VLDB 2026 Research / reviewers in the wild / expert
Maurício Sousa
dblp:154/1049
· DBLP profile ↗
34ranked-venue papers
5as first author
20since 2021 · last 2025
0000-0003-1438-2882ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 23 · 5 first-author · 17 since 2021Graphics, computer vision, multimedia, augmented reality and games · 15 · 8 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | VibraForge: A Scalable Prototyping Toolkit For Creating Spatialized Vibrotactile Feedback Systems
Bingjian Huang, Siyi Ren, Yuewen Luo, Qilong Cheng, Hanfeng Cai, Yeqi Sang, Maurício Sousa, Paul H. Dietz, Daniel J. Wigdor |
CHI | 7 |
| 2025 | Adaptique: Multi-objective and Context-aware Online Adaptation of Selection Techniques in Virtual Reality
Chao-Jung Lai, Maurício Sousa, Ludwig Sidenmark, Tovi Grossman |
UIST | 2 |
| 2024 | SPARC: Shared Perspective with Avatar Distortion for Remote Collaboration in VR
João Simões, Anderson Maciel, Catarina Moreira, Maurício Sousa, Joaquim Jorge 0001 |
CGI (2) | 4 |
| 2024 | PhoneInVR: An Evaluation of Spatial Anchoring and Interaction Techniques for Smartphone Usage in Virtual RealityabstractWhen users wear a virtual reality (VR) headset, they lose access to their smartphone and accompanying apps. Past work has proposed smartphones as enhanced VR controllers, but little work has explored using existing smartphone apps and performing traditional smartphone interactions while in VR. In this paper, we consider three potential spatial anchorings for rendering smartphones in VR: On top of a tracked physical smartphone which the user holds (Phone-locked), on top of the user’s empty hand, as if holding a virtual smartphone (Hand-locked), or in a static position in front of the user (World-locked). We conducted a comparative study of target acquisition, swiping, and scrolling tasks across these anchorings using direct Touch or above-the-surface Pinch. Our findings indicate that physically holding a smartphone with Touch improves accuracy and speed for all tasks, and Pinch performed better with virtual smartphones. These findings provide a valuable foundation to enable smartphones in VR. Maurício Sousa, Ludwig Sidenmark, Tovi Grossman |
CHI | 2 |
| 2024 | SynthScribe: Deep Multimodal Tools for Synthesizer Sound Retrieval and ExplorationabstractSynthesizers are powerful tools that allow musicians to create dynamic and original sounds. Existing commercial interfaces for synthesizers typically require musicians to interact with complex low-level parameters or to manage large libraries of premade sounds. To address these challenges, we implement SynthScribe — a fullstack system that uses multimodal deep learning to let users express their intentions at a much higher level. We implement features which address a number of difficulties, namely 1) searching through existing sounds, 2) creating completely new sounds, and 3) making meaningful modifications to a given sound. This is achieved with three main features: a multimodal search engine for a large library of synthesizer sounds; a user centered genetic algorithm by which completely new sounds can be created and selected given the users preferences; a sound editing support feature which highlights and gives examples for key control parameters with respect to a text or audio based query. The results of our user studies show SynthScribe is capable of reliably retrieving and modifying sounds while also affording the ability to create completely new sounds that expand a musicians creative horizon. Stephen Brade, Bryan Wang, Maurício Sousa, Gregory Lee Newsome, Sageev Oore, Tovi Grossman |
IUI | 3 |
| 2024 | Exploring User Placement for VR Remote Collaboration in a Constrained Passenger SpaceabstractExtended Reality (XR) offers the potential to transform the passenger experience by allowing users to inhabit varied virtual spaces for entertainment, work or social interaction, whilst escaping the constrained transit environment. XR allows remote collaborators to feel like they are together and enables them to perform complex 3D tasks. However, the social and physical constraints of the passenger space pose unique challenges to productive and socially acceptable collaboration. Using a collaborative VR puzzle task, we examined the effects of five different f-formations of collaborator placement and orientation in an interactive workspace on social presence, task workload, and implications for social acceptability. Our quantitative and qualitative results showed that face-to-face formations were preferred for tasks with a high need for verbal communication but may lead to social collisions, such as inadvertently staring at a neighbouring passenger, or physical intrusions, such as gesturing in another passenger’s personal space. More restrictive f-formations, however, were preferred for passenger use as they caused fewer intrusions on other passengers’ visual and physical space. Daniel Medeiros 0001, Graham A. Wilson, Maurício Sousa, Nadia Pantidi, Mark McGill, Diego Drago, Stephen A. Brewster |
