. 1017–4656.
    [Bibtex]
    @inproceedings{Nobrega2016,
    author = {N{\'{o}}brega, R. and Jacob, J. and Rodrigues, Rui and Coelho, A. and Sousa, A. Augusto De},
    booktitle = {EG 2016 - Posters},
    doi = {10.2312/egp.20161052},
    editor = {Magalhaes, Luis Gonzaga and Mantiuk, Rafal},
    pages = {1017--4656},
    publisher = {The Eurographics Association},
    title = {{Augmenting Physical Maps : an AR Platform for Geographical Information Visualization}},
    year = {2016}
    }

2015

  • C. Campos, J. M. Leitao, J. P. Pereira, A. Ribas, and A. F. Coelho, “Procedural Generation of Topologic Road Networks for Driving Simulation,” in 2015 10th iberian conference on information systems and technologies (cisti), 2015.
    [Bibtex]
    @inproceedings{Authenticus:P-00G-PWM,
    abstract = {Virtual environments for driving simulation aimed to scientific purposes require three-dimensional models of realistic road networks. The generation of these networks according to the requirements, if done manually by road design specialists, results in a time consuming task. Procedural generation of road networks comes as a solution to this problem with the creation of complete road networks definition adequate to simulation. This paper proposes a method to automatically generate an optimized definition of very large roads network, in an integrated process, from the selection of nodes in a terrain area, to the network topological definition. The human supervisor can interact with this generation process at any stage, in order to obtain custom road networks definitions. The proposed method reduces the use of specialists for preparing large road networks definitions. These definitions are suitable to integrate into a broader process to create road environments, with different road types, appropriate to conducting scientific experiments in driving simulation.},
    author = {Campos, Carlos and Leitao, Joao Miguel and Pereira, Joao Paulo and Ribas, Antonio and Coelho, Antonio Fernando},
    booktitle = {2015 10Th Iberian Conference On Information Systems And Technologies (Cisti)},
    editor = {Rocha, A and Dias, Gp and Martins, A and Reis, Lp and Cota, Mp},
    publisher = {Ieee},
    series = {Iberian Conference on Information Systems and Technologies},
    title = {{Procedural Generation of Topologic Road Networks for Driving Simulation}},
    year = {2015}
    }
  • [DOI] P. Rocha, R. Rodrigues, A. {Miguel Gomes}, and C. Alves, GPU-based computing for nesting problems: The importance of sequences in static selection approaches, , 2015, vol. 15.
    [Bibtex]
    @book{Rocha2015,
    abstract = {? Springer International Publishing Switzerland 2015. All rights reserved.In this paper, we address the irregular strip packing problem (or nesting problem) where irregular shapes have to be placed on strips representing a piece of material whose width is constant and length is virtually unlimited. We explore a constructive heuristic that relies on the use of graphical processing units to accelerate the computation of different geometrical operations. The heuristic relies on static selection processes, which assume that a sequence of pieces to be placed is defined a priori. Here, the emphasis is put on the analysis of the impact of these sequences on the global performance of the solution algorithm. Computational results on benchmark datasets are provided to support this analysis, and guide the selection of the most promising methods to generate these sequences.},
    author = {Rocha, P. and Rodrigues, Rui and {Miguel Gomes}, A. and Alves, C.},
    booktitle = {Operations Research and Big Data: IO2015-XVII Congress of Portuguese Association of Operational Research (APDIO)},
    doi = {10.1007/978-3-319-24154-8_23},
    isbn = {9783319241548 | 9783319241524},
    title = {{GPU-based computing for nesting problems: The importance of sequences in static selection approaches}},
    volume = {15},
    year = {2015}
    }
  • B. Guedes, R. Nóbrega, F. Pinho, and A. Coelho, “Graphic Interactive Mobile Land Demarcation,” in Epcgi 2015 – posters, 2015.
    [Bibtex]
    @inproceedings{Guedes2015,
    author = {Guedes, Bruno and N{\'{o}}brega, Rui and Pinho, F. and Coelho, Ant{\'{o}}nio},
    booktitle = {EPCGI 2015 - Posters},
    keywords = {gis,gps,land demarcation,mobile interfaces},
    title = {{Graphic Interactive Mobile Land Demarcation}},
    year = {2015}
    }
  • [DOI] C. M. de Brito, J. T. {Pinheiro Neto Jacob}, R. Nóbrega, and A. M. {Nogueira Santos}, “Balance Assessment in Fall-Prevention Exergames,” in Proceedings of the 17th international acm sigaccess conference on computers &\#38; accessibility, 2015, p. 439–440.
    [Bibtex]
    @inproceedings{DeBrito2015,
    abstract = {To assess the success of fall-prevention oriented exergames two digital games were developed taking advantage of the Wii Balance Board (WBB) capabilities. The objective was to evaluate exergames' potential to address elderly adults' poor motivation to exercise practice regularly despite its benefits related to fall-prevention. The system uses the WBB to keep track of the player's center of pressure and computes important balance assessment measures related to it to eventually provide a mean to monitor their patients. The presented demo will feature the two exergames.},
    author = {de Brito, Carlos Miguel and {Pinheiro Neto Jacob}, Jo{\~{a}}o Tiago and N{\'{o}}brega, Rui and {Nogueira Santos}, Ant{\'{o}}nio Manuel},
    booktitle = {Proceedings of the 17th International ACM SIGACCESS Conference on Computers {\&}{\#}38; Accessibility},
    doi = {10.1145/2700648.2811342},
    isbn = {978-1-4503-3400-6},
    keywords = {exergames,fall-prevention,human-computer interaction,natural user interfaces},
    pages = {439--440},
    title = {{Balance Assessment in Fall-Prevention Exergames}},
    url = {http://doi.acm.org/10.1145/2700648.2811342},
    year = {2015}
    }
  • P. B. Silva, E. Eisemann, R. Bidarra, and A. Coelho, “Procedural Content Graphs for Urban Modeling,” International journal of computer games technology, 2015.
    [Bibtex]
    @article{Authenticus:P-00G-CTE,
    abstract = {Massive procedural content creation, for example, for virtual urban environments, is a difficult, yet important challenge. While shape grammars are a popular example of effectiveness in architectural modeling, they have clear limitations regarding readability, manageability, and expressive power when addressing a variety of complex structural designs. Moreover, shape grammars aim at geometry specification and do not facilitate integration with other types of content, such as textures or light sources, which could rather accompany the generation process. We present procedural content graphs, a graph-based solution for procedural generation that addresses all these issues in a visual, flexible, and more expressive manner. Besides integrating handling of diverse types of content, this approach introduces collective entity manipulation as lists, seamlessly providing features such as advanced filtering, grouping, merging, ordering, and aggregation, essentially unavailable in shape grammars. Hereby, separated entities can be easily merged or just analyzed together in order to perform a variety of context-based decisions and operations. The advantages of this approach are illustrated via examples of tasks that are either very cumbersome or simply impossible to express with previous grammar approaches.},
    author = {Silva, Pedro Brandao and Eisemann, Elmar and Bidarra, Rafael and Coelho, Antonio},
    journal = {International Journal of Computer Games Technology},
    publisher = {Hindawi Publishing Corp},
    title = {{Procedural Content Graphs for Urban Modeling}},
    year = {2015}
    }
  • [DOI] J. S. V. Goncalves, J. J. Jacob, R. J. F. Rossetti, A. A. Coelho, R. Rodrigues, J. S. V. Gonçalves, J. J. Jacob, R. J. F. Rossetti, A. A. Coelho, R. Rodrigues, J. S. V. Goncalves, J. J. Jacob, R. J. F. Rossetti, A. A. Coelho, and R. Rodrigues, “An Integrated Framework for Mobile-Based Adas Simulation,” in Modeling mobility with open data, 2015, p. 171–186.
    [Bibtex]
    @inproceedings{Authenticus:P-00G-62M,
    abstract = {The increasing number of vehicles and mobile users has led to a huge increase in the development of Advanced Driver Assistance Systems (ADAS). In this paper we propose a multi-agent-based driving simulator which integrates a testbed that allows ADAS developers to compress testing time and carry out tests in a controlled environment while using a low-cost setup. We use the SUMO microscopic simulator and a serious-game-based driving simulator which has geodata provided from standard open sources. This simulator connects to an Android device and sends data such as the current GPS coordinates and transportation network data. One important feature of this application is that it allows ADAS validation without the need of field testing. Also important is the suitability of our architecture to serve as an appropriate means to conduct behaviour elicitation through peer-designed agents, as well as to collect performance measures related to drivers' interaction with ADAS solutions.},
    author = {Goncalves, Joao S V and Jacob, Joao Jo{\~{a}}o and Rossetti, Rosaldo J F and Coelho, Antonio Ant{\'{o}}nio and Rodrigues, Rui and Gon{\c{c}}alves, Jo{\~{a}}o S V and Jacob, Joao Jo{\~{a}}o and Rossetti, Rosaldo J F and Coelho, Antonio Ant{\'{o}}nio and Rodrigues, Rui and Goncalves, Joao S V and Jacob, Joao Jo{\~{a}}o and Rossetti, Rosaldo J F and Coelho, Antonio Ant{\'{o}}nio and Rodrigues, Rui},
    booktitle = {Modeling Mobility with Open Data},
    doi = {10.1007/978-3-319-15024-6_10},
    editor = {Behrisch, M and Weber, M},
    isbn = {9783319150239},
    issn = {01708643},
    keywords = {Mobile ADAS,S,Serious games,[Driving simulators},
    pages = {171--186},
    publisher = {Springer-Verlag Berlin},
    series = {Lecture Notes in Mobility},
    title = {{An Integrated Framework for Mobile-Based Adas Simulation}},
    url = {https://scholar.google.pt/citations?view{\_}op=view{\_}citation{\&}hl=en{\&}user=WQ-cuwoAAAAJ{\&}citation{\_}for{\_}view=WQ-cuwoAAAAJ:QIV2ME{\_}5wuYC},
    volume = {13},
    year = {2015}
    }
  • [DOI] P. A. Nogueira, R. Rodrigues, E. Oliveira, and L. E. Nacke, “Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents,” Web intelligence, vol. 13, iss. 3, 2015.
    [Bibtex]
    @article{Nogueira2015,
    abstract = {? 2015 - IOS Press and the authors. All rights reserved.With the rising research in emotionally believable agents, several advances in agent technology have been made, ranging from interactive virtual agents to emotional mechanism simulations and emotional agent architectures. However, creating an emotionally believable agent capable of emotional thought is still largely out of reach. It has been proposed that being able to accurately model human emotion would allow agents to mimic human behaviour while these models are studied to create more accurate theoretical models. In light of these challenges, we present a general method for human emotional state modelling in interactive environments. The proposed method employs a three-layered classification process to model the arousal and valence (i.e., hedonic) emotional components, based on four selected psychophysiological metrics. Additionally, we also developed a simplified version of our system for use in real-time systems and low-fidelity applications. The modelled emotional states by both approaches compared favourably with a manual approach following the current best practices reported in the literature while also improving on its predictive ability. The obtained results indicate we are able to accurately predict human emotional states, both in offline and online scenarios with varying levels of granularity; thus, providing a transversal method for modelling and reproducing human emotional profiles.},
    author = {Nogueira, P.A. and Rodrigues, Rui and Oliveira, E. and Nacke, L.E.},
    doi = {10.3233/WEB-150321},
    issn = {24056464 24056456},
    journal = {Web Intelligence},
    keywords = {[emotional modelling,emotional state recognition},
    number = {3},
    title = {{Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents}},
    volume = {13},
    year = {2015}
    }
  • S. Khoshrou, J. S. Cardoso, and L. F. Teixeira, “Learning from evolving video streams in a multi-camera scenario,” Machine learning, vol. 100, iss. 2-3, p. 609–633, 2015.
    [Bibtex]
    @article{Khoshrou2015b,
    author = {Khoshrou, Samaneh and Cardoso, Jaime S and Teixeira, Luis F},
    journal = {Machine Learning},
    number = {2-3},
    pages = {609--633},
    publisher = {September},
    title = {{Learning from evolving video streams in a multi-camera scenario}},
    volume = {100},
    year = {2015}
    }
  • C. Campos, J. M. Leitao, and A. F. Coelho, “Integrated Modeling of Road Environments for Driving Simulation,” in Grapp 2015 – 10th international conference on computer graphics theory and applications; visigrapp, proceedings, 2015, p. 70–80.
    [Bibtex]
    @inproceedings{Authenticus:P-00G-F48,
    abstract = {Virtual environments for driving simulations aimed to scientific purposes require three-dimensional road models that must obey to detailed standards of specification and realism. The creation of road models with this level of quality requires previous definition of the road networks and the road paths. Each road path is usually obtained through the dedicated work of roadway design specialists, resulting in a long time consuming process. The driving simulation for scientific purposes also requires a semantic description of all elements within the environment in order to provide the parameterization of actors during the simulation and the production of simulation reports. This paper presents a methodology to automatically generate road environments suitable to the implementation of driving simulation experiences. This methodology integrates every required step for modelling road environments, from the determination of interchanges nodes to the generation of the geometric and the semantic models. The human supervisor can interact with the model generation process at any stage, in order to meet every specific requirement of the experimental work. The proposed methodology reduces workload involved in the initial specification of the road network and significantly reduces the use of specialists for preparing the road paths of all roadways. The generated semantic description allows procedural placing of actors in the simulated environment. The models are suitable for conducting scientific work in a driving simulator. Copyright},
