Rui Rodrigues

Graduated in Systems and Informatics Engineering at Minho University in 1998. During his PhD he researched in the area of 3D reconstruction from Images divided between Philips Research, Eindhoven, and Minho University, until he concluded in 2006. He worked in the industry in the field of interactive systems, until he joined FEUP as Invited Assistant Professor in 2009, to teach and research in the areas of Computer Graphics, Interaction and Gaming. He is also a collaborator at INESC TEC/INESC Porto and was the director of the Multimedia Masters of University of Porto between 2015 and 2019.

Areas of Interest

  • Computer Graphics
  • Interaction
  • Game Development
  • Physical Computing
  • IoT
  • GPGPU

Publications

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}
    }

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] 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}
    }

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}
    }
  • [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}
    }
  • [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. 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}
    }
  • 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}
    }
  • [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}
    }

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}
    }
  • [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}
    }
  • [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}
    }
  • [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}
    }
  • [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}
    }

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}
    }
  • [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}
    }
  • [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}
    }
  • 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}
    }
  • [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}
    }
  • 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}
    }
  • 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}
    }
  • 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,” , 2014.
    [Bibtex]
    @article{rocha2014circle,
    author = {Rocha, Pedro and Rodrigues, Rui and Gomes, A Miguel and Toledo, Franklina M B and Andretta, Marina},
    title = {{Circle Covering Representation for Nesting problems with continuous rotations}},
    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}
    }

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}
    }
  • [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}
    }
  • [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}
    }
  • 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}
    }
  • 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}
    }

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}
    }
  • 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}
    }
  • [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}
    }
  • 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}
    }

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}
    }
  • 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}
    }
  • 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}
    }
  • [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}
    }
  • A. Riboira, R. Abreu, and R. Rodrigues, “A Visual Debugger for Efficient Software Fault Localization,” , 2011.
    [Bibtex]
    @article{riboiravisual,
    author = {Riboira, A and Abreu, R and Rodrigues, Rui},
    title = {{A Visual Debugger for Efficient Software Fault Localization}},
    year = {2011}
    }

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}
    }

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}
    }
  • 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}
    }

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}
    }
  • J. Jacob, J. Ribeiro, J. Anileiro, A. Coelho, and R. Rodrigues, “Recycling Monster – A Mobile Serious Game,” , p. 1–11.
    [Bibtex]
    @article{Jacobc,
    author = {Jacob, J and Ribeiro, J and Anileiro, J and Coelho, A and Rodrigues, Rui},
    pages = {1--11},
    title = {{Recycling Monster – A Mobile Serious Game}}
    }