VRST | 3 |
| 2023 | Stargazer: An Interactive Camera Robot for Capturing How-To Videos Based on Subtle Instructor CuesabstractLive and pre-recorded video tutorials are an effective means for teaching physical skills such as cooking or prototyping electronics. A dedicated cameraperson following an instructor’s activities can improve production quality. However, instructors who do not have access to a cameraperson’s help often have to work within the constraints of static cameras. We present Stargazer, a novel approach for assisting with tutorial content creation with a camera robot that autonomously tracks regions of interest based on instructor actions to capture dynamic shots. Instructors can adjust the camera behaviors of Stargazer with subtle cues, including gestures and speech, allowing them to fluidly integrate camera control commands into instructional activities. Our user study with six instructors, each teaching a distinct skill, showed that participants could create dynamic tutorial videos with a diverse range of subjects, camera framing, and camera angle combinations using Stargazer. Jiannan Li, Maurício Sousa, Karthik Mahadevan, Bryan Wang, Paula Akemi Aoyaui, Nicole Yu, Angela Yang, Ravin Balakrishnan, Anthony Tang 0001, Tovi Grossman |
CHI | 2 |
| 2023 | PinchLens: Applying Spatial Magnification and Adaptive Control-Display Gain for Precise Selection in Virtual RealityabstractWe present PinchLens, a new free-hand target selection technique for acquiring small and dense targets in Virtual Reality. Traditional pinch-based selection does not allow people to precisely manipulate small and dense objects effectively due to tracking and perceptual inaccuracies. Our approach combines spatial magnification, an adaptive control-display gain, and visual feedback to improve selection accuracy. When a user starts the pinching selection process, a magnifying bubble expands the scale of nearby targets, an adaptive control-to-display ratio is applied to the user’s hand for precision, and a cursor is displayed at the estimated pinch point for enhanced visual feedback. We performed a user study to compare our technique to traditional pinch selection and several variations to isolate the impact of each of the technique’s features. The results showed that PinchLens significantly outperformed traditional pinch selection, reducing error rates from 18.9% to 1.9%. Furthermore, we found that magnification was the dominant feature to produce this improvement, while the adaptive control-display gain and visual cursor of pinch were also helpful in several conditions. Ludwig Sidenmark, Maurício Sousa, Tovi Grossman |
ISMAR | 3 |
| 2023 | Promptify: Text-to-Image Generation through Interactive Prompt Exploration with Large Language ModelsabstractText-to-image generative models have demonstrated remarkable capabilities in generating high-quality images based on textual prompts. However, crafting prompts that accurately capture the user’s creative intent remains challenging. It often involves laborious trial-and-error procedures to ensure that the model interprets the prompts in alignment with the user’s intention. To address these challenges, we present Promptify, an interactive system that supports prompt exploration and refinement for text-to-image generative models. Promptify utilizes a suggestion engine powered by large language models to help users quickly explore and craft diverse prompts. Our interface allows users to organize the generated images flexibly, and based on their preferences, Promptify suggests potential changes to the original prompt. This feedback loop enables users to iteratively refine their prompts and enhance desired features while avoiding unwanted ones. Our user study shows that Promptify effectively facilitates the text-to-image workflow, allowing users to create visually appealing images on their first attempt while requiring significantly less cognitive load than a widely-used baseline tool. Stephen Brade, Bryan Wang, Maurício Sousa, Sageev Oore, Tovi Grossman |
UIST | 3 |
| 2023 | MAGIC: Manipulating Avatars and Gestures to Improve Remote CollaborationabstractRemote collaborative work has become pervasive in many settings, ranging from engineering to medical professions. Users are im-mersed in virtual environments and communicate through life-sized avatars that enable face-to-face collaboration. Within this context, users often collaboratively view and interact with virtual 3D models, for example to assist in the design of new devices such as cus-tomized prosthetics, vehicles or buildings. Discussing such shared 3D content face-to-face, however, has a variety of challenges such as ambiguities, occlusions, and different viewpoints that all decrease mutual awareness, which in turn leads to decreased task performance and increased