    author = {Campos, C and Leitao, J M and Coelho, A F},
    booktitle = {Grapp 2015 - 10Th International Conference on Computer Graphics Theory and Applications; Visigrapp, Proceedings},
    editor = {J., Richard P.pettre J.braz},
    pages = {70--80},
    publisher = {Scitepress},
    title = {{Integrated Modeling of Road Environments for Driving Simulation}},
    type = {Proceedings Paper},
    year = {2015}
    }
  • J. F. Teixeira, L. F. Teixeira, J. Fonseca, and T. Jacinto, “Automatic Analysis of Lung Function Based on Smartphone Recordings,” in International joint conference on biomedical engineering systems and technologies, 2015, p. 390–402.
    [Bibtex]
    @inproceedings{Teixeira2015,
    author = {Teixeira, Jo{\~{a}}o F and Teixeira, Lu$\backslash$'$\backslash$is F and Fonseca, Jo{\~{a}}o and Jacinto, Tiago},
    booktitle = {International Joint Conference on Biomedical Engineering Systems and Technologies},
    pages = {390--402},
    title = {{Automatic Analysis of Lung Function Based on Smartphone Recordings}},
    year = {2015}
    }
  • R. Baptista, A. Coelho, and C. V. de Carvalho, “Relationship Between Game Categories and Skills Development: Contributions for Serious Game Design,” in Proceedings of the 9th european conference on games based learning (ecgbl 2015), 2015.
    [Bibtex]
    @inproceedings{Authenticus:P-00K-45Z,
    abstract = {Recently, Serious Games (SG) achieved a recognized position as a learning tool in several contexts. SG provide constructive learning environments in which errors can be made without real life penalties and where students get instant feedback from their actions when facing challenges. These challenges should be in accordance with the intended learning goals and they should adapt and/or be repeated according to the learner's level. This aspect is decisive in the acquisition of knowledge, experience and professional skills through the simulation of different situations and contexts. The effectiveness of competences' training is directly related to the success in their acquisition but, above all, it is related to the ability to apply them to successfully perform a given task. However, an optimal game design methodology for competence training is yet to be created. This article presents a study that identifies the most appropriate game categories to develop specific skills and competences. It considers a taxonomy with eight game categories (Action, Strategy, Playing, Sports, Management Simulation, Adventure, Puzzle and Quiz) that were matched with the Education Competences and Educational Competency Wheel. Analysing 116 serious games allowed identifying which categories were more efficient in the training of a specific competence and therefore should be reused in the same scope.},
    author = {Baptista, Ricardo and Coelho, Antonio and de Carvalho, Carlos Vaz},
    booktitle = {Proceedings Of The 9Th European Conference On Games Based Learning (Ecgbl 2015)},
    editor = {Munkvold, R and Kolas, L},
    publisher = {Acad Conferences Ltd},
    series = {Proceedings of the European Conference on Games-Based Learning},
    title = {{Relationship Between Game Categories and Skills Development: Contributions for Serious Game Design}},
    year = {2015}
    }
  • [DOI] L. Morgado, R. Rodrigues, A. Coelho, O. Magano, T. Cal?ada, P. T. Cunha, C. Echave, O. Kordas, S. Sama, J. Oliver, J. Ang, F. Deravi, R. Bento, and L. Ramos, “Cities in Citizens’ Hands,” in Procedia computer science, 2015.
    [Bibtex]
    @inproceedings{Morgado2015,
    abstract = {? 2015 The Authors.We propose a new paradigm for public participation in urban planning, a field which presents significant challenges for public understanding and participation. Our approach is based on leveraging the rich diversity of meaning associated with cultural gestures, traditions, folklore, and rituals, and using them in augmented reality systems, in order for citizens' to explore, understand, and communicate the complex, systemic ideas and concepts associated with urban planning. At an immediate level, this approach holds the potential for enabling increased public awareness of what is at stake in urban planning - both on the part of citizens and on the part of public officials, policy-makers, and decision-makers - and consequently enhancing understanding and improving participation in public life and citizenship. It may also open up a new field of research and development in human-computer interaction, to leverage the richness of meaning and modes of expression which exist in various cultures and societies, rather than ignoring them and imposing dumbed-down or prescribed command methods. Thus, it aims to facilitate new levels of empowerment of users in the use of digital systems and data. The active utilization of cultural meaning in gestures, rituals, and social practices may also support and promote better inclusion and participation of minority groups and migrant communities in contemporary, technology-rich life.},
    author = {Morgado, L. and Rodrigues, Rui and Coelho, A. and Magano, O. and Cal?ada, T. and Cunha, P.T. and Echave, C. and Kordas, O. and Sama, S. and Oliver, J. and Ang, J. and Deravi, F. and Bento, R. and Ramos, L.},
    booktitle = {Procedia Computer Science},
    doi = {10.1016/j.procs.2015.09.288},
    issn = {18770509},
    keywords = {[augmented reality,gestural interaction,interact},
    title = {{Cities in Citizens' Hands}},
    volume = {67},
    year = {2015}
    }
  • M. Afonso and L. F. Teixeira, “Experimental Evaluation of the Bag-of-Features Model for Unsupervised Learning of Images.,” in British machine vision conference, 2015.
    [Bibtex]
    @inproceedings{Afonso2015,
    author = {Afonso, Mariana and Teixeira, Luis F},
    booktitle = {British Machine Vision Conference},
    title = {{Experimental Evaluation of the Bag-of-Features Model for Unsupervised Learning of Images.}},
    year = {2015}
    }
  • C. Campos, J. M. Leitao, and A. F. Coelho, “Building Virtual Roads from Computer Made Projects,” in Hci international 2015 – posters’ extended abstracts, pt i, 2015.
    [Bibtex]
    @inproceedings{Authenticus:P-00K-2WM,
    abstract = {Driving simulators require extensive road environments, with roads correctly modeled and similar to those found in real world. The modeling of extensive road environments, with the specific characteristics required by driving simulators, may result in a long time consuming process. This paper presents a procedural method to the modeling of large road environments. The proposed method can produce a road network design to populate an empty terrain and produce all the related road environment models. The terrain model can also be edited to produce well-constructed road environments. The road and terrain models are optimized to interactive visualization in real time, applying all the stet-of-art techniques like the level of detail selection. The proposed method allows modeling large road environments, with the realism and quality required to the realization of experimental work in driving simulators.},
    author = {Campos, Carlos and Leitao, Joao Miguel and Coelho, Antonio Fernando},
    booktitle = {Hci International 2015 - Posters' Extended Abstracts, Pt I},
    editor = {Stephanidis, C},
    publisher = {Springer-Verlag Berlin},
    series = {Communications in Computer and Information Science},
    title = {{Building Virtual Roads from Computer Made Projects}},
    year = {2015}
    }
  • I. V. Rodrigues, E. M. Pereira, and L. F. Teixeira, “Analysis of Expressiveness of Portuguese Sign Language Speakers,” in Iberian conference on pattern recognition and image analysis, 2015, p. 708–717.
    [Bibtex]
    @inproceedings{Rodrigues2015,
    author = {Rodrigues, In{\^{e}}s V and Pereira, Eduardo M and Teixeira, Luis F},
    booktitle = {Iberian Conference on Pattern Recognition and Image Analysis},
    month = {jun},
    pages = {708--717},
    title = {{Analysis of Expressiveness of Portuguese Sign Language Speakers}},
    year = {2015}
    }
  • R. Nobrega, D. Cabral, G. Jacucci, and A. Coelho, “Nari: Natural Augmented Reality Interface Interaction Challenges for Ar Applications,” in Grapp 2015 – 10th international conference on computer graphics theory and applications; visigrapp, proceedings, 2015, p. 504–510.
    [Bibtex]
    @inproceedings{Authenticus:P-00G-FBR,
    abstract = {Following the proliferation of Augmented Reality technologies and applications in mobile devices it is becoming clear that AR techniques have matured and are ready to be used for large audiences. This poses several new multimedia interaction and usability problems that need to be identified and studied. AR problems are no longer exclusively about rendering superimposed virtual geometry or finding ways of performing GPS or computer vision registration. It is important to understand how to keep users engaged with AR and in what occasions it is suitable to use it. Additionally how should graphical user interfaces be designed so that the user can interact with AR elements while pointing a mobile device to a specific real world area? Finally what is limiting AR applications from reaching an even broader acceptance and usage level? This position paper identifies several interaction problems in today's multimedia AR applications, raising several pressing issues and proposes several research directions. Copyright},
    author = {Nobrega, R and Cabral, D and Jacucci, G and Coelho, A},
    booktitle = {Grapp 2015 - 10Th International Conference on Computer Graphics Theory and Applications; Visigrapp, Proceedings},
    editor = {J., Richard P.pettre J.braz},
    pages = {504--510},
    publisher = {Scitepress},
    title = {{Nari: Natural Augmented Reality Interface Interaction Challenges for Ar Applications}},
    type = {Proceedings Paper},
    year = {2015}
    }
  • [DOI] F. {Babo Martins}, L. F. Teixeira, R. Nóbrega, F. {de Babo Martins}, L. F. Teixeira, and R. Nóbrega, “Visual-Inertial Based Autonomous Navigation,” in Robot 2015: second iberian robotics conference, 2015, p. 561–572.
    [Bibtex]
    @inproceedings{Martins2015,
    abstract = {This paper presents an autonomous navigation and position estimation framework which enables an Unmanned Aerial Vehicle (UAV) to possess the ability to safely navigate in indoor environments. This system uses both the on-board Inertial Measurement Unit (IMU) and the front camera of a AR.Drone platform and a laptop computer were all the data is processed. The system is composed of the following modules: navigation, door detection and position estimation. For the navigation part, the system relies on the detection of the vanishing point using the Hough transform for wall detection and avoidance. The door detection part relies not only on the detection of the contours but also on the recesses of each door using the latter as the main detector and the former as an additional validation for a higher precision. For the position estimation part, the system relies on pre-coded information of the floor in which the drone is navigating, and the velocity of the drone provided by its IMU. Several flight experiments show that the drone is able to safely navigate in corridors while detecting evident doors and estimate its position. The developed navigation and door detection methods are reliable and enable an UAV to fly without the need of human intervention.},
    author = {{Babo Martins}, Francisco and Teixeira, Luis F and N{\'{o}}brega, Rui and {de Babo Martins}, Francisco and Teixeira, Luis F and N{\'{o}}brega, Rui},
    booktitle = {Robot 2015: Second Iberian Robotics Conference},
    doi = {10.1007/978-3-319-27149-1_43},
    pages = {561--572},
    title = {{Visual-Inertial Based Autonomous Navigation}},
    url = {http://dx.doi.org/10.1007/978-3-319-27149-1{\_}43},
    year = {2015}
    }
  • [DOI] P. A. Nogueira, V. Torres, R. Rodrigues, and E. Oliveira, “An annotation tool for automatically triangulating individuals’ psychophysiological emotional reactions to digital media stimuli,” Entertainment computing, vol. 9-10, 2015.
    [Bibtex]
    @article{Nogueira2015a,
    abstract = {? 2015 Elsevier B.V.Current affective user experience studies require both laborious and time-consuming data analysis, as well as dedicated affective classification algorithms. Moreover, the high technical complexity and lack of general guidelines for developing these affective classification algorithms further limits the comparability of the obtained results. In this paper we target this issue by presenting a tool capable of automatically annotating and triangulating players' physiologically interpreted emotional reactions to in-game events. This tool was initially motivated by an experimental psychology study regarding the emotional habituation effects of audio-visual stimuli in digital games and we expect it to contribute in future similar studies by providing both a deeper and more objective analysis on the affective aspects of user experience. We also hope it will contribute towards the rapid implementation and accessibility of this type of studies by open-sourcing it. Throughout this paper we describe the development and benefits presented by our tool, which include: enabling researchers to conduct objective a posteriori analyses without disturbing the gameplay experience, automating the annotation and emotional response identification process, and formatted data exporting for further analysis in third-party statistical software applications.},
    author = {Nogueira, P.A. and Torres, V. and Rodrigues, Rui and Oliveira, E.},
    doi = {10.1016/j.entcom.2015.06.003},
    issn = {18759521},
    journal = {Entertainment Computing},
    keywords = {Emotion recognition,Emotional rea,[Digital media},
    title = {{An annotation tool for automatically triangulating individuals' psychophysiological emotional reactions to digital media stimuli}},
    volume = {9-10},
    year = {2015}
    }

