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Rodrigo Marques

dblp:148/8279 · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2024
0000-0003-2492-0197ORCID · reported

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

Software engineering, systems software and programming languages · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1

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
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Haptics and multimodal interaction · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual environment
immersive simulation
0.212016
Immersive Scuba Diving Simulator Using Virtual Reality · UIST 2016
Haptics and multimodal interaction
multimodal feedback
0.112016
Immersive Scuba Diving Simulator Using Virtual Reality · UIST 2016

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

user study · 0.5motion platform · 0.5head-mounted display · 0.5
YearPublicationVenuePosition
2024 Haskelite: A Tracing Interpreter Based on a Pattern-Matching Calculus
abstract
Many Haskell textbooks explain the evaluation of pure functional programs as a process of stepwise rewriting using equations. However, usual implementation techniques perform program transformations that make producing the corresponding tracing evaluations difficult. This paper presents a tracing interpreter for a subset of Haskell based on the pattern matching calculus of Kahl. We start from a big-step semantics in the style of Launchbury and develop a small-step semantics in the style of Sestoft's machines. This machine is used in the implementation of a step-by-step educational interpreter. We also discuss some implementation decisions and present illustrative examples.
Pedro B. Vasconcelos, Rodrigo Marques
Haskell2
2016 Immersive Scuba Diving Simulator Using Virtual Reality
abstract
We present Amphibian, a simulator to experience scuba diving virtually in a terrestrial setting. While existing diving simulators mostly focus on visual and aural displays, Amphibian simulates a wider variety of sensations experienced underwater. Users rest their torso on a motion platform to feel buoyancy. Their outstretched arms and legs are placed in a suspended harness to simulate drag as they swim. An Oculus Rift head-mounted display (HMD) and a pair of headphones delineate the visual and auditory ocean scene. Additional senses simulated in Amphibian are breath motion, temperature changes, and tactile feedback through various sensors. Twelve experienced divers compared Amphibian to real-life scuba diving. We analyzed the system factors that influenced the users' sense of being there while using our simulator. We present future UI improvements for enhancing immersion in VR diving simulators.
Dhruv Jain, Misha Sra, Jingru Guo, Rodrigo Marques, Raymond Wu, Justin Chiu, Chris Schmandt
UIST4