errors. To address this challenge, we introduce MAGIC, a novel approach for understanding pointing gestures in a face-to-face shared 3D space, improving mutual understanding and awareness. Our approach distorts the remote user's gestures to correctly reflect them in the local user's reference space when face-to-face. To measure what two users perceive in common when using pointing gestures in a shared 3D space, we introduce a novel metric called pointing agreement. Results from a user study suggest that MAGIC significantly improves pointing agreement in face-to-face collaboration settings, improving co-presence and awareness of interactions performed in the shared space. We believe that MAGIC improves remote collaboration by enabling simpler communication mechanisms and better mutual awareness. Catarina G. Fidalgo, Maurício Sousa, Daniel Mendes, Rafael Kuffner dos Anjos, Daniel Medeiros 0001, Karan Singh 0004, Joaquim Jorge 0001 |
VR | 2 |
| 2023 | Investigating Guardian Awareness Techniques to Promote Safety in Virtual RealityabstractVirtual Reality (VR) can completely immerse users in a virtual world and provide little awareness of bystanders in the surrounding physical environment. Current technologies use predefined guardian area visualizations to set safety boundaries for VR interactions. However, bystanders cannot perceive these boundaries and may collide with VR users if they accidentally enter guardian areas. In this paper, we investigate four awareness techniques on mobile phones and smartwatches to help bystanders avoid invading guardian areas. These techniques include augmented reality boundary overlays and visual, auditory, and haptic alerts indicating bystanders' distance from guardians. Our findings suggest that the proposed techniques effectively keep participants clear of the safety boundaries. More specifically, using augmented reality overlays, participants could avoid guardians with less time, and haptic alerts caused less distraction. Sixuan Wu, Jiannan Li, Maurício Sousa, Tovi Grossman |
VR | 3 |
| 2023 | A Survey on Remote Assistance and Training in Mixed Reality EnvironmentsabstractThe recent pandemic, war, and oil crises have caused many to reconsider their need to travel for education, training, and meetings. Providing assistance and training remotely has thus gained importance for many applications, from industrial maintenance to surgical telemonitoring. Current solutions such as video conferencing platforms lack essential communication cues such as spatial referencing, which negatively impacts both time completion and task performance. Mixed Reality (MR) offers opportunities to improve remote assistance and training, as it opens the way to increased spatial clarity and large interaction space. We contribute a survey of remote assistance and training in MR environments through a systematic literature review to provide a deeper understanding of current approaches, benefits and challenges. We analyze 62 articles and contextualize our findings along a taxonomy based on degree of collaboration, perspective sharing, MR space symmetry, time, input and output modality, visual display, and application domain. We identify the main gaps and opportunities in this research area, such as exploring collaboration scenarios beyond one-expert-to-one-trainee, enabling users to move across the reality-virtuality spectrum during a task, or exploring advanced interaction techniques that resort to hand or eye tracking. Our survey informs and helps researchers in different domains, including maintenance, medicine, engineering, or education, build and evaluate novel MR approaches to remote training and assistance. All supplemental materials are available at https://augmented-perception.org/publications/2023-training-survey.html. Catarina G. Fidalgo, Yukang Yan, Hyunsung Cho, Maurício Sousa, David Lindlbauer, Joaquim Jorge 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2022 | Enhancing cross-reality applications and user experiencesabstractThis paper summarizes the contributions to the AVI 2022 workshop on “Enhancing Cross-reality Applications and User Experiences”. Frank Maurer, Craig Anslow, Joaquim Jorge 0001, Maurício Sousa |
AVI | 4 |
| 2022 | immersivePOV: Filming How-To Videos with a Head-Mounted 360° Action CameraabstractHow-to videos are often shot using camera angles that may not be optimal for learning motor tasks, with a prevalent use of third-person perspective. We present immersivePOV, an approach to film how-to videos from an immersive first-person perspective using a head-mounted 360° action camera. immersivePOV how-to videos can be viewed in a Virtual Reality headset, giving the viewer an eye-level viewpoint with three Degrees of Freedom. We evaluated our approach with two everyday motor tasks against a baseline first-person perspective and a third-person perspective. In a between-subjects study, participants were assigned to watch the task videos and then replicate the tasks. Results suggest that immersivePOV reduced perceived cognitive load and facilitated task learning. We discuss how immersivePOV can also streamline the video production process for content creators. Altogether, we conclude that immersivePOV is an effective approach to film how-to videos for learners and content creators alike. Jiannan Li, Maurício Sousa, Tovi Grossman |