2014

  • [DOI] P. A. Nogueira, R. Aguiar, R. Rodrigues, and E. Oliveira, “Designing players’ emotional reaction models: A generic method towards adaptive affective gaming,” in Information systems and technologies (cisti), 2014 9th iberian conference on, 2014, p. 1–6.
    [Bibtex]
    @inproceedings{nogueira2014designing,
    abstract = {Current approaches to game design improvements rely on gameplay testing, an iterative process following the test, try and fix pattern, relying on target audience feedback via standard questionnaires. Besides being a very time consuming phase, it is also highly subjective. In this paper, we demonstrate a generalizable approach for building predictive models of players' affective reactions across games and genres. Our aim is two-fold: 1) That game developers can use these models to more easily and accurately tune game parameters, allowing improved gaming experiences, and 2) That these models can be used as the basis for parameterisable and adaptive affective gaming. This paper describes our preliminary results regarding a novel, physiological-based method for emotional player profiling, which consists on the following three phases: (i) monitoring players' emotional states and game events, (ii) identifying player's emotional reactions to game events and (iii) individual and cluster-based modelling of players emotional reactions.},
    author = {Nogueira, Pedro A and Aguiar, Ruben and Rodrigues, Rui and Oliveira, Eugenio},
    booktitle = {Information Systems and Technologies (CISTI), 2014 9th Iberian Conference on},
    doi = {10.1109/cisti.2014.6877079},
    organization = {IEEE},
    pages = {1--6},
    title = {{Designing players' emotional reaction models: A generic method towards adaptive affective gaming}},
    url = {https://www.authenticus.pt/P-00A-0RG},
    year = {2014}
    }
  • M. Smyth, P. Trigueiros, I. Helgason, A. Coelho, S. Gallacher, A. Burrows, F. Wunderlich, and R. Penha, “Making Places: Visualization, Interaction and Experience in Urban Space,” in Proceedings of the nordichi 2014: the 8th nordic conference on human-computer interaction: fun, fast, foundational, 2014, p. 813–816.
    [Bibtex]
    @inproceedings{Authenticus:P-00G-0QB,
    abstract = {The increase in information gathered and processed by large-scale urban sensors networks has generated a corresponding rise in interest in information visualization and interaction design. Creative initiatives in urban space explore how to translate complex data streams into engaging and meaningful outputs for experiencing and interacting with information. This oneday workshop will bring together practitioners and researchers who are interested in the organisation of human activities in urban space, and how these can be supported by technology in a positive way. This event is intended to share and stimulate an interdisciplinary discussion on the topic, with a view to contributing towards more consistent and creative forms of experiencing urban information. Copyright is held by the owner/author(s).},
    author = {Smyth, M and Trigueiros, P and Helgason, I and Coelho, A and Gallacher, S and Burrows, A and Wunderlich, F and Penha, R},
    booktitle = {Proceedings of the Nordichi 2014: The 8Th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational},
    pages = {813--816},
    publisher = {Association for Computing Machinery, Inc},
    title = {{Making Places: Visualization, Interaction and Experience in Urban Space}},
    type = {Proceedings Paper},
    year = {2014}
    }
  • M. Smyth, P. Trigueiros, I. Helgason, A. Coelho, S. Gallacher, A. Burrows, F. Wunderlich, and R. Penha, “Making Places,” in Proceedings of the 8th nordic conference on human-computer interaction fun, fast, foundational – nordichi ’14, 2014.
    [Bibtex]
    @inproceedings{Authenticus:P-00H-ZBJ,
    author = {Smyth, Michael and Trigueiros, Paula and Helgason, Ingi and Coelho, Ant{\'{o}}nio and Gallacher, Sarah and Burrows, Alison and Wunderlich, Filipa and Penha, Rui},
    booktitle = {Proceedings of the 8Th Nordic Conference on Human-Computer Interaction Fun, Fast, Foundational - Nordichi '14},
    publisher = {Association for Computing Machinery (Acm)},
    title = {{Making Places}},
    type = {Proceedings Paper},
    year = {2014}
    }
  • A. G. Ramos, J. Jacob, J. Justo, J. F. Oliveira, R. Rodrigues, and A. M. Gomes, “A physics simulation tool for the container loading problem,” in 26th european modeling and simulation symposium, emss 2014, 2014.
    [Bibtex]
    @inproceedings{Ramos2014,
    abstract = {In the Container Loading Problem literature, the cargo dynamic stability constraint has been evaluated by the percentage of boxes with insufficient lateral support. This metric has been used as a proxy for the real-world dynamic stability constraint and has conditioned the algorithms developed for this problem. It has the advantage of not being expensive from a computation perspective. However, guaranteeing that at least three sides of a box are in contact with another box or with the container wall does not necessarily ensure stability during transportation. In this paper we propose a physics simulation tool based on a physics engine that will be used in the evaluation of the dynamic stability constraint. We compare the results of our physics simulation tool with the state-of-the-art simulation engineering software Abaqus Unified FEA, and conclude that our tool is a promising alternative.},
    author = {Ramos, A.G. and Jacob, J. and Justo, J. and Oliveira, J.F. and Rodrigues, Rui and Gomes, A.M.},
    booktitle = {26th European Modeling and Simulation Symposium, EMSS 2014},
    isbn = {9788897999324},
    keywords = {Dynamic stability,Phy,[Container loading problem},
    title = {{A physics simulation tool for the container loading problem}},
    year = {2014}
    }
  • G. A. da Silva, P. A. Nogueira, and R. Rodrigues, “Multimodal vs. unimodal biofeedback in videogames: An empirical player study using a First-Person Shooter,” in Information systems and technologies (cisti), 2014 9th iberian conference on, 2014, p. 1–6.
    [Bibtex]
    @inproceedings{da2014multimodal,
    author = {da Silva, Goncalo A and Nogueira, Pedro A and Rodrigues, Rui},
    booktitle = {Information Systems and Technologies (CISTI), 2014 9th Iberian Conference on},
    organization = {IEEE},
    pages = {1--6},
    title = {{Multimodal vs. unimodal biofeedback in videogames: An empirical player study using a First-Person Shooter}},
    year = {2014}
    }
  • [DOI] P. Meleiro, R. Rodrigues, J. Jacob, and T. Marques, “Natural User Interfaces in the Motor Development of Disabled Children,” Procedia technology, vol. 13, p. 66–75, 2014.
    [Bibtex]
    @article{meleiro2014natural,
    abstract = {This study describes a framework based upon body tracking devices and aimed at assisting children with motor impairments and aims at understanding what positive contribute it can deliver for their rehabilitation process. A case study is defined featuring two motor disorders that take advantage of the technological specifications, as well as the types of exercise appropriate for this context. The developed framework collects motricity data by asking the user to mimic the movements of a previously recorded exercise, and is thoroughly detailed in this paper. The results obtained evidence the data collected regarding the user performance denotes certain motor patterns of the disorder, making it apt to be applied as an auxiliary tool for impairments diagnosis. A few tracking issues indicate that the technologies selected can be applied in a real context to assist in rehabilitation sessions, but require additional evaluation metrics to support its conclusions.},
    author = {Meleiro, Pedro and Rodrigues, Rui and Jacob, Jo{\~{a}}o and Marques, Tiago},
    doi = {10.1016/j.protcy.2014.02.010},
    issn = {22120173},
    journal = {Procedia Technology},
    keywords = {Natural User Interfaces,assisted rehabilitation,motion sensor,motor disability,skeleton tracking},
    pages = {66--75},
    publisher = {Elsevier B.V.},
    title = {{Natural User Interfaces in the Motor Development of Disabled Children}},
    url = {http://www.sciencedirect.com/science/article/pii/S2212017314000206},
    volume = {13},
    year = {2014}
    }
  • B. Loureiro and R. Rodrigues, “Design Guidelines and Design Recommendations of Multi-Touch Interfaces for Elders,” in Achi 2014, the seventh international conference on advances in computer-human interactions, 2014, p. 41–47.
    [Bibtex]
    @inproceedings{loureiro2014design,
    abstract = {Copyright ? IARIA, 2014.The usage of multi-touch interfaces on a tabletop device, has been very explored for elder users in several domains. This interaction technique is an alternative to reducing the obstacles that older adults face in the use of computer systems, e.g., handling of peripherals. Many design guidelines are proposed in the literature for a wide range of products and systems for elders, e.g. websites, TV user interfaces. However, there is a lack of set of design guidelines and design recommendations of multi-touch interfaces that matches elder's needs. This paper presents a set of design guidelines and design recommendations distilled and extracted from most relevant works on design of multi-touch interfaces for elders available in the literature. The results are a set of design guidelines, useful for designers, application developers, usability specialists and researchers.},
    author = {Loureiro, Bruno and Rodrigues, Rui},
    booktitle = {ACHI 2014, The Seventh International Conference on Advances in Computer-Human Interactions},
    isbn = {9781612083254},
    keywords = {Elderly,Human-Computer Intera,[Design Guidelines},
    pages = {41--47},
    title = {{Design Guidelines and Design Recommendations of Multi-Touch Interfaces for Elders}},
    year = {2014}
    }
  • [DOI] J. E. Almeida, J. T. P. N. Jacob, B. M. Faria, R. J. F. Rossetti, and A. L. Coelho, “Serious games for the Elicitation of way-finding behaviours in emergency situations,” Iberian conference on information systems and technologies, cisti, 2014.
    [Bibtex]
    @article{Almeida2014,
    abstract = {Understanding human behaviour in emergency evacuation from buildings is of utmost importance for fire safety designers, architects and engineers as they elaborate on strategies to improve the emergency paths to exits. This paper describes an experiment designed to elicit human behaviour when facing the urgent need of exiting a room of an unknown building. This test is part of a methodological approach that aims at the creation of a framework coined SPEED (Simulation of Pedestrians and Elicitation of their Emergent Dynamics). A population sample of 22 subjects was used to test such a methodological approach, which consists in having the subjects answering a questionnaire and later on, in playing a Serious Game. The game environment presents the same scenarios shown in the questionnaire using more elaborated 3D rendering to provide players with a sense of realism. The game was developed under the Unity3D game engine and based on the Serious Games concept. Preliminary results are promising, showing that the challenge made players think about the various situations that might happen when facing an emergency. They are also implied to reason on their stream of decisions, such as which direction to take considering the environment and some adverse situations, such as smoke, fire and people running on the opposite direction of the emergency signalling.},
    author = {Almeida, Jo{\~{a}}o Em{\'{i}}lio and Jacob, Jo{\~{a}}o Tiago Pinheiro Neto and Faria, Br{\'{i}}gida M{\'{o}}nica and Rossetti, Rosaldo J F and Coelho, Ant{\'{o}}nio Le{\c{c}}a},
    doi = {10.1109/CISTI.2014.6876951},
    isbn = {9789899843431},
    issn = {21660735},
    journal = {Iberian Conference on Information Systems and Technologies, CISTI},
    keywords = {building evacuation,emergency planning,human behaviour elicitation,serious games,way-finding},
    title = {{Serious games for the Elicitation of way-finding behaviours in emergency situations}},
    year = {2014}
    }
  • S. Khoshrou, J. S. Cardoso, and L. F. Teixeira, “Active Learning from Video Streams in a Multi-camera Scenario,” in International conference on pattern recognition, 2014, p. 1248–1253.
    [Bibtex]
    @inproceedings{Khoshrou2014,
    author = {Khoshrou, Samaneh and Cardoso, Jaime S and Teixeira, Luis F},
    booktitle = {International Conference on Pattern Recognition},
    month = {aug},
    pages = {1248--1253},
    title = {{Active Learning from Video Streams in a Multi-camera Scenario}},
    year = {2014}
    }
  • G. A. {Da Silva}, P. A. Nogueira, and R. Rodrigues, “”generic Shooter 3000″: A Realistic First Person Shooter Powered by Biofeedback,” in Chi play 2014 – proceedings of the 2014 annual symposium on computer-human interaction in play, 2014, p. 371–374.
    [Bibtex]
    @inproceedings{Authenticus:P-00G-PZS,
    abstract = {"Generic Shooter 3000" is a First-Person shooter with semi-realistic interaction, where actions such as firing a gun or diving through underwater sections are performed with your own body- through the use of biofeedback technology. This prototype is the idealised version of a research game developed for a master's thesis project on "biofeedback interaction in video games". {\textcopyright} 2014 ACM.},
    author = {{Da Silva}, G A and Nogueira, P A and Rodrigues, R},
    booktitle = {Chi Play 2014 - Proceedings of the 2014 Annual Symposium on Computer-Human Interaction in Play},
    pages = {371--374},
    publisher = {Association for Computing Machinery, Inc},
    title = {{"generic Shooter 3000": A Realistic First Person Shooter Powered by Biofeedback}},
    type = {Proceedings Paper},
    year = {2014}
    }
  • P. Polzin, J. Borges, and A. Coelho, “An Extended Kernel Density Two-Step Floating Catchment Area Method to Analyze Access to Health Care,” Environment and planning b-planning & design, vol. 41, iss. 4, p. 717–735, 2014.
    [Bibtex]
    @article{Authenticus:P-009-S45,
    abstract = {In Portugal the distribution of physicians is considered an appropriate proxy for the distribution of the actual hospital resources and additional information on hospital supply is mostly unavailable, while health care utilization data are also usually absent. A suitable method that can be used to analyze patients' access to hospital health care in countries with such characteristics is the two-step floating catchment area (2SFCA) method, since it requires only the number of physicians to represent supply and the population size to estimate demand. An improved version of the 2SFCA method is the kernel density 2SFCA (KD2SFCA) method. However, this method was not developed to analyze access to health care and it computes scores that express only the spatial access dimensions of proximity and availability. In this paper we present a new method, based on the KD2SFCA method, which improves health care access analysis and better identifies populations that are less empowered to use health care. We adapt the KD2SFCA method for the context of health care access analysis and extend it to capture additional access dimensions. We applied the extended method to the Portuguese hospital health care sector in a case study, and compared its results with those obtained with the KD2SFCA method. Our method was able to improve the identification of the less empowered populations and discovered that they represent 8.1{\%} of the total population, instead of 4.6{\%}, and reside in sixteen of the eighteen Portuguese districts, instead of in thirteen, as identified by the original KD2SFCA method. By improving the KD2SFCA method for the identification of the less empowered populations, our method can be a first step in an endeavor to identify opportunities to increase the health care supply or to redistribute supply resources, with the objective of increasing the access of those deprived populations.},
    author = {Polzin, Pierre and Borges, Jose and Coelho, Antonio},
    journal = {Environment And Planning B-Planning {\&} Design},
    number = {4},
    pages = {717--735},
    publisher = {Pion Ltd},
    title = {{An Extended Kernel Density Two-Step Floating Catchment Area Method to Analyze Access to Health Care}},
    type = {Article},
    volume = {41},
    year = {2014}
    }
  • G. A. da Silva, P. A. Nogueira, and R. Rodrigues, “Generic Shooter 3000: a realistic first person shooter powered by biofeedback,” in Proceedings of the first acm sigchi annual symposium on computer-human interaction in play, 2014, p. 371–374.
    [Bibtex]
    @inproceedings{silva2014generic,
    author = {da Silva, Gon{\c{c}}alo Amaral and Nogueira, Pedro Alves and Rodrigues, Rui},
    booktitle = {Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play},
    organization = {ACM},
    pages = {371--374},
    title = {{Generic Shooter 3000: a realistic first person shooter powered by biofeedback}},
    year = {2014}
    }
  • P. A. Nogueira, R. Aguiar, R. Rodrigues, E. Oliveira, and L. E. Nacke, “Fuzzy affective player models: A physiology-based hierarchical clustering method,” in Proceedings of the 10th aaai conference on artificial intelligence and interactive digital entertainment, aiide 2014, 2014.
    [Bibtex]
    @inproceedings{Nogueira2014,
    abstract = {Copyright ? 2014, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved.Current approaches to game design improvements rely on time-consuming gameplay testing processes, which rely on highly subjective feedback from a target audience. In this paper, we propose a generalizable approach for building predictive models of players' emotional reactions across different games and game genres, as well as other forms of digital stimuli. Our input agnostic approach relies on the following steps: (a) collecting players' physiologically-inferred emotional states during actual gameplay sessions, (b) extrapolating the causal relations between changes in players' emotional states and recorded game events, and (c) building hierarchical cluster models of players' emotional reactions that can later be used to infer individual player models via fuzzy cluster membership vectors. We expect this work to benefit game designers by accelerating the affective playtesting process through the offline simulation of players' reactions to game design adaptations, as well as to contribute towards individually-tailored affective gaming.},
    author = {Nogueira, P.A. and Aguiar, R. and Rodrigues, Rui and Oliveira, E. and Nacke, L.E.},
    booktitle = {Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014},
    isbn = {9781577356813},
    title = {{Fuzzy affective player models: A physiology-based hierarchical clustering method}},
    year = {2014}
    }
  • P. Rocha, R. Rodrigues, M. A. Gomes, F. M. B. Toledo, and M. Andretta, “Circle covering representation for nesting problems with continuous rotations,” Ifac proceedings volumes (ifac-papersonline), vol. 19, p. 5235–5240, 2014.
    [Bibtex]
    @article{rocha2014circle,
    abstract = {This paper analyses distinct methods to represent a polygon through circle covering, which satisfy specific requirements, that impact primarily the feasibility and the quality of the layout of final solution. The trade-off between the quality of the polygonal representation and its derived number of circles is also discussed, showing the impact on the resolution of the problem, in terms of computational efficiency. The approach used to tackle the Nesting problem in strip packing uses a Non-Linear Programming model. Addressing these problems allows to tackle real world problems with continuous rotations.},
    author = {Rocha, Pedro and Rodrigues, Rui and Gomes, A. Miguel and Toledo, Franklina M B and Andretta, Marina},
    isbn = {9783902823625},
    issn = {14746670},
    journal = {IFAC Proceedings Volumes (IFAC-PapersOnline)},
    keywords = {Circle covering,Geometric representations,Irregular piece placement problem,Non-linear programming models},
    pages = {5235--5240},
    title = {{Circle covering representation for nesting problems with continuous rotations}},
    volume = {19},
    year = {2014}
    }
  • [DOI] P. A. P. A. Nogueira, R. Aguiar, R. Rodrigues, and E. Oliveira, “Computational Models of Players’ Physiological-Based Emotional Reactions: A Digital Games Case Study,” in Web intelligence (wi) and intelligent agent technologies (iat), 2014 ieee/wic/acm international joint conferences on, 2014, p. 278–285.
    [Bibtex]
    @inproceedings{nogueira2014computational,
    abstract = {? 2014 IEEE.Emotionally adaptive games are one of the holy grails of modern affective game research. However, current state of the art affective games rely on static game adaptation mechanics that assume a fixed emotional reaction from players every time. Not only this, most commercial titles have no affective adaptation loop whatsoever and their design is based on game design optimizations via typical beta-testing procedures, which falls short of ideal both in the level design and long-term game play experience fronts. In this paper, we demonstrate a generalizable approach for building predictive models of players' emotional reactions across different games and game genres. We describe a physiological approach for modelling players' emotional reactions, which relies on features extracted from players' emotional responses to game events, which were collected and extrapolated through their physiological data during actual game play sessions. Based on the optimal feature sets found by three feature selection algorithms (best first, sequential feature selection and genetic search), the collected features are used to create computational models of players' emotional reactions on the arousal and valence dimensions of emotion, using several machine learning algorithms. We expect this approach will allow both a more objective and quicker prototyping for digital games, as well as foster a future generation of affective games capable of modelling players' affective profiles over time, thus adapting to their changing preferences and needs.},
    author = {Nogueira, Pedro A P.A. and Aguiar, Ruben and Rodrigues, Rui and Oliveira, Eugenio},
    booktitle = {Web Intelligence (WI) and Intelligent Agent Technologies (IAT), 2014 IEEE/WIC/ACM International Joint Conferences on},
    doi = {10.1109/WI-IAT.2014.178},
    isbn = {9781479941438},
    organization = {IEEE},
    pages = {278--285},
    title = {{Computational Models of Players' Physiological-Based Emotional Reactions: A Digital Games Case Study}},
    volume = {3},
    year = {2014}
    }

