Andre Montes

dblp:144/4918 · also André Montes Rodrigues · DBLP profile ↗
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7ranked-venue papers
3as first author
0since 2021 · last 2019
0000-0002-8617-2967ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 3 first-authorHuman-computer interaction and ubiquitous computing · 6 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
7 papers
Virtual and augmented reality · 84% Visualization and visual analytics · 16%
Human-computer interaction and pervasive computing
4 papers
Interaction techniques and input · 51% Personal fabrication and tangible interfaces · 41% Health and well-being technologies · 8%
Interdisciplinary, comprehensive, and emerging computing
2 papers
Computational social science and digital humanities · 100%

Topics — the 16 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.722019
Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors · VR 2019
Batmen Forever: Unified Virtual Hand Metaphor for Consumer VR Setups · VR 2018
Virtual and augmented reality
archaeological site reconstruction
0.622017
Itapeva 3D: Being Indiana Jones in virtual reality · VR 2017
ArcheoVR: Exploring Itapeva's archeological site · VR 2017
Virtual and augmented reality › virtual environment
immersive virtual environments
0.622017
Itapeva 3D: Being Indiana Jones in virtual reality · VR 2017
ArcheoVR: Exploring Itapeva's archeological site · VR 2017
Virtual and augmented reality › mixed reality
augmented virtuality
0.412019
Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors · VR 2019
Personal fabrication and tangible interfaces
tangible interaction
0.412019
Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors · VR 2019
Virtual and augmented reality › immersive interaction
3d interaction
0.312018
Batmen Forever: Unified Virtual Hand Metaphor for Consumer VR Setups · VR 2018
Visualization and visual analytics › visual analytics
interactive visual analysis
0.312018
Integrated approach for geometric modeling and interactive visual analysis of grain structures · Comput. Aided Des. 2018
Visualization and visual analytics › visual analytics
visual analysis
0.312018
Integrated approach for geometric modeling and interactive visual analysis of grain structures · Comput. Aided Des. 2018
Virtual and augmented reality
augmented reality
0.212016
Batmen - Hybrid collaborative object manipulation using mobile devices · VR 2016
Virtual and augmented reality › multi-user interaction
collaborative object manipulation
0.212016
Batmen - Hybrid collaborative object manipulation using mobile devices · VR 2016
Virtual and augmented reality › virtual environment
immersive training
0.212016
VR THOR - Virtual reality training with hotstick on operations risks · VR 2016
Computational social science and digital humanities › cultural heritage
digital archaeology
0.222017
Itapeva 3D: Being Indiana Jones in virtual reality · VR 2017
ArcheoVR: Exploring Itapeva's archeological site · VR 2017
Virtual and augmented reality
presence
0.112019
Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors · VR 2019
Virtual and augmented reality › virtual reality
consumer-oriented virtual reality
0.112018
Batmen Forever: Unified Virtual Hand Metaphor for Consumer VR Setups · VR 2018
Interaction techniques and input › input sensing › tracking
full-body tracking
0.112016
VR THOR - Virtual reality training with hotstick on operations risks · VR 2016
Interaction techniques and input
touch and gesture input
0.112016
Batmen - Hybrid collaborative object manipulation using mobile devices · VR 2016