CHI | 3 |
| 2022 | ASTEROIDS: Exploring Swarms of Mini-Telepresence Robots for Physical Skill DemonstrationabstractOnline synchronous tutoring allows for immediate engagement between instructors and audiences over distance. However, tutoring physical skills remains challenging because current telepresence approaches may not allow for adequate spatial awareness, viewpoint control of the demonstration activities scattered across an entire work area, and the instructor’s sufficient awareness of the audience. We present Asteroids, a novel approach for tangible robotic telepresence, to enable workbench-scale physical embodiments of remote people and tangible interactions by the instructor. With Asteroids, the audience can actively control a swarm of mini-telepresence robots, change camera positions, and switch to other robots’ viewpoints. Demonstrators can perceive the audiences’ physical presence while using tangible manipulations to control the audience’s viewpoints and presentation flow. We conducted an exploratory evaluation for Asteroids with 12 remote participants in a model-making tutorial scenario with an architectural expert demonstrator. Results suggest our unique features benefitted participants’ engagement, sense of presence, and understanding. Jiannan Li, Maurício Sousa, Chu Li 0001, Jessie Liu, Yan Chen 0033, Ravin Balakrishnan, Tovi Grossman |
CHI | 2 |
| 2022 | Touching The Droid: Understanding and Improving Touch Precision With Mobile Devices in Virtual RealityabstractTouch interaction with physical smartphones and tablets in Virtual Reality offers interesting opportunities for cross-device input. Unfortunately, any imprecision in the alignment of the visual representation of either the hand or device can impact the precision of touch and the realism of the experience. We first study a user’s ability to rely solely on preoperative feedback to perform touch interaction in VR, where no rendering of the hand is provided. Results indicate that touch in VR is possible without a visual representation of the hand, but accuracy is influenced by how the device is held and the distance traveled to the target. We then introduce a dynamic calibration algorithm to minimize the offset between the physical hand and its virtual representation. In a second study, we show that this algorithm can increase touch accuracy by 43%, and minimize depth-based “screen penetration” or “floating touch” errors. Zhuoyue Lyu, Maurício Sousa, Tovi Grossman |
ISMAR | 3 |
| 2021 | "Grip-that-there": An Investigation of Explicit and Implicit Task Allocation Techniques for Human-Robot Collaboration
Karthik Mahadevan, Maurício Sousa, Anthony Tang 0001, Tovi Grossman |
CHI | 2 |
| 2021 | Constellation: a Multi-User Interface for Remote Drone ToursabstractRemotely controlled camera drones can support live, dynamic, and interactive virtual tours for travelers to overcome distance, expense, and health barriers. Yet, assigning one drone to one traveler may incur unnecessary waste of resources, and an abundance of concurrent drones raises safety concerns. While sharing the input and output of a single drone among multiple concurrent users can alleviate these limitations, standard control sharing protocols, such as turn-taking, are often inefficient. We present Constellation, a multi-user drone control system that synthesizes diverse user goals and generates efficient flight paths for the group. It supports point-of-interest specification on both static 3D environmental maps and live camera views. The generated paths minimize all users’ total extra waiting time. A web-based study with 16 participants show that Constellation could help groups navigate to their points-of-interest faster in comparison to the turn-taking baseline. Jiannan Li, Maurício Sousa, Ravin Balakrishnan, Tovi Grossman |
HAI | 2 |
| 2021 | Route Tapestries: Navigating 360° Virtual Tour Videos Using Slit-Scan VisualizationsabstractAn increasingly popular way of experiencing remote places is by viewing 360° virtual tour videos, which show the surrounding view while traveling through an environment. However, finding particular locations in these videos can be difficult because current interfaces rely on distorted frame previews for navigation. To alleviate this usability issue, we propose Route Tapestries, continuous orthographic-perspective projection of scenes along camera routes. We first introduce an algorithm for automatically constructing Route Tapestries from a 360° video, inspired by the slit-scan photography technique. We then present a desktop video player interface using a Route Tapestry timeline for navigation. An online evaluation using a target-seeking task showed that Route Tapestries allowed users to locate targets 22% faster than with YouTube-style equirectangular previews and reduced the failure rate by 75% compared to a more conventional row-of-thumbnail strip preview. Our results highlight the value of reducing visual distortion and providing continuous visual contexts in previews for navigating 360°virtual tour videos. Jiannan Li, Jiahe Lyu, Maurício Sousa, Ravin Balakrishnan, Anthony Tang 0001, Tovi Grossman |
