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Bruno Rodrigues De Araújo

dblp:39/4809 · also Bruno Araújo · DBLP profile ↗
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16ranked-venue papers
4as first author
1since 2021 · last 2022
—ORCID · unresolved

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

Human-computer interaction and ubiquitous computing · 14 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-authorArtificial intelligence and machine learning · 1Applied, interdisciplinary, general and emerging 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.

Human-computer interaction and pervasive computing
8 papers
Interaction techniques and input · 62% User interface design and tools · 21% Design research and methods · 7%
Computer graphics and multimedia
4 papers
Virtual and augmented reality · 60% Visualization and visual analytics · 40%

Topics — the 15 heaviest of 22, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › input modality › multimodal input
pen and touch input
0.932018
DataInk: Direct and Creative Data-Oriented Drawing · CHI 2018
Collection Objects: Enabling Fluid Formation and Manipulation of Aggregate Selections · CHI 2017
Object-Oriented Drawing · CHI 2016
Interaction techniques and input
touch interaction
0.522017
GhostID: Enabling Non-Persistent User Differentiation in Frequency-Division Capacitive Multi-Touch Sensors · CHI 2017
Hammer Time!: A Low-Cost, High Precision, High Accuracy Tool to Measure the Latency of Touchscreen Devices · CHI 2016
Visualization and visual analytics
visualization authoring
0.312018
DataInk: Direct and Creative Data-Oriented Drawing · CHI 2018
Interaction techniques and input › input sensing
capacitive sensing
0.312017
GhostID: Enabling Non-Persistent User Differentiation in Frequency-Division Capacitive Multi-Touch Sensors · CHI 2017
Virtual and augmented reality › interactive storytelling
immersive storytelling
0.212016
Multi-Device Storyboards for Cinematic Narratives in VR · UIST 2016
Visualization and visual analytics › visual storytelling
storyboard generation
0.212016
Multi-Device Storyboards for Cinematic Narratives in VR · UIST 2016
User interface design and tools › interactive design tools
drawing tools
0.212016
Object-Oriented Drawing · CHI 2016
Interaction techniques and input › touch interaction
touch input
0.212016
Next-Point Prediction Metrics for Perceived Spatial Errors · UIST 2016
Virtual and augmented reality › virtual environment
immersive virtual environments
0.112012
Title of tutorial: Designing immersive VR systems: From bits to bolts · VR 2012
Virtual and augmented reality › virtual reality
VR system integration
0.112012
Title of tutorial: Designing immersive VR systems: From bits to bolts · VR 2012
User interface design and tools
graphical user interface
0.112018
DataInk: Direct and Creative Data-Oriented Drawing · CHI 2018
Interaction techniques and input
selection and manipulation
0.112017
Collection Objects: Enabling Fluid Formation and Manipulation of Aggregate Selections · CHI 2017
Interaction techniques and input
cross-device interaction
0.112016
Multi-Device Storyboards for Cinematic Narratives in VR · UIST 2016
Virtual and augmented reality
immersive interaction
0.012012
Title of tutorial: Designing immersive VR systems: From bits to bolts · VR 2012
Virtual and augmented reality › immersive interaction
multimodal interaction
0.012012
Title of tutorial: Designing immersive VR systems: From bits to bolts · VR 2012