2013

  • P. A. Nogueira, R. Rodrigues, E. Oliveira, and L. E. Nacke, “A Regression-based Method for Lightweight Emotional State Detection in Interactive Environments,” Proceedings of the xvi portuguese conference on artificial intelligence (epia), angra do hero\í\smo, a\ç\ores, portugal (to appear, 2013), 2013.
    [Bibtex]
    @article{nogueira2013regression,
    author = {Nogueira, Pedro A and Rodrigues, Rui and Oliveira, Eug{\'{e}}nio and Nacke, Lennart E},
    journal = {Proceedings of the XVI Portuguese Conference on Artificial Intelligence (EPIA), Angra do Hero{\{}{\'{i}}{\}}smo, A{\{}{\c{c}}{\}}ores, Portugal (to appear, 2013)},
    title = {{A Regression-based Method for Lightweight Emotional State Detection in Interactive Environments}},
    year = {2013}
    }
  • P. A. Nogueira, R. Rodrigues, E. Oliveira, and L. E. Nacke, “Guided emotional state regulation: Understanding and shaping players’ affective experiences in digital games,” Proceedings of the 9th annual aaai conference on artificial intelligence and interactive digital entertainment (aiide). boston, massachusetts, usa, 2013.
    [Bibtex]
    @article{nogueira2013guided,
    author = {Nogueira, Pedro A and Rodrigues, Rui and Oliveira, Eug{\'{e}}nio and Nacke, Lennart E},
    journal = {Proceedings of the 9th Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE). Boston, Massachusetts, USA},
    title = {{Guided emotional state regulation: Understanding and shaping players' affective experiences in digital games}},
    year = {2013}
    }
  • [DOI] P. A. P. A. Nogueira, V. Torres, and R. Rodrigues, “Automatic Emotional Reactions Identification: A Software Tool for Offline User Experience Research,” in Entertainment computing–icec 2013, 2013, p. 164–167.
    [Bibtex]
    @inproceedings{nogueira2013automatic,
    abstract = {Current affective response studies lack dedicated data analysis procedures and tools for automatically annotating and triangulating emotional reactions to game-related events. The development of such a tool would potentially allow for both a deeper and more objective analysis of the emotional impact of digital media stimuli on players, as well as towards the rapid implementation of this type of studies. In this paper we describe the development of such a tool that enables researchers to conduct objective a posteriori analyses, without disturbing the gameplay experience, while also automating the annotation and emotional response identification process. The tool was designed in a data-independent fashion and allows the identified responses to be exported for further analysis in third-party statistical software applications. ? IFIP International Federation for Information Processing 2013.},
    author = {Nogueira, Pedro A P.A. and Torres, Vasco and Rodrigues, Rui},
    booktitle = {Entertainment Computing--ICEC 2013},
    doi = {10.1007/978-3-642-41106-9_22},
    isbn = {9783642411052},
    issn = {16113349 03029743},
    keywords = {Emotional reaction identification,[Digital media},
    pages = {164--167},
    publisher = {Springer Berlin Heidelberg},
    title = {{Automatic Emotional Reactions Identification: A Software Tool for Offline User Experience Research}},
    volume = {8215 LNCS},
    year = {2013}
    }
  • P. Carvalho, T. Oliveira, L. Ciobanu, F. Gaspar, L. F. Teixeira, R. Bastos, J. S. Cardoso, M. S. Dias, and L. Corte-Real, “Analysis of object description methods in a video object tracking environment,” Machine vision and applications, 2013.
    [Bibtex]
    @article{Carvalho2013,
    author = {Carvalho, Pedro and Oliveira, Telmo and Ciobanu, Lucian and Gaspar, Filipe and Teixeira, Luis F and Bastos, Rafael and Cardoso, Jaime S and Dias, Miguel S and Corte-Real, Lu$\backslash$'$\backslash$is},
    journal = {Machine Vision and Applications},
    title = {{Analysis of object description methods in a video object tracking environment}},
    year = {2013}
    }
  • L. Dias and A. Coelho, “Mobile Advertising for the Catering Industry [Mobile Advertising Para a Restauração],” in Iberian conference on information systems and technologies, cisti, 2013.
    [Bibtex]
    @inproceedings{Authenticus:P-008-H0A,
    abstract = {This paper present the creation of a platform, highly scalable and modular, providing new services to the advertising and marketing for the catering industry, taking advantage of the spatial context and user preferences, benefiting from the advantages of Mobile Advertising and Mobile Augmented Reality. {\textcopyright} 2013 AISTI.},
    author = {Dias, L and Coelho, A},
    booktitle = {Iberian Conference on Information Systems and Technologies, Cisti},
    title = {{Mobile Advertising for the Catering Industry [Mobile Advertising Para a Restaura{\c{c}}{\~{a}}o]}},
    type = {Proceedings Paper},
    year = {2013}
    }
  • J. Marques, A. Vasconcelos, and L. F. Teixeira, “Senior-Driven Design and Development of Tablet-Based Cognitive Games,” in Phealth 2013: proceedings of the 10th international conference on wearable micro and nano technologies for personalized health, 2013, p. 133–138.
    [Bibtex]
    @inproceedings{Marques2013,
    author = {Marques, Jo{\~{a}}o and Vasconcelos, Ana and Teixeira, Luis F},
    booktitle = {PHealth 2013: Proceedings of the 10th International Conference on Wearable Micro and Nano Technologies for Personalized Health},
    pages = {133--138},
    title = {{Senior-Driven Design and Development of Tablet-Based Cognitive Games}},
    volume = {189},
    year = {2013}
    }
  • M. D. R. D. Ortega, L. Ortega, A. Coelho, F. Feito, and A. de Sousa, “Automatic Street Surface Modeling for Web-Based Urban Information Systems,” Journal of urban planning and development-asce, 2013.
    [Bibtex]
    @article{Authenticus:P-002-067,
    abstract = {The growing demand for virtual urban models in emerging areas of interest has promoted a variety of techniques for automating the creation of virtual scenes with a high level of realism. However, visualization is not always the only aim in many applications. Increasingly, urban systems are also required for management, analysis, or interaction with very different types of information. Three-dimensional (3D) urban entities should maintain neighbor relations, and being inserted in a geospatial database in order to enable associative queries, one of the most important features associated with 3D urban geographic information system (GIS). Additional challenges are found when these three-dimensional models are implemented in web-based systems. This paper proposes a method for automatic modeling of buildings and street surfaces of entire real cities by combining computer graphics, computational geometry, and GIS techniques. The sources of information employed are two-dimensional (2D) GIS and its associated digital elevation models (DEMs) in order to provide real terrain features. The virtual environment supports web-based navigation and data interaction. The case study was performed in Jaen, Spain, a hilly city with more than 1,000 blocks of buildings. The 3D city model was generated using the public data provided by the general cadastral office of Jaen and the DEM information of this area. The topological relations between the geometric urban entities were inserted in the spatial database and the graphics and thematic information could be accessed through the Internet. All these features are highly desirable for decision making in urban planning. DOI: 10.1061/(ASCE)UP.1943-5444.0000131. (C) 2013 American Society of Civil Engineers.},
    author = {Ortega, Maria D Dolores Robles and Ortega, Lidia and Coelho, Antonio and Feito, Francisco and de Sousa, Augusto},
    journal = {Journal Of Urban Planning And Development-Asce},
    publisher = {Asce-Amer Soc Civil Engineers},
    title = {{Automatic Street Surface Modeling for Web-Based Urban Information Systems}},
    year = {2013}
    }
  • [DOI] P. Rocha, R. Rodrigues, F. F. M. B. Toledo, and M. A. M. Gomes, “Circle Covering Using Medial Axis,” in Intelligent manufacturing systems, 2013, p. 402–407.
    [Bibtex]
    @inproceedings{rocha2013circle,
    abstract = {A good representation of a simple polygon, with a desired degree of approximation and complexity, is critical in many applications. This paper presents a method to achieve a complete Circle Covering Representation of a simple polygon, through a topological skeleton, the Medial Axis. The aim is to produce an efficient circle representation of irregular pieces, while considering the approximation error and the resulting complexity, i.e. the number of circles. This will help to address limitations of current approaches to some problems, such as Irregular Placement problems, which will, in turn, provide a positive economic and environmental impact where similar problems arise. ? 2013 IFAC.},
    author = {Rocha, Pedro and Rodrigues, Rui and Toledo, Franklina F.M.B. and Gomes, A.M. Miguel},
    booktitle = {Intelligent Manufacturing Systems},
    doi = {10.3182/20130522-3-BR-4036.00081},
    isbn = {9783902823335},
    issn = {14746670},
    keywords = {Geometric,Geometric Approaches,[Circle Covering},
    number = {1},
    pages = {402--407},
    title = {{Circle Covering Using Medial Axis}},
    volume = {11},
    year = {2013}
    }
  • L. Dias, A. Coelho, A. Rodrigues, C. Rebelo, and A. Cardoso, “Gis2R-Augmented Reality and 360 Degrees Panoramas Framework for Geomarketing,” in Proceedings of the 2013 8th iberian conference on information systems and technologies (cisti 2013), 2013.
    [Bibtex]
    @inproceedings{Authenticus:P-008-H6Z,
    abstract = {Recent developments in the areas of augmented reality, 360 degrees panoramas, social networks and geographical information systems enable the development of new solutions, which can contribute to several areas. This paper presents a new, Unity3D [8] based framework for the development of immersive augmented reality solutions and 360 degrees panoramas. This solution allows the aggregation of spatial information from disparate and heterogeneous sources, comprising the visualization of points of interest (POIs), image overlays (photographs), 3D objects and navigation between panoramas. This framework also features a strong multiplatform (web and mobile) component, and the possibility of developing new functional modules that can be easily plugged in. A prototype based on this solution, for geomarketing, is also presented.},
    author = {Dias, Leonel and Coelho, Antonio and Rodrigues, Andre and Rebelo, Carlos and Cardoso, Andre},
    booktitle = {Proceedings Of The 2013 8Th Iberian Conference On Information Systems And Technologies (Cisti 2013)},
    editor = {Rocha, A and Reis, Lp and Cota, Mp and Painho, M and Neto, Mc},
    publisher = {Ieee},
    series = {Iberian Conference on Information Systems and Technologies},
    title = {{Gis2R-Augmented Reality and 360 Degrees Panoramas Framework for Geomarketing}},
    year = {2013}
    }
  • J. Stoyanova, R. Goncalves, P. Q. Brito, and A. Coelho, “Real-Time Augmented Reality Pemo Platform for Exploring Consumer Emotional Responses with Shopping Applications,” International journal of online engineering, vol. 9, iss. SPECIALISSUE.8, p. 41–43, 2013.
    [Bibtex]
    @article{Authenticus:P-009-NRW,
    abstract = {The present-day revival of Augmented reality (AR) technology has led to its vast expansion in various applications. In marketing, the hunt for more inventive and intriguing approaches for immersive consumer experiences has endorsed the implementation of AR in multiple brand advertising campaigns, specifically for improved product display. The engaging potential of this technology is established in the fusion between computer-generated data and the physical world as seen by the user, where 3D registration and real time interaction are inseparable parts of this system. Alternatively, impressions from user experiences serve as a principal instrument in the evaluation process of the effectiveness of interactive systems. In order to get deeper insight into consumers' reflections from a real-time AR shopping experience, we present a demo platform for the purchase of sneakers, focusing on users' behavior and more precisely on their perceptions, emotions, personal preferences before, during and after use of the platform. To fully evaluate and compare consumer experiences with the main AR platform, two other shopping systems were designed: a marker-based and a static one. Consecutively, we aim at defining a system of metrics for measuring shopping experiences with AR, as well as at establishing a ground base for subsequent marketing research in the field. Motivated by the large application of the technology and aiming at understanding the impact of AR on consumer psychology, the application will assist in exploring the antecedents of consumer purchase intentions.},
    author = {Stoyanova, J and Goncalves, R and Brito, P Q and Coelho, A},
    journal = {International Journal of Online Engineering},
    number = {SPECIALISSUE.8},
    pages = {41--43},
    publisher = {International Association of Online Engineering (Iaoe)},
    title = {{Real-Time Augmented Reality Pemo Platform for Exploring Consumer Emotional Responses with Shopping Applications}},
    type = {Article},
    volume = {9},
    year = {2013}
    }
  • L. Dias and A. Coelho, “Mobile Advertising for the Catering Industry,” in Proceedings of the 2013 8th iberian conference on information systems and technologies (cisti 2013), 2013.
    [Bibtex]
    @inproceedings{Authenticus:P-00A-1WW,
    abstract = {This paper present the creation of a platform, highly scalable and modular, providing new services to the advertising and marketing for the catering industry, taking advantage of the spatial context and user preferences, benefiting from the advantages of Mobile Advertising and Mobile Augmented Reality.},
    author = {Dias, Leonel and Coelho, Antonio},
    booktitle = {Proceedings Of The 2013 8Th Iberian Conference On Information Systems And Technologies (Cisti 2013)},
    editor = {Rocha, A and Reis, Lp and Cota, Mp and Painho, M and Neto, Mc},
    publisher = {Ieee},
    series = {Iberian Conference on Information Systems and Technologies},
    title = {{Mobile Advertising for the Catering Industry}},
    year = {2013}
    }
  • P. A. Nogueira, R. Rodrigues, and E. Oliveira, “Real-Time Psychophysiological Emotional State Estimation in Digital Gameplay Scenarios,” in Engineering applications of neural networks, Springer Berlin Heidelberg, 2013, p. 243–252.
    [Bibtex]
    @incollection{nogueira2013real,
    author = {Nogueira, Pedro A and Rodrigues, Rui and Oliveira, Eug{\'{e}}nio},
    booktitle = {Engineering Applications of Neural Networks},
    pages = {243--252},
    publisher = {Springer Berlin Heidelberg},
    title = {{Real-Time Psychophysiological Emotional State Estimation in Digital Gameplay Scenarios}},
    year = {2013}
    }
  • J. Stoyanova, R. Goncalves, A. Coelho, and P. Brito, “Real-Time Augmented Reality Shopping Platform for Studying Consumer Cognitive Experiences,” in 2013 2nd experiment@ international conference (exp.at’13), 2013.
    [Bibtex]
    @inproceedings{Authenticus:P-009-5KP,
    abstract = {Augmented Reality (AR) is a technology which produces a synthesis between a computer-generated data and the physical world of a viewer while establishing 3D registration and real time interaction. Among the wide range of application of AR, its use in advertising shopping experiences has recently been embraced by advertisers due to its novelty and engaging potential. Part of a wider research aiming at understanding the impact of AR on consumer psychology, this paper presents a demo platform application developed for a real-time shopping experience for shoes and attempts to define a ground base for posterior marketing research in the field. In order to fully evaluate consumer experiences and compare with the main AR platform two other shopping applications were designed: a marker-based and a static one. The platform will assist in exploring the antecedents of consumer purchase intention and in defining metrics for measuring shopping experiences with AR.},
    author = {Stoyanova, Jasmina and Goncalves, Ricardo and Coelho, Antonio and Brito, Pedro},
    booktitle = {2013 2Nd Experiment@ International Conference (Exp.at'13)},
    publisher = {Ieee},
    title = {{Real-Time Augmented Reality Shopping Platform for Studying Consumer Cognitive Experiences}},
    year = {2013}
    }