UIST | 3 |
| 2021 | Promoting Reality Awareness in Virtual Reality through ProxemicsabstractHead-Mounted Virtual reality (VR) systems provide full-immersive experiences to users and completely isolate them from the outside world, placing them in unsafe situations. Existing research proposed different alert-based solutions to address this. Our work builds on these studies on notification systems for VR environments from a different perspective. We focus on: (i) exploring alert systems to notify VR users about non-immersed bystanders' in socially related, non-critical interaction contexts; (ii) understanding how best to provide awareness of non-immersed bystanders while maintaining presence and immersion within the Virtual Environment(VE). To this end, we developed single and combined alert cues - leveraging proxemics, perception channels, and push/pull approaches and evaluated those via two user studies. Our findings indicate a strong preference towards maintaining immersion and combining audio and visual cues, push and pull notification techniques that evolve dynamically based on proximity. Daniel Medeiros 0001, Rafael Kuffner dos Anjos, Nadia Pantidi, Maurício Sousa, Craig Anslow, Joaquim Jorge 0001 |
VR | 5 |
| 2020 | Laparoscopy with augmented reality adaptations
Ezequiel Roberto Zorzal, José Miguel Campos Gomes, Maurício Sousa, Pedro Belchior, Pedro Garcia da Silva, Nuno Leitão Figueiredo, Daniel Simões Lopes, Joaquim Jorge 0001 |
J. Biomed. Informatics | 3 |
| 2020 | Magic Carpet: Interaction Fidelity for Flying in VRabstractLocomotion in virtual environments is currently a difficult and unnatural task to perform. Normally, researchers tend to devise ground- or floor-based metaphors to constrain the degrees of freedom (DoFs) during motion. These restrictions enable interactions that accurately emulate the human gait to provide high interaction fidelity. However, flying allows users to reach specific locations in a virtual scene more expeditiously. Our experience suggests that even though flying is not innate to humans, high-interaction-fidelity techniques may also improve the flying experience since flying requires simultaneously controlling additional DoFs. We present the Magic Carpet, an approach to flying that combines a floor proxy with a full-body representation to avoid balance and cybersickness issues. This design space enables DoF separation by treating direction indication and speed control as two separate phases of travel, thereby enabling techniques with higher interaction fidelity. To validate our design space, we conducted two complementary studies, one for each of the travel phases. In this paper, we present the results of both studies and report the best techniques for use within the Magic Carpet design space. To this end, we use both objective and subjective measures to evaluate the efficiency, embodiment effect, and side effects, such as physical fatigue and cybersickness, of the tested techniques in our design space. Our results show that the proposed approach enables high-interaction-fidelity techniques while improving the user experience. Daniel Medeiros 0001, Maurício Sousa, Alberto Barbosa Raposo, Joaquim Jorge 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2019 | Warping Deixis: Distorting Gestures to Enhance CollaborationabstractWhen engaged in communication, people often rely on pointing gestures to refer to out-of-reach content. However, observers frequently misinterpret the target of a pointing gesture. Previous research suggests that to perform a pointing gesture, people place the index finger on or close to a line connecting the eye to the referent, while observers interpret pointing gestures by extrapolating the referent using a vector defined by the arm and index finger. In this paper we present Warping Deixis, a novel approach to improving the perception of pointing gestures and facilitate communication in collaborative Extended Reality environments. By warping the virtual representation of the pointing individual, we are able to match the pointing expression to the observer's perception. We evaluated our approach in a co-located side by side virtual reality scenario. Results suggest that our approach is effective in improving the interpretation of pointing gestures in shared virtual environments. Maurício Sousa, Rafael Kuffner dos Anjos, Daniel Mendes, Mark Billinghurst, Joaquim Jorge 0001 |
