Rafael Maio

dblp:278/1267 · DBLP profile ↗
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5ranked-venue papers
4as first author
4since 2021 · last 2024
0000-0003-4331-4774ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 4 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021
YearPublicationVenuePosition
2024 Pervasive Augmented Reality for Industry Scenarios: Lessons Learned and Insights Gained from a Comparative User Study
abstract
The use of Pervasive Augmented Reality (AR) in industrial settings, particularly in the context of Industry 4.0, is a growing area of research. Industry 4.0 is characterized by the integration of advanced technologies, including AR, to enable smart, connected, and autonomous systems in manufacturing and other industries. This study focuses on two systems that use Pervasive AR for logistics and data monitoring on assembly lines. Such systems were designed using cooperative Human-Centered Design (HCD) methodologies in collaboration with partners from the industry sector. We report lessons learned and guidelines on the development of AR systems for industrial environments. In addition, a user study based on a data monitoring laboratory realistic procedure with 8 participants is described. The study compares the usability and effectiveness of a dashboard on Pervasive AR and a web tablet. Overall, results emphasize that AR was better suited when requiring spatial awareness and interventions, while traditional web tablet was better for tasks that require more interaction with the content and faster data monitoring. These findings had implications for the design of industrial tools, such as prototype improvements and idealize new methods, which can guide future efforts to develop and deploy AR applications.
Rafael Maio, Tiago Davi Oliveira de Araújo, Bernardo Marques, Pedro Ramalho, Duarte Almeida, Paulo Dias, Beatriz Sousa Santos
IMX1
2024 Pervasive Augmented Reality to support real-time data monitoring in industrial scenarios: Shop floor visualization evaluation and user study
abstract
Augmented Reality (AR) is a key technology in the transition to Industry 4.0 and smart manufacturing, gaining reputation in a wide range of industrial fields One promising application is in another field of Industry 4.0, the data monitoring, where AR can be used to visualize and interact with complex and big data in real time, potentially improving the efficiency and accuracy of decision-making In this work, we propose a Pervasive AR tool for data monitoring, developed in collaboration with industry partners. An web application of the same data monitoring function is also created for comparison purposes A Human-Centered Design (HCD) methodology was used to identify the needs and requirements of industrial analysts, which led to the development of these systems Preliminary user studies, with 17 participants having distinct levels of expertise in industry, data analysis and computer science, were conducted to collect opinions and suggestions for improvements, as well as, quantitative data regarding the technologies considered A succeeding user study was then prepared, in which 12 participants used two conditions (C1 - Hands-free Pervasive AR tool for HMDs and C2 - Web tool for tablet devices) to fulfill a set of data monitoring tasks in an industry assembly line The result of these studies confirm the potential of Pervasive AR for data monitoring, as it engages users, promote environmental awareness, contextualizes data and allows fast self-localization.
Rafael Maio, Tiago Davi Oliveira de Araújo, Bernardo Marques, Pedro Ramalho, Duarte Almeida, Paulo Dias, Beatriz Sousa Santos
Comput. Graph.1
2022 Exploring an Augmented Reality Serious Game for Motorized Wheelchair Control
abstract
This work describes an Augmented Reality Serious Game (ARSG) focused on facilitating the process of acquiring new skills in individuals with motor disabilities. In particular, this game aims to help them control a robotic wheelchair. A racing track was used as a game narrative, including restriction areas, static and dynamic objects, obstacles and various signs. A user study with 20 participants was conducted to compare different methods used to place virtual content on the real-world environment while the user interacts with the game and control the wheelchair in the physical space: C1 - motion tracking using cloud anchors; C2 - offline motion tracking. Results suggest condition C1 is more precise and robust, while condition C2 seems to be easier to configure.
Rafael Maio, João Alves 0001, Bernardo Marques, Paulo Dias, Nuno Lau
AVI1
2022 Pervasive Augmented Reality (AR) for Assistive Production: Comparing the use of a Head-Mounted Display (HMD) versus a Hand-Held Device (HHD)
abstract
Pervasive Augmented Reality (AR) has been explored to provide experiences that are continuous in space and time, while incorporating layers of contextual information. While most research efforts have been devoted to explore serious games, museums and smart environments, we argue that another interesting area of application is assistive production, in particular training novel workers by displaying instructions throughout the shop floor on what to do. This work describes a user study with 12 participants, aimed at comparing the use of three distinct conditions: C1 - Head-Mounted Display (HMD), C2 - Handheld Device (HHD) and C3 - Paper manual during a set of realistic training tasks, selected based on a collaboration with partners from the industry sector. Results suggest condition C1 was preferred by the majority of participants, being considered more useful to support the worker’s task as it is seems more efficient, hands-free and has a better tracking technology.
Rafael Maio, Bernardo Marques, Duarte Almeida, Paulo Dias, Beatriz Sousa Santos
MUM1
2020 Interaction with Virtual Content using Augmented Reality: A User Study in Assembly Procedures
abstract
Assembly procedures are a common task in several domains of application. Augmented Reality (AR) has been considered as having great potential in assisting users while performing such tasks. However, poor interaction design and lack of studies, often results in complex and hard to use AR systems. This paper considers three different interaction methods for assembly procedures (Touch gestures in a mobile device; Mobile Device movements; 3D Controllers and See-through HMD). It also describes a controlled experiment aimed at comparing acceptance and usability between these methods in an assembly task using Lego blocks. The main conclusions are that participants were faster using the 3D controllers and Video see-through HMD. Participants also preferred the HMD condition, even though some reported light symptoms of nausea, sickness and/or disorientation, probably due to limited resolution of the HMD cameras used in the video see-through setting and some latency issues. In addition, although some research claims that manipulation of virtual objects with movements of the mobile device can be considered as natural, this condition was the least preferred by the participants.
Bernardo Marques, João Alves 0001, Miguel Neves 0003, Inês Justo, Raquel Rainho, Rafael Maio, Dany Costa, Carlos Ferreira 0001, Paulo Dias, Beatriz Sousa Santos
Proc. ACM Hum. Comput. Interact.7