2012

  • A. Vasconcelos, P. A. Silva, J. Caseiro, F. Nunes, and L. F. Teixeira, “Designing tablet-based games for seniors: the example of CogniPlay, a cognitive gaming platform,” in Proceedings of the international conference on fun and games, Toulouse, France, 2012, p. 1–10.
    [Bibtex]
    @inproceedings{Vasconcelos2012,
    address = {Toulouse, France},
    author = {Vasconcelos, Ana and Silva, Paula Alexandra and Caseiro, Jo{\~{a}}o and Nunes, Francisco and Teixeira, Luis F},
    booktitle = {Proceedings of the International Conference on Fun and Games},
    month = {sep},
    pages = {1--10},
    title = {{Designing tablet-based games for seniors: the example of CogniPlay, a cognitive gaming platform}},
    year = {2012}
    }
  • L. Oliveira, A. Rocha, A. Coelho, L. Dias, A. Rodrigues, M. Sousa, and D. Silva, “Implementing a Regional Spatial Data Infrastructure Based on Free Software,” in Information systems and technologies, 2012.
    [Bibtex]
    @inproceedings{Authenticus:P-005-3XM,
    abstract = {Spatial data infrastructures (SDI) are extremely important in order to combine the technical and organizational elements required to promote the use of territory-based information in an interoperable way. In fact, geographic information has unique intrinsic features, which makes it a natural indexing mechanism for spatial data. Due to its high cost and upgrade dynamics, this information should be available for reuse and should be managed and maintained by those responsible for producing it as part of management interventions in the territory. Therefore, it is important that different spatial data infrastructures, developed at different hierarchical levels, coexist and communicate in an interoperable way so that they can constitute a spatial basis of reference that facilitates the integration with other sectorial applications. This ongoing work proposes the implementation of a regional spatial data infrastructure based on free software, in compliance with the principles of the EU INSPIRE Directive and with the OGC standards.},
    author = {Oliveira, Lino and Rocha, Artur and Coelho, Antonio and Dias, Leonel and Rodrigues, Andre and Sousa, Manuel and Silva, Domingos},
    booktitle = {Information Systems and Technologies},
    editor = {Rocha, A and Calvomanzano, Ja and Reis, Lp and Cota, Mp},
    publisher = {Ieee},
    series = {Iberian Conference on Information Systems and Technologies},
    title = {{Implementing a Regional Spatial Data Infrastructure Based on Free Software}},
    year = {2012}
    }
  • A. Riboira, R. Rodrigues, R. Abreu, and J. Campos, “Integrating Interactive Visualizations of Automatic Debugging Techniques on an Integrated Development Environment,” International journal of creative interfaces and computer graphics (ijcicg), vol. 3, iss. 2, p. 42–59, 2012.
    [Bibtex]
    @article{riboira2012integrating,
    author = {Riboira, Andr{\'{e}} and Rodrigues, Rui and Abreu, Rui and Campos, Jos{\'{e}}},
    journal = {International Journal of Creative Interfaces and Computer Graphics (IJCICG)},
    number = {2},
    pages = {42--59},
    publisher = {IGI Global},
    title = {{Integrating Interactive Visualizations of Automatic Debugging Techniques on an Integrated Development Environment}},
    volume = {3},
    year = {2012}
    }
  • P. B. Silva, A. Coelho, R. Rodrigues, and A. A. Sousa, “A procedural geometry modeling API,” in Grapp 2012 ivapp 2012 – proceedings of the international conference on computer graphics theory and applications and international conference on information visualization theory and applications, 2012.
    [Bibtex]
    @inproceedings{Silva2012,
    abstract = {This paper presents a solution for geometric manipulation in procedural modeling as an Application Programming Interface (API). This approach intends to enable a more powerful control over the geometric entities by performing selections based on their attributes, similar to picking features in graphical interfaces. This is achieved through the definition of a topological structure, which features a set of properties, such as scope, spatial localization and semantic information. The applicable modeling operations allow a more customized control, as well as successive tracking, which induce a greater, faster and more intuitive approach for geometry generation. This approach still constitutes ongoing work, but has already been successfully applied for the generation of large virtual urban environments.},
    author = {Silva, P.B. and Coelho, A. and Rodrigues, Rui and Sousa, A.A.},
    booktitle = {GRAPP 2012 IVAPP 2012 - Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications},
    isbn = {9789898565020},
    keywords = {Geometry modeling,Procedural modeling,[CAD API},
    title = {{A procedural geometry modeling API}},
    year = {2012}
    }
  • L. Mendes, A. R. Dores, P. A. Rego, P. M. Moreira, F. Barbosa, L. P. Reis, J. Viana, A. Coelho, and A. Sousa, “Virtual Centre for the Rehabilitation of Road Accident Victims (Viceravi),” in Sistemas y tecnologias de informacion, vols 1 and 2, 2012.
    [Bibtex]
    @inproceedings{Authenticus:P-002-FWT,
    abstract = {The main objective of this work is to describe the Virtual Center for the Rehabilitation of Road Accident Victims - VICERAVI and the serious games it includes for the purpose of neuropsychological rehabilitation. The validation of the VICERAVI as a rehabilitation system involves 30 participants of both sexes, with brain injury due to road accidents. The applicability and the benefits of virtual worlds for a holistic neuropsychological rehabilitation will be tested using virtual reality (OpenSimulator) to simulate tasks of everyday life,,enabling participants to perform cognitive and social skills training through their avatars. The progresses of this group will se compared with a group of conventional neuropsychological rehabilitation. The main innovation of the work is the possibility if administering neuropsychological rehabilitation at distance, via ecological virtual environments. Moreover, the paper discusses also relevant criteria and issues in respect to the use of serious games, simulation and virtual environments in rehabilitation.},
    author = {Mendes, Liliana and Dores, Artemisa Rocha and Rego, Paula Alexandra and Moreira, Pedro Miguel and Barbosa, Fernando and Reis, Luis Paulo and Viana, Jose and Coelho, Antonio and Sousa, Armando},
    booktitle = {Sistemas Y Tecnologias De Informacion, Vols 1 And 2},
    editor = {Rocha, A and Calvomanzano, Ja and Reis, Lp and Cota, Mp},
    publisher = {Aisti-Assoc Iberica Sistemas {\&} Tecnologias Informacao},
    title = {{Virtual Centre for the Rehabilitation of Road Accident Victims (Viceravi)}},
    year = {2012}
    }
  • V. Oliveira, A. Coelho, R. Guimaraes, and C. Rebelo, “Serious Game in Security: A Solution for Security Trainees,” in 4th international conference on games and virtual worlds for serious applications (vs-games’12), 2012, p. 274–282.
    [Bibtex]
    @inproceedings{Authenticus:P-002-E8P,
    abstract = {Serious games have been used with success for training field operatives in tasks where there is a danger of injury or life threatening situations. This paper presents the development of a serious game aimed at the areas of security and safety supporting the training of specialists through supervised situational scenarios. The training plans involve security against third parties, focusing on social level security, and also safety actions on events such as floods and fires. The game provides a 3D virtual environment of the real location/facility to be secured and a multiplayer platform to allow collaborative training and supervising. (C) 2012 The Authors. Published by Elsevier B. V. Selection and/or peer-review under responsibility of the scientific programme committee of VS-Games 2012},
    author = {Oliveira, Vitor and Coelho, Antonio and Guimaraes, Rui and Rebelo, Carlos},
    booktitle = {4Th International Conference On Games And Virtual Worlds For Serious Applications (Vs-Games'12)},
    editor = {Degloria, A and Defreitas, S},
    pages = {274--282},
    publisher = {Elsevier Science Bv},
    series = {Procedia Computer Science},
    title = {{Serious Game in Security: A Solution for Security Trainees}},
    type = {Proceedings Paper},
    volume = {15},
    year = {2012}
    }
  • H. Machado, J. Jacob, A. Coelho, and R. Rodrigues, “2C – Mobile Collaborative Fire Hazard Detection System,” in Convr 2012, 2012.
    [Bibtex]
    @inproceedings{Machado2012,
    author = {Machado, Hugo and Jacob, Jo{\~{a}}o and Coelho, Antonio and Rodrigues, Rui},
    booktitle = {CONVR 2012},
    title = {{2C - Mobile Collaborative Fire Hazard Detection System}},
    year = {2012}
    }
  • [DOI] J. Jacob, H. Silva, A. A. Coelho, R. Rodrigues, H. da Silva, A. A. Coelho, and R. Rodrigues, “Towards Location-based Augmented Reality games,” Procedia computer science, vol. 15, p. 318–319, 2012.
    [Bibtex]
    @article{jacob2012towards,
    abstract = {Location-based games have become more popular thanks to the growth of mobile device's technology. This paper presents a framework for the development of location-based augmented reality games and wARms, an augmented-reality location- based mobile game prototype based on said framework that uses the player's real position and orientation in order to play against others. The game shows how modern mobile device's sensors can be used for providing new and unusual gaming experiences. ? 2012 The Authors. Published by Elsevier B.V.},
    author = {Jacob, Jo{\~{a}}o and Silva, Hugo and Coelho, Antonio Ant{\'{o}}nio and Rodrigues, Rui and da Silva, Hugo and Coelho, Antonio Ant{\'{o}}nio and Rodrigues, Rui},
    doi = {10.1016/j.procs.2012.10.093},
    issn = {18770509},
    journal = {Procedia Computer Science},
    keywords = {Location-based games,Mobile g,[Augmented reality},
    pages = {318--319},
    publisher = {Elsevier},
    title = {{Towards Location-based Augmented Reality games}},
    volume = {15},
    year = {2012}
    }
  • T. Martins, P. B. Silva, A. Coelho, and A. A. Sousa, “An Urban Ontology to Generate Collaborative Virtual Environments for Municipal Planning and Management,” in Grapp 2012 ivapp 2012 – proceedings of the international conference on computer graphics theory and applications and international conference on information visualization theory and applications, 2012, p. 507–510.
    [Bibtex]
    @inproceedings{Authenticus:P-008-4CB,
    abstract = {The municipal planning and management tasks are generally performed based on text documents or through digital maps provided by geographic information systems (GIS). However, most municipal GIS follow different data models, leading to interoperability problems when there is a need to combine data from different sources. Furthermore, most of the time these tasks are performed in a collaborative way between the municipal technicians, emerging some difficulties in decision making due to the three-dimensional nature of urban space. Thus, this paper describes a methodology which can integrate multiple sources of real data from diverse municipal GIS, in a unified data model based on the CityGML specification. This model is mapped onto an urban ontology oriented for procedural modeling, which, in turn, produces the threedimensional models of the urban environments. The system developed operates in a client-server approach, where the server is responsible for mapping the urban information to the unified data model and the client represents the procedural modeling technology that generates the urban environment in three-dimensional format, allowing users to interact and amplify the existing urban information.},
    author = {Martins, T and Silva, P B and Coelho, A and Sousa, A A},
    booktitle = {Grapp 2012 Ivapp 2012 - Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications},
    pages = {507--510},
    title = {{An Urban Ontology to Generate Collaborative Virtual Environments for Municipal Planning and Management}},
    type = {Proceedings Paper},
    year = {2012}
    }
  • L. F. Teixeira, P. Carvalho, J. S. Cardoso, and L. Corte-Real, “Automatic Description of Object Appearances in a Wide-Area Surveillance Scenario,” in Proceedings of the ieee international conference on image processing, Orlando, FL, 2012, p. 1609–1612.
    [Bibtex]
    @inproceedings{Teixeira2012,
    address = {Orlando, FL},
    author = {Teixeira, Luis F and Carvalho, Pedro and Cardoso, Jaime S and Corte-Real, Luis},
    booktitle = {Proceedings of the IEEE International Conference on Image Processing},
    month = {sep},
    pages = {1609--1612},
    title = {{Automatic Description of Object Appearances in a Wide-Area Surveillance Scenario}},
    year = {2012}
    }