Methods — techniques the papers use, named apart from their topics

photogrammetry · 1.1laser scanning · 1.1wireless tracking · 0.8low-cost sensors · 0.8leap motion · 0.8virtual hand metaphor · 0.7hypernatural UIs · 0.7drone capture · 0.63d surface modeling · 0.6motion tracking · 0.5
YearPublicationVenuePosition
2019 Batmen X The Puzzler - Escaping AR's Drawbacks with Augmented Virtuality and Low Cost Sensors
abstract
We present an augmented virtuality system using low-cost or outdated devices as sensors, attached to tangible objects. Five interactions were implemented, featuring rotation, pressing, pulling, pushing and insertion movements, including passive mechanical resistance. Interactions were tied together by a puzzling narrative. Concerning storytelling, in contrast to AR, pure virtual reality offers unlimited visual possibilities and higher flexibility. Augmenting VR with physical objects allows ignoring most details of the physical environment and exploring ‘magical’ interactions. Precise registration was accomplished using wireless tracking system. The main challenge was the absent physical counterparts of the scenario, which was tackled by limiting user's reach to available interactions. Despite Leap Motion's erratic hand tracking, mouse and tablet sensors were precise enough and the augmented environment allowed a high sense of presence.
Andre Montes, Mario Nagamura, Luis Gustavo Freire da Costa, Rodrigo Rodrigues Gesuatto Faria, Pier Luigi Nakai Ricchetti, Eric Nozomi Tatsuta, Roseli de Deus Lopes, Marcelo Knörich Zuffo
VR1
2018 Batmen Forever: Unified Virtual Hand Metaphor for Consumer VR Setups
abstract
In this work, we present a hand-based natural interaction that allows performing fundamental actions such as moving or controlling objects and climbing ladders. The setup was restricted to available consumer VR technology, aiming to advance towards a practical unified framework for 3D interaction. The strategy was syncing the closest natural movement allowed by the device with primary task actions, either directly or indirectly, creating hypernatural UIs. The prototype allowed successful completion of the three challenges proposed by the 2018 3DUI Contest, as validated by a preliminary user study with participants from the target audience and also from the general public.
Andre Montes, Mario Nagamura, Luis Gustavo Freire da Costa, Marcelo Knörich Zuffo
VR1
2018 Integrated approach for geometric modeling and interactive visual analysis of grain structures
Andre Montes, Fernando Bardella, Marcelo Knörich Zuffo, Ricardo Mendes Leal Neto
Comput. Aided Des.1
2017 ArcheoVR: Exploring Itapeva's archeological site
abstract
This demo presents a fully immersive and interactive virtual environment (VE) - the ArcheoVR, which represents Itapeva Rocky Shelter, a prehistoric archeological site in Brazil. W workflow started with a real world data capture - laser scanners, drones and photogrammetry. Captured information was transformed into a carefully designed realistic 3D scene and interactive features that allows users to experience the virtual archeological site in real-time. The main objective of this VR model is to allow the general public to feel and explore an otherwise restricted and ephemeral site and to assess prototype tools intended for future digital archaeological exploration.
Eduardo Zilles Borba, Andre Montes, Marcio Almeida, Mario Nagamura, Roseli de Deus Lopes, Marcelo Knörich Zuffo, Astolfo Araujo, Regis Kopper
VR2
2017 Itapeva 3D: Being Indiana Jones in virtual reality
abstract
This poster presents the conceptual process of developing Itapeva 3D, a Virtual Reality (VR) archeology experience. It describes the technical spectrum of cyber-archeology process applied to the creation of a fully immersive and interactive virtual environment (VE), which represents Itapeva Rocky Shelter, a prehistoric archeological site in Brazil. The workflow starts with a real world data capture - laser scanners, drones and photogrammetry, continues with the transposition of the captured information into a 3D surface model capable of real-time rendering to head-mounted displays (HMDs), and ends with the design of interactive features allowing users to experience the virtual archeological site. The main objective of this VR model is to make plausible to general public to feel what it means to explore an otherwise restricted and ephemeral place. As final thoughts it is reported on preliminary results from an initial user observation.
Eduardo Zilles Borba, Andre Montes, Roseli de Deus Lopes, Marcelo Knörich Zuffo, Regis Kopper
VR2
2016 VR THOR - Virtual reality training with hotstick on operations risks
abstract
In this work we present a simulator system for training operation and maintenance of power grids distribution lines with focus on workplace safety and risk control of fuse cutout activities. The student uses a VR goggles to visualize the virtual environment (Oculus Rift) and maneuver a real bat to interact with the 3D environment, both tracked by a high precision infrared camera system (OptiTrack). It all provides a high degree of immersion and realism to the user experience. The student arms, back and head are also tracked, and the movements are replicated in a virtual avatar, allowing the instructor to evaluate ergonomic aspects. The system consists of two modules: a) Instructor Interface, which helps her/him to create and to control different challenges in the scenario and, also, to follow the student reactions and behavior; and b) Simulation Interface, which is presented to the student through VR goggles. It is important to underline that the training session can also be viewed on a projected screen by other students, extending the learning process to the observation of mistakes and successes of their peers. The simulator features various risk scenarios such as: climate (sun, rain and wind), lighting (day and night), types of structures, transformer on fire and explosions, short-circuit and electric arc, defective equipment and many other obstacles (trees, cars, windows, swarm of bees, etc)
Marcio Cabral, Olavo Belloc, Andre Montes, Eduardo Zilles Borba, Marcelo Knörich Zuffo
VR3
2016 Batmen - Hybrid collaborative object manipulation using mobile devices
abstract
In this work we present an interactive and collaborative 3D object manipulation system using the shelf mobile devices coupled with Augmented Reality (AR) technology that allows multiple users to collaborate concurrently on a scene. Each user interested in participating in this collaboration uses both a mobile device running android and a desktop (or laptop) working in tandem. The 3D scene was visualized by the user in the desktop system. The changes in the scene viewpoint changes and the object manipulations were performed using a mobile device through the AR. The system leverages user's knowledge of common tasks performed on current mobile devices such as pinching for zooming in and out; swiping with one or two fingers for object rotation and press-and-hold for 2 seconds for object translation. As you will see in this video, we built a prototype system (in a maze style) and applied an informal user study with three experienced VR researchers. Users had to carry a 3D cube through three square rings along the maze. In resume, we diagnosed that working in a collaborative way (users A and B) was better and easier than individual one (user C). We registered more than 2 minutes late for the individual experience comparing to the teamwork. It may happen because the two player team shared information, functions and had a multi-perspective view during the task.
Marcio Cabral, Gabriel Roque, Mario Nagamura, Andre Montes, Eduardo Zilles Borba, Celso Setsuo Kurashima, Marcelo Knörich Zuffo
VR4