CHI | 1 |
| 2019 | Adventures in Hologram Space: Exploring the Design Space of Eye-to-eye Volumetric TelepresenceabstractModern volumetric projection-based telepresence approaches are capable of providing realistic full-size virtual representations of remote people. Interacting with full-size people may not be desirable due to the spatial constraints of the physical environment, application context, or display technology. However, the miniaturization of remote people is known to create an eye gaze matching problem. Eye-contact is essential to communication as it allows for people to use natural nonverbal cues and improves the sense of “being there”. In this paper we discuss the design space for interacting with volumetric representations of people and present an approach for dynamically manipulating scale, orientation and the position of holograms which guarantees eye-contact. We created a working augmented reality-based prototype and validated it with 14 participants. Rafael Kuffner dos Anjos, Maurício Sousa, Daniel Mendes, Daniel Medeiros 0001, Mark Billinghurst, Craig Anslow, Joaquim Jorge 0001 |
VRST | 2 |
| 2019 | Anatomy Studio: A tool for virtual dissection through augmented 3D reconstruction
Ezequiel Roberto Zorzal, Maurício Sousa, Daniel Mendes, Rafael Kuffner dos Anjos, Daniel Medeiros 0001, Soraia Paulo, Pedro Silva Rodrigues, José João Mendes, Vincent Delmas, Jean-François Uhl, José Mogorrón, Joaquim Jorge 0001, Daniel Simões Lopes |
Comput. Graph. | 2 |
| 2017 | VRRRRoom: Virtual Reality for Radiologists in the Reading RoomabstractReading room conditions such as illumination, ambient light, human factors and display luminance, play an important role on how radiologists analyze and interpret images. Indeed, serious diagnostic errors can appear when observing images through everyday monitors. Typically, these occur whenever professionals are ill-positioned with respect to the display or visualize images under improper light and luminance conditions. In this work, we show that virtual reality can assist radiodiagnostics by considerably diminishing or cancel out the effects of unsuitable ambient conditions. Our approach combines immersive head-mounted displays with interactive surfaces to support professional radiologists in analyzing medical images and formulating diagnostics. We evaluated our prototype with two senior medical doctors and four seasoned radiology fellows. Results indicate that our approach constitutes a viable, flexible, portable and cost-efficient option to traditional radiology reading rooms. Maurício Sousa, Daniel Mendes, Soraia Paulo, Nuno Matela, Joaquim Jorge 0001, Daniel Simões Lopes |
CHI | 1 |
| 2017 | Creepy Tracker Toolkit for Context-aware InterfacesabstractContext-aware pervasive applications can improve user experiences by tracking people in their surroundings. Such systems use multiple sensors to gather information regarding people and devices. However, when developing novel user experiences, researchers are left to building foundation code to support multiple network-connected sensors, a major hurdle to rapidly developing and testing new ideas. Maurício Sousa, Daniel Mendes, Rafael Kuffner dos Anjos, Daniel Medeiros 0001, Alfredo Ferreira, Alberto Barbosa Raposo, João Pereira 0001, Joaquim Jorge 0001 |
ISS | 1 |
| 2017 | Using custom transformation axes for mid-air manipulation of 3D virtual objectsabstractVirtual Reality environments are able to offer natural interaction metaphors. However, it is difficult to accurately place virtual objects in the desired position and orientation using gestures in mid-air. Previous research concluded that the separation of degrees-of-freedom (DOF) can lead to better results, but these benefits come with an increase in time when performing complex tasks, due to the additional number of transformations required. In this work, we assess whether custom transformation axes can be used to achieve the accuracy of DOF separation without sacrificing completion time. For this, we developed a new manipulation technique, MAiOR, which offers translation and rotation separation, supporting both 3-DOF and 1-DOF manipulations, using personalized axes for the latter. Additionally, it also has direct 6-DOF manipulation for coarse transformations, and scaled object translation for increased placement. We compared MAiOR against an exclusively 6-DOF approach and a widget-based approach with explicit DOF separation. Results show that, contrary to previous research suggestions, single DOF manipulations are not appealing to users. Instead, users favored 3-DOF manipulations above all, while keeping translation and rotation independent. Daniel Mendes, Maurício Sousa, Rodrigo Lorena, Alfredo Ferreira, Joaquim Jorge 0001 |
VRST | 2 |