2011

  • A. Riboira, R. Abreu, and R. Rodrigues, “Interactive visualizations of automatic debugging reports,” in V iberoamerican symposium in computer graphics siacg 2011, 2011.
    [Bibtex]
    @inproceedings{Riboira2011,
    author = {Riboira, Andr{\'{e}} and Abreu, Rui and Rodrigues, Rui},
    booktitle = {V IberoAmerican Symposium in Computer Graphics SIACG 2011},
    title = {{Interactive visualizations of automatic debugging reports}},
    year = {2011}
    }
  • L. Oliveira, A. Rodrigues, H. Nunes, L. Dias, A. Coelho, J. M. Oliveira, E. Carrapatoso, and M. J. Leitao, “Geographic Information Web Platform for Tourism,” in Sistemas e tecnologias de informacao, vol i, 2011.
    [Bibtex]
    @inproceedings{Authenticus:P-002-WD4,
    abstract = {Several developments have been observed recently in areas such as Web development, social networks, interface design, recommendation systems and Geographic Information Systems (GIS). The integration of these developments can provide a superior experience, greater than the sum of their individual contributions, regarding user satisfaction. This paper proposes an integration of all these innovations in e-tourism, more specifically by the development of a Web based geographic information platform adaptable to any tourist region. As a case study, we also show how this platform was adapted to the Douro region, in Portugal. The Web platform developed as a proof of concept combines geospatial information from diverse and heterogeneous data sources, encompassing events, news, routes and points of interest (POI). This platform provides also a recommendation engine and features the possibility that users can contribute with content as part of the community, thus emerging a mini social network. {\textcopyright} 2011 AISTI.},
    author = {Oliveira, Lino and Rodrigues, Andre and Nunes, Helder and Dias, Leonel and Coelho, Antonio and Oliveira, Jose Manuel and Carrapatoso, Eurico and Leitao, Mario Jorge},
    booktitle = {Sistemas E Tecnologias De Informacao, Vol I},
    editor = {Rocha, A and Goncalves, R and Cota, Mp and Reis, Lp},
    publisher = {Aisti-Assoc Iberica Sistemas {\&} Tecnologias Informacao},
    title = {{Geographic Information Web Platform for Tourism}},
    year = {2011}
    }
  • A. Coelho, E. Kato, J. Xavier, and R. Goncalves, “Serious Game for Introductory Programming,” in Serious games development and applications, 2011.
    [Bibtex]
    @inproceedings{Authenticus:P-002-W76,
    abstract = {For beginners in computer programming, the learning curve can be in many cases quite steep, especially if it is their first contact with this area. Plus, the traditional learning methodologies are usually based on doing countless exercises that aim to cover many areas, but are often disconnected from each other and can become tiresome, as they offer little immediate rewards to the student. Nowadays serious games technology offers tools that may have potential to help computer programming students to become more engaged on their learning through a 'learn while having fun approach. This paper aims to generally describe our approach on the creation of a platform for deploying serious computer games for the teaching of any computer programming language. We will begin by describing the game mechanics, followed by the general system architecture and its data model, finalizing with a small conclusion.},
    author = {Coelho, Antonio and Kato, Enrique and Xavier, Joao and Goncalves, Ricardo},
    booktitle = {Serious Games Development and Applications},
    editor = {Ma, M and Oliveira, Mf and Pereira, Jm},
    publisher = {Springer-Verlag Berlin},
    series = {Lecture Notes in Computer Science},
    title = {{Serious Game for Introductory Programming}},
    year = {2011}
    }
  • J. T. P. N. Jacob and A. F. Coelho, “Geo Wars–The development of a location-based game,” Revista prisma. com, iss. 14, p. 1–13, 2011.
    [Bibtex]
    @article{Jacob2011,
    author = {Jacob, J.T.P.N. and Coelho, A.F.},
    journal = {Revista Prisma. Com},
    number = {14},
    pages = {1--13},
    title = {{Geo Wars–The development of a location-based game}},
    url = {http://revistas.ua.pt/index.php/prismacom/article/view/972},
    year = {2011}
    }
  • J. Jacob, J. Ribeiro, J. Anileiro, A. Coelho, and R. Rodrigues, “Recycling Monster – A Mobile Serious Game,” in Videojogos 2011 – 4\textordfeminine conferência anual em ciência e arte dos videojogos, porto, 2011.
    [Bibtex]
    @inproceedings{Jacobc,
    author = {Jacob, J and Ribeiro, J and Anileiro, J and Coelho, A and Rodrigues, Rui},
    booktitle = {Videojogos 2011 - 4{\textordfeminine} Confer{\^{e}}ncia anual em Ci{\^{e}}ncia e Arte dos Videojogos, Porto},
    title = {{Recycling Monster – A Mobile Serious Game}},
    year = {2011}
    }
  • A. Coelho and J. Xavier, “Computer-Based Assessment System For E-Learning Applied To Programming Education,” in 2011 4th international conference of education, research and innovation (iceri), 2011.
    [Bibtex]
    @inproceedings{Authenticus:P-006-3X9,
    abstract = {The e-learning systems are, currently, extremely useful tools in education, helping to reduce the distance between students and teachers and providing better methods for monitoring the learning process. These systems can play a particularly important role in programming courses, due to the need that students master new programming languages to code algorithms. This is usually achieved by solving a high number of exercises that allow them to learn from their mistakes. The overall learning process can be improved by the use of an automated assessing tool, since it is very important to present the student with the feedback he needs to refine his programming skills. Moreover, teachers will benefit from not having to carry these tasks manually, which allows them to provide immediate feedback and more frequent assessment. In this paper a new Computer-Based Assessment (CBA) system is proposed, based on Moodle and the DOMjudge platform, and developed for supporting the programming components of the courses of the Faculty of Engineering of the University of Porto (FEUP). From an initial prototype that had been implemented with a set of essential features, improvements were introduced in order to provide more complex functionalities that increase the effectiveness of this tool. This paper starts by presenting a study of state-of-the-art CBA systems in order to compare the most advanced features they implement on top of the basic functionality of a CBA system, followed by an identification of the main points which needed to be addressed to assure its effectiveness. Between the advanced features outlined, the ones that distinguish themselves are the plagiarism detection and the static analysis of code quality. The former aims to motivate students to learn by themselves, while the latter to help students improve their programming style and skill. The architecture of the CBA system is also presented, bearing in mind modularity and scalability. The system currently supports grading parameters such as the definition of the start and end time, maximum number of submissions and configuring the level of feedback on a per exercise basis. This section covers details of the CBA system implementation as well as the advanced modules developed, with emphasis on the plagiarism detection, static analysis of code quality, feedback system and assessment creation possibilities. The CBA system was used in an assignment activity proposed by the teachers of a course unit and a report on this case study is also presented in the following section, yielding important information on the feedback of teachers and students, as well as some limitations that were found on system hardware. Since the developed modules were implemented, tested and integrated with extensibility in mind, the section also provides guidelines on how they can be expanded and how to improve a few incomplete advanced features. Finally, it was concluded that the CBA system can be used in a real working environment, providing it is installed in production servers and all users are warned that the platform is still in test. However, in order to further unleash the educational potential of the system, the advanced modules could benefit from some optimizations and extended functionalities.},
    author = {Coelho, Antonio and Xavier, Joao},
    booktitle = {2011 4Th International Conference Of Education, Research And Innovation (Iceri)},
    editor = {Torres, Ic and Chova, Lg and Martinez, Al},
    publisher = {Iated-Int Assoc Technology Education A{\&} Development},
    title = {{Computer-Based Assessment System For E-Learning Applied To Programming Education}},
    year = {2011}
    }
  • [DOI] A. Riboira, R. Abreu, and R. Rodrigues, “An OpenGL-based Eclipse Plug-in for Visual Debugging,” in Topi’2011 – 1st workshop on developing tools as plug-ins, 2011.
    [Bibtex]
    @inproceedings{Riboira2011a,
    abstract = {Locating components which are responsible for observed failures is the most expensive, error-prone phase in the software development life cycle. We present an Eclipse Plug-in that aims to fill some of the automatic debugging tools gaps: the lack of a visualization tool that provides intuitive feedback about the defect distribution over the code base, and easy access to the faulty locations.},
    author = {Riboira, Andr{\'{e}} and Abreu, Rui and Rodrigues, Rui},
    booktitle = {TOPI'2011 - 1st Workshop on Developing Tools as Plug-ins},
    doi = {10.1145/1984708.1984729},
    isbn = {9781450305990},
    issn = {02705257},
    keywords = {diagnosis,eclipse plug,visual techniques},
    publisher = {ACM Press},
    title = {{An OpenGL-based Eclipse Plug-in for Visual Debugging}},
    url = {http://dl.acm.org/citation.cfm?id=1984708.1984729},
    year = {2011}
    }
  • D. Junior and L. F. Teixeira, “Location Based Services for Everyone,” in Proceedings of the workshop on mobile augmented reality – mobile hci 2011, 2011.
    [Bibtex]
    @inproceedings{Junior2011,
    author = {Junior, Diogo and Teixeira, Luis F},
    booktitle = {Proceedings of the Workshop on Mobile Augmented Reality -- Mobile HCI 2011},
    title = {{Location Based Services for Everyone}},
    year = {2011}
    }
  • A. Coelho and L. Dias, “A Mobile Advertising Platform for Etourism,” in Information and communication technologies in tourism 2011, 2011.
    [Bibtex]
    @inproceedings{Authenticus:P-002-XKM,
    abstract = {Nowadays, tourism entities seek to promote their regions in a more aggressive strategy, offering a large diversity of services delivering personalized solutions in order to comply with a broader range of tourists. Furthermore, mobile computing offers new capabilities that facilitate the development of new services based on the location of the user and the users' profile. Thus, mobile computing systems are undergoing changes to support tasks related to advertising and marketing of goods and services. This paper presents a generic solution for the delivery of new services, advertising and marketing for the tourism sector to take advantage of the spatial context of the user - Mobile Advertising. The practical implementation of the suggested methodology is focused on the Tourism Region of Douro, in Portugal.},
    author = {Coelho, Antonio and Dias, Leonel},
    booktitle = {Information And Communication Technologies In Tourism 2011},
    editor = {Law, R and Fuchs, M and Ricci, F},
    publisher = {Springer-Verlag Wien},
    title = {{A Mobile Advertising Platform for Etourism}},
    year = {2011}
    }
  • B. Loureiro and R. Rodrigues, “Multi-touch as a Natural User Interface for elders: A survey,” in Information systems and technologies (cisti), 2011 6th iberian conference on, 2011, p. 1–6.
    [Bibtex]
    @inproceedings{Loureiro2011,
    abstract = {The use of traditional input devices such as keyboards and mice can become a huge obstacle for older adults in interacting with computer systems. Using Natural User Interfaces (NUI's), more specifically using gestures or movements on a multi-touch device, can be a good alternative to overcome these dificulties. This paper analyses the state of the art and identifies a set of criteria relevant to classify the projects in this area. The resulting classification enables us to recognize research opportunities on Natural User Interfaces, and namely multi-touch interfaces for elderly.},
    author = {Loureiro, Bruno and Rodrigues, Rui},
    booktitle = {Information Systems and Technologies (CISTI), 2011 6th Iberian Conference on},
    pages = {1--6},
    title = {{Multi-touch as a Natural User Interface for elders: A survey}},
    url = {http://ieeexplore.ieee.org/xpl/freeabs{\_}all.jsp?arnumber=5974241},
    year = {2011}
    }
  • P. Teixeira, F. Nunes, P. Silva, and L. F. Teixeira, “Mover – Activity Monitor and Fall Detector for Android,” in Proceedings of the workshop on mobile wellness – mobile hci 2011, 2011.
    [Bibtex]
    @inproceedings{Teixeira2011,
    author = {Teixeira, Pedro and Nunes, Francisco and Silva, Paula and Teixeira, Luis F},
    booktitle = {Proceedings of the Workshop on Mobile Wellness -- Mobile HCI 2011},
    title = {{Mover -- Activity Monitor and Fall Detector for Android}},
    year = {2011}
    }
  • [DOI] J. T. P. N. Jacob and A. F. Coelho, “Issues in the Development of Location-Based Games,” International journal of computer games technology, vol. 2011, p. 1–7, 2011.
    [Bibtex]
    @article{Jacob2011b,
    author = {Jacob, Jo{\~{a}}o Tiago Pinheiro Neto and Coelho, Ant{\'{o}}nio Fernando},
    doi = {10.1155/2011/495437},
    issn = {1687-7047},
    journal = {International Journal of Computer Games Technology},
    pages = {1--7},
    title = {{Issues in the Development of Location-Based Games}},
    url = {http://www.hindawi.com/journals/ijcgt/2011/495437/},
    volume = {2011},
    year = {2011}
    }
  • A. Riboira, R. Abreu, and R. Rodrigues, “A Visual Debugger for Efficient Software Fault Localization,” Proceedings of the 4th meeting of young researchers at up (ijup 2011), vol. 41, 2011.
    [Bibtex]
    @article{riboiravisual,
    author = {Riboira, A. and Abreu, R. and Rodrigues, R.},
    journal = {Proceedings of the 4th Meeting of Young Researchers at UP (IJUP 2011)},
    title = {{A Visual Debugger for Efficient Software Fault Localization}},
    volume = {41},
    year = {2011}
    }
  • A. Coelho and A. Rodrigues, “Personalized Travel Suggestions for Tourism Websites,” in International conference on intelligent systems design and applications, isda, 2011, p. 118–123.
    [Bibtex]
    @inproceedings{Authenticus:P-008-2RZ,
    abstract = {The evolution of tourism websites is converging to a set of features and best practices that are becoming standard, in such a way that developing a template and later customizing it to a given tourist region is becoming feasible. A very important feature in this kind of site is showing the touristic suggestions of what the tourist can find in the destination, optimally personalized for him/her. One problem in deploying such functionality however is the lack of user experience data suited to perform data mining when a new site is launched. This paper proposes a solution, customizable to any touristic region, that harnesses the information available in Flickr, crossing it with a Point of Interest (POI) database and using Google Prediction API (Application Programming Interface) to generate personalized travel suggestions, based on the geographical itinerary the user defined with a trip planner tool. {\textcopyright} 2011 IEEE.},
    author = {Coelho, A and Rodrigues, A},
    booktitle = {International Conference on Intelligent Systems Design and Applications, Isda},
    pages = {118--123},
    publisher = {Institute of Electrical {\&} Electronics Engineers (Ieee)},
    title = {{Personalized Travel Suggestions for Tourism Websites}},
    type = {Proceedings Paper},
    year = {2011}
    }
  • A. Cruz, A. Sousa, and A. Coelho, “Game Design Evaluation Study for Student Integration,” in Serious games development and applications, 2011.
    [Bibtex]
    @inproceedings{Authenticus:P-002-W77,
    abstract = {This paper presents the evaluation of a serious game project, where the primary goal was to develop a set of collaborative game levels on a virtual campus, in order to help the integration process of newcomer students to the university. The global activities that can be performed by the students were designed for a group approach in a controlled virtual environment. For the present work we have selected Second Life for the implementation of these collaborative "game levels". A prototype evaluation was conducted to collect results with a sample of university students. With this data, some conclusions were extracted in order to delineate future developments.},
    author = {Cruz, Andre and Sousa, Armando and Coelho, Antonio},
    booktitle = {Serious Games Development and Applications},
    editor = {Ma, M and Oliveira, Mf and Pereira, Jm},
    publisher = {Springer-Verlag Berlin},
    series = {Lecture Notes in Computer Science},
    title = {{Game Design Evaluation Study for Student Integration}},
    year = {2011}
    }
  • L. Rocha and R. Rodrigues, “GraphJudge: a system for assisted assessment of Computer Graphics assignments,” in V iberoamerican symposium in computer graphics siacg 2011, 2011.
    [Bibtex]
    @inproceedings{rochagraphjudge,
    author = {Rocha, L and Rodrigues, Rui},
    booktitle = {V IberoAmerican Symposium in Computer Graphics SIACG 2011},
    title = {{GraphJudge: a system for assisted assessment of Computer Graphics assignments}},
    year = {2011}
    }

2010

  • T. R. M. Freitas, A. Coelho, and R. J. F. Rossetti, “Correcting Routing Information Through Gps Data Processing,” in Ieee conference on intelligent transportation systems, proceedings, itsc, 2010, p. 706–711.
    [Bibtex]
    @inproceedings{Authenticus:P-007-WRM,
    abstract = {Devices that offer positioning and route guidance depend on updated digital maps for correct functioning. Updating digital maps is a highly expensive and complex process so it became necessary to develop new ways to detect changes to the road network. Using GPS points gathered by users during their journeys, it is possible to compare the real road network with the digital map. This paper describes a methodology to detect incongruences of different road geometry, alteration of junction position, prohibited manoeuvres and traffic direction as well as a sample of the results obtained. {\textcopyright}2010 IEEE.},
    author = {Freitas, T R M and Coelho, A and Rossetti, R J F},
    booktitle = {Ieee Conference on Intelligent Transportation Systems, Proceedings, Itsc},
    pages = {706--711},
    publisher = {Institute of Electrical {\&} Electronics Engineers (Ieee)},
    title = {{Correcting Routing Information Through Gps Data Processing}},
    type = {Proceedings Paper},
    year = {2010}
    }
  • R. Rodrigues, A. Coelho, and L. P. Reis, “Procedural Modelling of Monumental Buildings from Textual Descriptions,” in Grapp 2010 – proceedings of the international conference on computer graphics theory and applications, 2010, p. 130–133.
    [Bibtex]
    @inproceedings{Authenticus:P-007-VD3,
    abstract = {The generation of three-dimensional models of urban environments using procedural modelling is presented as being a solution which allows financial and temporal gains, maintaining an acceptable visual fidelity level. Nevertheless, the modelling of anchor buildings (or monumental), identifying certain urban areas, needs a more careful modelling due to the high level of detail necessary, using, generally, manual modelling. We present an automation proposal of the building modelling process through the introduction of additional knowledge from textual descriptions in a procedural modelling system. The results show that the data model is flexible enough to build distinct models of churches. The data model can also provide an initial structure for high level modelling, providing the global shape for the building and the location of doors, windows or other structures. High detailed models can be built from this initial structure. The results demonstrate also that it is possible to create a 3D model from a text and thus permitting that non-specialised users may increase effectiveness using a procedural modelling system.},
    author = {Rodrigues, Rui and Coelho, A and Reis, L P},
    booktitle = {Grapp 2010 - Proceedings of the International Conference on Computer Graphics Theory and Applications},
    editor = {Richard, Paul and Braz, Jos{\'{e}} and Hilton, Adrian},
    pages = {130--133},
    publisher = {Insticc Press},
    series = {Grapp},
    title = {{Procedural Modelling of Monumental Buildings from Textual Descriptions}},
    type = {Proceedings Paper},
    year = {2010}
    }
  • R. Rodrigues, A. Coelho, and L. P. Reis, “Data Model for Procedural Modelling from Textual Descriptions,” in 2010 ieee congress on evolutionary computation (cec), 2010.
    [Bibtex]
    @inproceedings{Authenticus:P-003-DAG,
    abstract = {The generation of three-dimensional models of urban environments using procedural modelling is presented as being a solution that allows financial and temporal gains, maintaining an acceptable visual fidelity level. Nevertheless, the modelling of anchor buildings ( or monumental), identifying certain urban areas, needs a more careful modelling, due to the elevated level of detail necessary, using, generally, manual modelling. This paper proposes a data model to be used on an architecture for high level modelling of monumental buildings, through the introduction of additional knowledge from textual information. The firsts results shows that the data model is flexible enough to build distinct models of churches and other buildings. This data model also provides a high level three-dimensional model that can be used by other procedural modelling solutions to create detailed monumental buildings. The results also demonstrate that it is possible to use simple text to create a rudimentary 3D model, showing the way to further investigation, allowing non-specialized users to increase effectiveness using a procedural modelling system.},
    author = {Rodrigues, Roberto and Coelho, Antonio and Reis, Luis Paulo},
    booktitle = {2010 Ieee Congress On Evolutionary Computation (Cec)},
    publisher = {Ieee},
    series = {Ieee Congress on Evolutionary Computation},
    title = {{Data Model for Procedural Modelling from Textual Descriptions}},
    year = {2010}
    }
  • P. B. Silva and A. Coelho, “Procedural Modeling of Urban Environments for Digital Games Development,” in Acm international conference proceeding series, 2010, p. 112–113.
    [Bibtex]
    @inproceedings{Authenticus:P-008-0F1,
    abstract = {This paper describes a procedural modeling methodology for urban environments, capable of reproducing real-world structures based on geographical information, operating on a spatial database engine, with applications in the field of digital gaming. {\textcopyright} 2010 Authors.},
    author = {Silva, P B and Coelho, A},
    booktitle = {Acm International Conference Proceeding Series},
    pages = {112--113},
    publisher = {Association for Computing Machinery (Acm)},
    title = {{Procedural Modeling of Urban Environments for Digital Games Development}},
    type = {Proceedings Paper},
    year = {2010}
    }
  • M. Freitas, A. A. Sousa, and A. Coelho, “A Visualization Paradigm for 3D Map-Based Mobile Services,” in Computer vision, imaging and computer graphics: theory and applications, 2010.
    [Bibtex]
    @inproceedings{Authenticus:P-003-AG9,
    abstract = {Nowadays, there is a wide range of commercial LBMS (Location-Based Mobile Services) available in the market, and a trend towards the display of 3D maps can be clearly observed. Given the complete disparity of ideas and a visible commercial orientation in the industry, the study of the visualization aspects that influence user performance and experience in the exploration of urban environments, using 3D maps, becomes an important issue. Based on a proposed conceptual framework, an online questionnaire was developed and administered in order to measure the real impact of each element. Combining the experimental results with the current state-of-the-art, a new visualization paradigm is defined in a dual specification: "layers" providing relevant visual content to the map, and "functions" providing the necessary functionality.},
    author = {Freitas, Mario and Sousa, Augusto A and Coelho, Antonio},
    booktitle = {Computer Vision, Imaging And Computer Graphics: Theory And Applications},
    editor = {Ranchordas, Ak and Pereira, Jm and Araujo, Hj and Tavares, Jmrs},
    publisher = {Springer-Verlag Berlin},
    series = {Communications in Computer and Information Science},
    title = {{A Visualization Paradigm for 3D Map-Based Mobile Services}},
    year = {2010}
    }
  • P. Teixeira and L. F. Teixeira, “Search and Navigation for Photo Collections,” in Proceedings of the portuguese conference on pattern recognition (recpad), Vila Real, 2010.
    [Bibtex]
    @inproceedings{Teixeira2010,
    address = {Vila Real},
    author = {Teixeira, Pedro and Teixeira, Luis F},
    booktitle = {Proceedings of the Portuguese Conference on Pattern Recognition (RecPad)},
    month = {oct},
    title = {{Search and Navigation for Photo Collections}},
    year = {2010}
    }

2009

  • M. Freitas, A. A. Sousa, and A. Coelho, “Evaluation Of Visualization Features In Three-Dimensional Location-Based Mobile Services,” in Grapp 2009: proceedings of the fourth international conference on computer graphics theory and applications, 2009.
    [Bibtex]
    @inproceedings{Authenticus:P-003-Q70,
    abstract = {Nowadays, there is a wide range of commercial LBMS (Location-Based Mobile Services) available in the market, mainly in the form of GPS-based navigation solutions, and a trend towards the display of 3D maps can be clearly observed. Given the complete disparity of ideas and a visible commercial orientation in the industry, the study of the visualisation aspects that influence user performance and experience in the exploration of urban environments using 3D maps becomes an important issue. In this work, a generic conceptual framework is proposed whose main purpose is to objectively evaluate the impact and contribution of the major visualisation elements involved (henceforth mentioned as feature vectors). With this framework in mind, an online questionnaire was developed and administered to 149 test subjects in order to measure the real impact of feature vectors. The results clearly demonstrated that certain features have clear impact on user performance, and should be taken in account in LBMS development. As an example, just by displaying buildings with a 3D appearance, subjects were able to match more accurately the real environment with the one presented on a mobile device. In general, users were able to perform the tasks entrusted to them faster, if they were provided more realistic imagery.},
    author = {Freitas, Mario and Sousa, Augusto A and Coelho, Antonio},
    booktitle = {Grapp 2009: Proceedings Of The Fourth International Conference On Computer Graphics Theory And Applications},
    editor = {Ranchordas, Ak and Pereira, J and Richard, P},
    publisher = {Insticc-Inst Syst Technologies Information Control {\&} Communication},
    title = {{Evaluation Of Visualization Features In Three-Dimensional Location-Based Mobile Services}},
    year = {2009}
    }
  • T. R. M. Freitas, A. Coelho, and R. J. F. Rossetti, “Improving Digital Maps Through Gps Data Processing,” in 2009 12th international ieee conference on intelligent transportation systems (itsc 2009), 2009.
    [Bibtex]
    @inproceedings{Authenticus:P-003-SHY,
    abstract = {Personal Navigation Assistants (PNA) depend on updated digital maps for correctly positioning and route guiding users. As updating digital maps by the usual means is a highly expensive and time consuming task, GPS points gathered by existing navigation devices can be used to compare the existing real road network with the digital one. This paper describes an approach to update digital maps through the use of GPS points obtained during users' journeys as a means to identify map incongruence. Detection of new roads and roundabouts are presented with an explanation of the problem and a sample of the results.},
    author = {Freitas, Tiago R M and Coelho, Antonio and Rossetti, Rosaldo J F},
    booktitle = {2009 12Th International Ieee Conference On Intelligent Transportation Systems (Itsc 2009)},
    publisher = {Ieee},
    title = {{Improving Digital Maps Through Gps Data Processing}},
    year = {2009}
    }
  • J. S. Cardoso, P. Carvalho, L. F. Teixeira, and L. Corte-Real, “Partition-distance methods for assessing spatial segmentations of images and videos,” Computer vision and image understanding, vol. 113, iss. 7, p. 811–823, 2009.
    [Bibtex]
    @article{Cardoso2009a,
    author = {Cardoso, Jaime S and Carvalho, Pedro and Teixeira, Luis F and Corte-Real, Luis},
    journal = {Computer Vision and Image Understanding},
    month = {jul},
    number = {7},
    pages = {811--823},
    title = {{Partition-distance methods for assessing spatial segmentations of images and videos}},
    volume = {113},
    year = {2009}
    }
  • J. S. Cardoso, R. Sousa, L. F. Teixeira, and M. J. Cardoso, “Breast Contour Detection with Stable Paths,” Communications in computer and information science, vol. 25, p. 439–452, 2009.
    [Bibtex]
    @article{Cardoso2009b,
    author = {Cardoso, Jaime S and Sousa, Ricardo and Teixeira, Luis. F and Cardoso, Maria J},
    journal = {Communications in Computer and Information Science},
    pages = {439--452},
    title = {{Breast Contour Detection with Stable Paths}},
    volume = {25},
    year = {2009}
    }

2008

  • G. Tzanetakis, L. G. Martins, L. F. Teixeira, C. Castillo, R. Jones, and M. Lagrange, “Interoperability and the Marsyas 0.2 runtime,” in Proceedings of the international computer music conference, Belfast, Northern Ireland, 2008.
    [Bibtex]
    @inproceedings{Tzanetakis2008,
    address = {Belfast, Northern Ireland},
    author = {Tzanetakis, George and Martins, Luis G and Teixeira, Luis F and Castillo, Carlos and Jones, Randy and Lagrange, Mathieu},
    booktitle = {Proceedings of the International Computer Music Conference},
    month = {aug},
    title = {{Interoperability and the Marsyas 0.2 runtime}},
    year = {2008}
    }
  • F. Coelho, L. Baptista, L. F. Teixeira, and J. S. Cardoso, “Automatic System for the Recognition of Amounts in Handwritten Cheques,” in International conference on signal processing and multimedia applications, Porto, Portugal, 2008, p. 320–324.
    [Bibtex]
    @inproceedings{Coelho2008,
    address = {Porto, Portugal},
    author = {Coelho, Filipe and Baptista, Luis and Teixeira, Luis F and Cardoso, Jaime S},
    booktitle = {International Conference on Signal Processing and Multimedia Applications},
    month = {jul},
    pages = {320--324},
    title = {{Automatic System for the Recognition of Amounts in Handwritten Cheques}},
    year = {2008}
    }
  • L. F. Teixeira, L. G. Martins, M. Lagrange, and G. Tzanetakis, “”\MarsyasX\: multimedia dataflow processing with implicit patching,” in Proceedings of acm international conference on multimedia, Vancouver, BC, 2008, p. 873–876.
    [Bibtex]
    @inproceedings{Teixeira2008,
    address = {Vancouver, BC},
    author = {Teixeira, Luis F and Martins, Luis G and Lagrange, Mathieu and Tzanetakis, George},
    booktitle = {Proceedings of ACM International Conference on Multimedia},
    month = {oct},
    pages = {873--876},
    title = {{"{\{}MarsyasX{\}}: multimedia dataflow processing with implicit patching}},
    year = {2008}
    }
  • F. Cruz, A. Coelho, and L. P. Reis, “Automatic Parameterization for Expeditious Modelling of Virtual Urban Environments – A New Hybrid Metaheuristic,” in Icinco 2008: proceedings of the fifth international conference on informatics in control, automation and robotics, vol icso: intelligent control systems and optimization, 2008.
    [Bibtex]
    @inproceedings{Authenticus:P-004-3F9,
    abstract = {Expeditious modelling of virtual urban environments consists of generating realistic 3d models from limited information. It has several practical applications but typically suffers from a lack of accuracy in the parameter values that feed the modeller. By gathering small amounts of information about certain key urban areas, it becomes possible to feed a system that automatically compares and adjusts the input parameter values to find optimal solutions of parameter combinations that resemble the real life model. These correctly parameterized rules can then be reapplied to generate virtual models of real areas with similar characteristics to the referenced area. Based on several nature inspired metaheuristic algorithms such as genetic algorithms, simulated annealing and harmony search, this paper presents a new hybrid metaheuristic algorithm capable of optimizing functions with both discrete and continuous parameters and offer competitive results in a highly neglected field of application.},
    author = {Cruz, Filipe and Coelho, Antonio and Reis, Luis Paulo},
    booktitle = {Icinco 2008: Proceedings Of The Fifth International Conference On Informatics In Control, Automation And Robotics, Vol Icso: Intelligent Control Systems And Optimization},
    editor = {Filipe, J and Cetto, Ja and Ferrier, Jl},
    publisher = {Insticc-Inst Syst Technologies Information Control {\&} Communication},
    series = {Icinco-Icso},
    title = {{Automatic Parameterization for Expeditious Modelling of Virtual Urban Environments - A New Hybrid Metaheuristic}},
    year = {2008}
    }
  • D. Duraes, L. F. Teixeira, and L. Corte-Real, “Building modular surveillance systems based on multiple sources of information – Architecture and Requirements,” in International conference on signal processing and multimedia applications, Porto, Portugal, 2008, p. 314–319.
    [Bibtex]
    @inproceedings{Duraes2008,
    address = {Porto, Portugal},
    author = {Duraes, Daniel and Teixeira, Luis F and Corte-Real, Luis},
    booktitle = {International Conference on Signal Processing and Multimedia Applications},
    month = {jul},
    pages = {314--319},
    title = {{Building modular surveillance systems based on multiple sources of information -- Architecture and Requirements}},
    year = {2008}
    }
  • J. S. Cardoso, L. F. Teixeira, and M. J. Cardoso, “Automatic Breast Contour Detection in Digital Photographs,” in Proceedings of international conference on health informatics, Funchal, Portugal, 2008, p. 91–98.
    [Bibtex]
    @inproceedings{Cardoso2008a,
    address = {Funchal, Portugal},
    author = {Cardoso, Jaime S and Teixeira, Luis F and Cardoso, Maria J},
    booktitle = {Proceedings of International Conference on Health Informatics},
    month = {jan},
    pages = {91--98},
    title = {{Automatic Breast Contour Detection in Digital Photographs}},
    year = {2008}
    }