| 2017 | Design and evaluation of a novel out-of-reach selection technique for VR using iterative refinement
Daniel Mendes, Daniel Medeiros 0001, Maurício Sousa, Eduardo Cordeiro, Alfredo Ferreira, Joaquim Jorge 0001 |
Comput. Graph. | 3 |
| 2017 | Hip-directed walking-in-place using a single depth camera
Luís C. Bruno, Maurício Sousa, Alfredo Ferreira, João Pereira 0001, Joaquim Jorge 0001 |
Int. J. Hum. Comput. Stud. | 2 |
| 2016 | SleeveAR: Augmented Reality for Rehabilitation using Realtime FeedbackabstractWe present an intelligent user interface that allows people to perform rehabilitation exercises by themselves under the offline supervision of a therapist. Every year, many people suffer injuries that require rehabilitation. This entails considerable time overheads since it requires people to perform specified exercises under the direct supervision of a therapist. Therefore it is desirable that patients continue performing exercises outside the clinic (for instance at home, thus without direct supervision), to complement in-clinic physical therapy. However, to perform rehabilitation tasks accurately, patients need appropriate feedback, as otherwise provided by a physical therapist, to ensure that these unsupervised exercises are correctly executed. Different approaches address this problem, providing feedback mechanisms to aid rehabilitation. Unfortunately, test subjects frequently report having trouble to completely understand the feedback thus provided, which makes it hard to correctly execute the prescribed movements. Worse, injuries may occur due to incorrect performance of the prescribed exercises, which severely hinders recovery. SleeveAR is a novel approach to provide real-time, active feedback, using multiple projection surfaces to provide effective visualizations. Empirical evaluation shows the effectiveness of our approach as compared to traditional video-based feedback. Our experimental results show that our intelligent UI can successfully guide subjects through an exercise prescribed (and demonstrated) by a physical therapist, with performance improvements between consecutive executions, a desirable goal to successful rehabilitation. Maurício Sousa, João Vieira, Daniel Medeiros 0001, Artur M. Arsénio, Joaquim Jorge 0001 |
IUI | 1 |
| 2016 | Effects of speed and transitions on target-based travel techniquesabstractTravel on Virtual Environments is the simple action where a user moves from a starting point A to a target point B. Choosing an incorrect type of technique could compromise the Virtual Reality experience and cause side effects such as spatial disorientation, fatigue and cybersickness. The design of effective travelling techniques demands to be as natural as possible, thus real walking techniques presents better results, despite their physical limitations. Approaches to surpass these limitations employ techniques that provide an indirect travel metaphor such as point-steering and target-based. In fact, target-based techniques evince a reduction in fatigue and cybersickness against the point-steering techniques, even though providing less control. In this paper we investigate further effects of speed and transition on target-based techniques on factors such as comfort and cybersickness using a Head-Mounted Display setup. Daniel Medeiros 0001, Eduardo Cordeiro, Daniel Mendes, Maurício Sousa, Alberto Barbosa Raposo, Alfredo Ferreira, Joaquim Jorge 0001 |
VRST | 4 |
| 2016 | Perceiving depth: optical versus video see-throughabstractHead-Mounted Displays (HMDs) and similar 3D visualization devices are becoming ubiquitous. Going a step forward, HMD see-through systems bring virtual objects to real world settings, allowing augmented reality to be used in complex engineering scenarios. Of these, optical and video see-through systems differ on how the real world is captured by the device. To provide a seamless integration of real and virtual imagery, the absolute depth and size of both virtual and real objects should match appropriately. However, these technologies are still in their early stages, each featuring different strengths and weaknesses which affect the user experience. In this work we compare optical to video see-through systems, focusing on depth perception via exocentric and egocentric methods. Our study pairs Meta Glasses, an off-the-shelf optical see-through, to a modified Oculus Rift setup with attached video-cameras, for video see-through. Results show that, with the current hardware available, the video see-through configuration provides better overall results. These experiments and our results can help interaction designers for both virtual and augmented reality conditions. Daniel Medeiros 0001, Maurício Sousa, Daniel Mendes, Alberto Barbosa Raposo, Joaquim Jorge 0001 |
VRST | 2 |
| 2015 | Eery Space: Facilitating Virtual Meetings Through Remote Proxemics
Maurício Sousa, Daniel Mendes, Alfredo Ferreira, João Pereira 0001, Joaquim Jorge 0001 |
INTERACT (3) | 1 |