2007

  • L. F. Teixeira, J. S. Cardoso, and L. Corte-Real, “Object Segmentation Using Background Modelling and Cascaded Change Detection,” Journal of multimedia, vol. 2, iss. 5, p. 55–64, 2007.
    [Bibtex]
    @article{Teixeira2007b,
    author = {Teixeira, Luis F and Cardoso, Jaime S and Corte-Real, Luis},
    journal = {Journal of Multimedia},
    month = {sep},
    number = {5},
    pages = {55--64},
    title = {{Object Segmentation Using Background Modelling and Cascaded Change Detection}},
    volume = {2},
    year = {2007}
    }
  • A. Coelho, M. Bessa, A. A. Sousa, and N. N. Ferreira, “Expeditious Modelling of Virtual Urban Environments with Geospatial L-Systems,” Computer graphics forum, 2007.
    [Bibtex]
    @article{Authenticus:P-004-CV4,
    abstract = {L-systems have been used in Computer Graphics, namely for modelling plants, as well as in a few experiments to model urban environments. However, the lack of geospatial awareness is a limitation and in spite of some developments like open L-systems, that introduced the ability to communicate with the environment, there was a need for more flexibility. This paper presents Geospatial L-systems, a new extension of L-systems that incorporates geospatial awareness, and shows an application in the area of expeditious modelling of urban environments. A modelling system, named XL3D, generates virtual urban environments automatically from a XML based document that contains a modelling specification and accesses data sources in an interoperable way. The integration of geospatial L-systems in this modelling system has increased the potential for automation and the potential to generate virtual urban environments with a higher level of detail and visual fidelity, with a lower level of complexity of the modelling processes. These facts are shown in a case study where a virtual urban environment, taken from an area in the Porto downtown, is generated by this solution.},
    author = {Coelho, A and Bessa, M and Sousa, Augusto A and Ferreira, Nunes N},
    journal = {Computer Graphics Forum},
    publisher = {Blackwell Publishing},
    title = {{Expeditious Modelling of Virtual Urban Environments with Geospatial L-Systems}},
    year = {2007}
    }
  • L. F. Teixeira and L. Corte-Real, “Cascaded change detection for foreground segmentation,” in Proceedings of ieee winter vision meeting – motion and video computing, Austin, TX, 2007.
    [Bibtex]
    @inproceedings{Teixeira2007a,
    address = {Austin, TX},
    author = {Teixeira, Luis F and Corte-Real, Luis},
    booktitle = {Proceedings of IEEE Winter Vision Meeting - Motion and Video Computing},
    month = {feb},
    title = {{Cascaded change detection for foreground segmentation}},
    year = {2007}
    }

2006

  • M. Bessa, A. Coelho, J. B. Cruz, and A. Chalmers, “Selective Presentation of Perceptually Important Information to Aid Orientation and Navigation in an Urban Environment,” International journal of pattern recognition and artificial intelligence, 2006.
    [Bibtex]
    @article{Authenticus:P-004-KF5,
    abstract = {A map can be a major advantage when exploring unfamiliar environments. With the proliferation of mobile devices, such as PDAs and even mobile phones, the tourist industry is currently exploring the potential of new presentation strategies that will maximize the promotional appeal of tourism in their region. Mobile devices are capable of guiding a tourist when he/she is exploring a city. These mobile devices offer the potential for providing relevant 3D information to enable tourists to locate themselves within the city, rapidly navigate around the unfamiliar environment and explore it interactively. However, the computational resources of current mobile technology prevents the display of full complex 3D content in real-time, and thus selective rendering techniques must be adopted to ensure the viewer is provided with the perceptually most important information at interactive rates. This paper presents a series of experiments which help to identify key features of a scene for users to orientate themselves in that environment. Knowledge of these salient key features enable them to be provided to a user at a high quality while the remainder of the scene can be rendered in a much lower quality, saving significant bandwidth and computing power, without the user being perceptually aware of this difference in quality within the image.},
    author = {Bessa, Maximino and Coelho, Antonio and Cruz, Jose Bulas and Chalmers, Alan},
    journal = {International Journal of Pattern Recognition and Artificial Intelligence},
    publisher = {World Scientific Publ Co Pte Ltd},
    title = {{Selective Presentation of Perceptually Important Information to Aid Orientation and Navigation in an Urban Environment}},
    year = {2006}
    }
  • L. F. Teixeira and L. Corte-Real, “Integrated Multimedia Authoring and Description Framework,” in Proceedings of the international workshop on image analysis for multimedia interactive services, Incheon, South Korea, 2006, p. 265–268.
    [Bibtex]
    @inproceedings{Teixeira2006,
    address = {Incheon, South Korea},
    author = {Teixeira, Luis F and Corte-Real, Luis},
    booktitle = {Proceedings of the International Workshop on Image Analysis for Multimedia Interactive Services},
    month = {apr},
    pages = {265--268},
    title = {{Integrated Multimedia Authoring and Description Framework}},
    year = {2006}
    }

2005

  • M. Bessa, A. Coelho, and A. Chalmers, “Selective Rendering Quality for an Efficient Navigational Aid in Virtual Urban Environments on Mobile Platforms,” in Proceedings of the 4th international conference on mobile and ubiquitous multimedia, mum ’05, 2005, p. 109–113.
    [Bibtex]
    @inproceedings{Authenticus:P-007-T75,
    abstract = {The perception that we have of our world depends on the task we are currently performing in the environment, so if we are driving a car we will pay attention to the objects that are visually important to the task we are performing such as, the road, road signs, other vehicles, etc. The same is true when we explore virtual environments. The creation of high-fidelity 3D maps on mobile devices to aid navigation in urban environments is computationally very expensive, precluding achieving this quality at interactive rates. In this paper we present a case study to show how the human visual system may be exploited, when viewers are undertaking a task, to reduce the overall quality of the displayed image, without the users being aware of this reduction in quality. The displayed images are selectively rendered with the key features used to identify location and orientation in a 3D urban environment produced in high quality and the remainder of the image in low quality.},
    author = {Bessa, M and Coelho, A and Chalmers, A},
    booktitle = {Proceedings of the 4Th International Conference on Mobile and Ubiquitous Multimedia, Mum '05},
    editor = {Billinghurst, Mark},
    pages = {109--113},
    publisher = {Acm},
    series = {Acm International Conference Proceeding Series},
    title = {{Selective Rendering Quality for an Efficient Navigational Aid in Virtual Urban Environments on Mobile Platforms}},
    type = {Proceedings Paper},
    volume = {154},
    year = {2005}
    }
  • A. F. Coelho, A. A. {De Sousa}, and F. N. Ferreira, “Modelling Urban Scenes for Lbms,” in Web3d symposium proceedings, 2005, p. 37–46.
    [Bibtex]
    @inproceedings{Authenticus:P-007-ET1,
    abstract = {Three-dimensional graphical applications can provide an added value to Location Based Mobile Services (LBMS). This is particularly true for the applications related to urban environments, which can interactively present three-dimensional models to the user, visualized in accordance to his location. Modelling an urban environment is mainly a manual procedure and so it can become a difficult, tedious and time consuming task, due to the many different geometries, textures, details, etc, involved in the urban structures. This paper presents the XL3D modelling system that provides, in an automatic fashion, three-dimensional models of urban areas to be used in a LBMS Project. The XL3D modelling system is based on interoperable access to digital data, in diverse formats, accessing XML documents or invoking Web services in a distributed architecture. The system is driven by L-systems based modelling processes that automatically generate three-dimensional models of urban environments, specified in a declarative mode using documents based on an XML Schema, also called XL3D. Copyright {\textcopyright} 2005 by the Association for Computing Machinery, Inc.},
    author = {Coelho, A F and {De Sousa}, A A and Ferreira, F N},
    booktitle = {Web3D Symposium Proceedings},
    editor = {S.n., Spencer},
    pages = {37--46},
    publisher = {Association for Computing Machinery (Acm)},
    title = {{Modelling Urban Scenes for Lbms}},
    type = {Proceedings Paper},
    year = {2005}
    }

2004

  • M. Bessa, A. Coelho, and A. Chalmers, “Alternate Feature Location for Rapid Navigation Using a 3D Map on a Mobile Device,” in Mum 2004 – proceedings of the 3rd international conference on mobile and ubiquitous multimedia, 2004, p. 5–9.
    [Bibtex]
    @inproceedings{Authenticus:P-007-FF5,
    abstract = {Finding one's way around an unfamiliar city can be a major challenge. While maps can provide a very good abstract representation of our world, and a simple and efficient way to navigate within that world, they are of little use when, for example, the absence of road signs prevents us from locating where we are on the map. Mobile devices offer the potential for providing relevant 3D information to enable us to locate ourselves, rapidly navigate around an unfamiliar environment and explore it interactively. However, mobile devices are constrained by resources such as bandwidth, storage and small displays. In this paper we investigate which is the most important visual information for position location within an unfamiliar urban environment and show how we can use this knowledge to provide a perceptually high quality 3D virtual environment on existing mobile devices. Copyright 2004 ACM.},
    author = {Bessa, M and Coelho, A and Chalmers, A},
    booktitle = {Mum 2004 - Proceedings of the 3Rd International Conference on Mobile and Ubiquitous Multimedia},
    editor = {Doermann, David S and Duraiswami, Ramani},
    pages = {5--9},
    publisher = {Acm},
    series = {Acm International Conference Proceeding Series},
    title = {{Alternate Feature Location for Rapid Navigation Using a 3D Map on a Mobile Device}},
    type = {Proceedings Paper},
    volume = {83},
    year = {2004}
    }
  • R. Rodrigues and A. R. Fernandes, “Accelerated Epipolar Geometry Computation for 3D Reconstruction Using Protective Texturing,” in Spring conference on computer graphics, sccg 2004 – conference proceedings, 2004, p. 200–206.
    [Bibtex]
    @inproceedings{Authenticus:P-007-EGV,
    abstract = {The process of 3D reconstruction, or depth estimation, is a complex one, and many methods often have several parameters that may require fine tunning to adapt to the scene and improve reconstruction results. Usability of these methods is directly related to their response time. Epipolar geometry, a fundamental tool used in 3D reconstruction, is commonly computed on the CPU. We propose to take advantage of the advances of graphic cards, to accelerate this process. Projective texturing will be used to transfer a significant part of the computational load from the CPU into the GPU. The new approach will be illustrated in the context of a previously published work for 3D point reconstruction from a set of static images. Test results show that gains of up to two orders of magnitude in terms of computation times can be achieved, when comparing current CPU's and CPU's. We conclude that this leads to an increase in usability of 3D reconstruction methods. Copyright {\textcopyright} 2004 by the Association for Computing Machinery, Inc.},
    author = {Rodrigues, R and Fernandes, A R},
    booktitle = {Spring Conference on Computer Graphics, Sccg 2004 - Conference Proceedings},
    editor = {A., Pasko},
    pages = {200--206},
    title = {{Accelerated Epipolar Geometry Computation for 3D Reconstruction Using Protective Texturing}},
    type = {Proceedings Paper},
    year = {2004}
    }
  • R. Rodrigues, A. Fernandes, K. van Overveld, and F. Ernst, “From spatiotemporal curves to reconstructed depth,” Image and vision computing, vol. 22, iss. 12, p. 959–970, 2004.
    [Bibtex]
    @article{rodrigues2004spatiotemporal,
    author = {Rodrigues, R and Fernandes, A and van Overveld, K and Ernst, F},
    journal = {Image and Vision Computing},
    number = {12},
    pages = {959--970},
    publisher = {Elsevier},
    title = {{From spatiotemporal curves to reconstructed depth}},
    volume = {22},
    year = {2004}
    }
  • R. Rodrigues and A. R. Fernandes, “Robust reconstruction of 3D points from images,” in Image processing, 2004. icip’04. 2004 international conference on, 2004, p. 3017–3020.
    [Bibtex]
    @inproceedings{rodrigues2004robust,
    author = {Rodrigues, R and Fernandes, A R},
    booktitle = {Image Processing, 2004. ICIP'04. 2004 International Conference on},
    organization = {IEEE},
    pages = {3017--3020},
    title = {{Robust reconstruction of 3D points from images}},
    volume = {5},
    year = {2004}
    }

2003

  • A. F. Coelho, A. A. Sousa, and F. N. Ferreira, “3D Modelling of Large Urban Scenes from Diverse Sources of Information,” in From information to knowledge, 2003.
    [Bibtex]
    @inproceedings{Authenticus:P-000-JQ2,
    abstract = {The complex and extensive nature of urban environments creates difficulties to the task of generating virtual models. Thus a great effort in terms of human resources, time and money is needed. Nevertheless a large number of professionals and institutions devout efforts to gather and analyse data from these urban environments. As data is usually stored in a digital format, it becomes a valuable asset to incorporate it in the modelling process of virtual environments. This paper presents a three-dimensional modelling system with interoperable access to data in diverse formats and digital support, drived by an L-system based modelling process that automatically generates initial solutions for virtual environments, which can be incrementally improved.},
    author = {Coelho, A F and Sousa, A A and Ferreira, F N},
    booktitle = {From Information to Knowledge},
    editor = {Souzacosta, Sm and Carvalho, Ja and Baptista, Aa and Moreira, Acs},
    publisher = {Universidade Minho Dept Sistemas Informacao},
    title = {{3D Modelling of Large Urban Scenes from Diverse Sources of Information}},
    year = {2003}
    }

1998

  • A. R. Fernandes, H. C. Pires, and R. A. Rodrigues, “Building Virtual Interactive 3D Galleries,” in Future vision: applications for the virtual age, Gifu, Japan, 1998, p. 60–65.
    [Bibtex]
    @inproceedings{Fernandes1998,
    abstract = {This papers reports on an ongoing project to create 3D virtual exhibitions for the Internet. Special emphasis to provide Internet users with interactive and animated virtual worlds, providing a 3D interface whenever possible, is one of our priorities. Furthermore our project allows the construction of exhibitions through the Internet providing art galleries and other institutions with the possibility to ask visitors to participate in the site, building their own exhibition. Providing VRML optimised code we can deliver models with low polygon count as well as small file size thereby making this project suitable for Internet viewing.},
    address = {Gifu, Japan},
    annote = {From Duplicate 4 (Building Virtual Interactive 3D Galleries - Fernandes, Ant{\'{o}}nio Ramires; Pires, Hugo Castelo; Rodrigues, Rui)
    , IOS Press ISBN},
    author = {Fernandes, Ant{\'{o}}nio Ramires and Pires, Hugo Castelo and Rodrigues, Rui A},
    booktitle = {Future Vision: Applications for the virtual age},
    isbn = {90-5199-470-2},
    pages = {60--65},
    publisher = {IOS Press},
    title = {{Building Virtual Interactive 3D Galleries}},
    url = {http://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2{\&}SrcAuth=ORCID{\&}SrcApp=OrcidOrg{\&}DestLinkType=FullRecord{\&}DestApp=WOS{\_}CPL{\&}KeyUT=WOS:000079622000009{\&}KeyUID=WOS:000079622000009 https://www.authenticus.pt/P-001-9V8},
    volume = {I},
    year = {1998}
    }