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

direct pen and touch input · 0.7interviews · 0.5deployment · 0.5signal ghosting analysis · 0.3frequency-division capacitive sensing · 0.3expert evaluation · 0.3fieldwork · 0.2field work · 0.2expert assessment · 0.2capacitive touch simulation · 0.2automated measurement tool · 0.2infrared optical tracking · 0.1acoustic rendering · 0.1
YearPublicationVenuePosition
2022 Sensing Hand Interactions with Everyday Objects by Profiling Wrist Topography
abstract
We demonstrate rich inferences about unaugmented everyday objects and hand object interactions by measuring minute skin surface deformations at the wrist using a sensing technique based on capacitance. The wristband prototype infers muscle and tendon tension, pose, and motion, which we then map to force (9 users, 13.66 +/- 9.84 N regression error on classes 0–49.1 N), grasp (9 users, 81 +/- 7 % classification accuracy on 6 grasps), and continuous interaction (10 users, 99 +/- 1 % discrimination accuracy between 6 interactions, 89–97 % accuracy on 3 states within each interaction) using basic machine learning models.
Julius Cosmo Romeo Rudolph, David Holman, Bruno Rodrigues De Araújo, Ricardo Jota, Daniel J. Wigdor, Valkyrie Savage
TEI3
2018 DataInk: Direct and Creative Data-Oriented Drawing
abstract
Creating whimsical, personal data visualizations remains a challenge due to a lack of tools that enable for creative visual expression while providing support to bind graphical content to data. Many data analysis and visualization creation tools target the quick generation of visual representations, but lack the functionality necessary for graphics design. Toolkits and charting libraries offer more expressive power, but require expert programming skills to achieve custom designs. In contrast, sketching affords fluid experimentation with visual shapes and layouts in a free-form manner, but requires one to manually draw every single data point. We aim to bridge the gap between these extremes. We propose DataInk, a system supports the creation of expressive data visualizations with rigorous direct manipulation via direct pen and touch input. Leveraging our commonly held skills, coupled with a novel graphical user interface, DataInk enables direct, fluid, and flexible authoring of creative data visualizations.
Haijun Xia, Nathalie Henry Riche, Fanny Chevalier, Bruno Rodrigues De Araújo, Daniel J. Wigdor
CHI4
2017 Probabilistic Integration of Large Brazilian Socioeconomic and Clinical Databases
abstract
The integration of disparate large and heterogeneous socioeconomic and clinical databases is considered essential to capture and model longitudinal and social aspects of diseases. However, such integration is challenging: databases are stored in disparate locations, make use of different identifiers, have variable data quality, record information in bespoke purpose-specific formats and have different levels of metadata. Novel computational methods are required to integrate them and enable their statistical analyses for epidemiological research purposes. In this paper, we describe a probabilistic approach for constructing a very large population-based cohort comprised of 114 million individuals using linkages between clinical databases from the National Health System and administrative databases from governmental social programmes. We present our data integration model for creating data marts (epidemiological data) and discuss our evaluation results in controlled and uncontrolled scenarios, which demonstrate that our model and tools achieve high accuracy (minimum of 91%) in different probabilistic data integration scenarios.
Clícia Pinto, Robespierre Pita, George Caique Gouveia Barbosa, Bruno Rodrigues De Araújo, Juracy Bertoldo, Samila Sena, Sandra Reis, Rosemeire L. Fiaccone, Leila Amorim, Maria Yury Ichihara, Mauricio Barreto, Marcos E. Barreto, Spiros C. Denaxas
CBMS4
2017 GhostID: Enabling Non-Persistent User Differentiation in Frequency-Division Capacitive Multi-Touch Sensors
abstract
Current touch devices are adept at tracking finger touches, but cannot distinguish if multiple touches are caused by different fingers on a single hand, by fingers from both hands of a single user, or by different users. This limitation significantly reduces the possibilities for interaction techniques in touch interfaces. We present GhostID, a capacitive sensor that can differentiate the origins of multiple simultaneous touches. Our approach analyzes the signal ghosting, already present as an artifact in a frequency-division touch controller, to differentiate touches from the same hand or different hands of a single user (77% reliability at 60 fps) or from two different users (95% reliability at 60 fps). In addition to GhostID, we also develop a framework of user-differentiation capabilities for touch input devices, and illustrate a set of interaction techniques enabled by GhostID.
Sidharth Sahdev, Clifton Forlines, Ricardo Jota, Bruno Rodrigues De Araújo, Braon Moseley, Jonathan Deber, Steven Sanders, Darren Leigh, Daniel J. Wigdor
CHI4
2017 Collection Objects: Enabling Fluid Formation and Manipulation of Aggregate Selections
abstract
Despite the long development of Graphical User Interfaces, working with multiple graphical objects remains a challenge, due to the difficulties of forming complex selections, ambiguities of operations, and tediousness of repetitively unselect-reselect or ungroup-regroup objects. Instead of tackling them as individual problems, we attribute it to the lack of system support to the general selection-action cycles. We propose Collection Objects to not only support a single fast selection-action cycle but also allow multiple cycles to be chained together into a fluid workflow. Collection Objects unifies selection, grouping, and manipulation of aggregate selections into a single object, with which selection can be composed with various techniques, modified for later actions, grouped with objects inside still directly accessible, and quasi-moded for less context switching. We implemented Collection Object in the context of a vector drawing application with simultaneous pen and touch input. Results of an expert evaluation show that Collection Objects holds considerable promises for fluid interaction with multiple objects.
Haijun Xia, Bruno Rodrigues De Araújo, Daniel J. Wigdor
CHI2
2016 Hammer Time!: A Low-Cost, High Precision, High Accuracy Tool to Measure the Latency of Touchscreen Devices
abstract
We report on the Latency Hammer, a low-cost yet highaccuracy and high-precision automated tool that measures the interface latency of touchscreen devices. The Hammer directly measures latency by triggering a capacitive touch event on a device using an electrically actuated touch simulator, and a photo sensor to monitor the screen for a visual response. This allows us to measure the full end-toend latency of a touchscreen system exactly as it would be experienced by a user. The Hammer does not require human interaction to perform a measurement, enabling the acquisition of large datasets. We present the operating principles of the Hammer, and discuss its design and construction; full design documents are available online. We also present a series of tools and equipment that were built to assess and validate the performance of the Hammer, and demonstrate that it provides reliable latency measurements.
Jonathan Deber, Bruno Rodrigues De Araújo, Ricardo Jota, Clifton Forlines, Darren Leigh, Steven Sanders, Daniel J. Wigdor
CHI2
2016 Storeoboard: Sketching Stereoscopic Storyboards
abstract
We present Storeoboard, a system for stereo-cinematic conceptualization, via storyboard sketching directly in stereo. The resurgence of stereoscopic media has motivated filmmakers to evolve a new stereo-cinematic vocabulary, as many principles for stereo 3D film are unique. Concepts like plane separation, parallax position, and depth budgets are missing from early planning due to the 2D nature of existing storyboards. Storeoboard is the first of its kind, allowing filmmakers to explore, experiment and conceptualize ideas in stereo early in the film pipeline, develop new stereo-cinematic constructs and foresee potential difficulties. Storeoboard is the design outcome of interviews and field work with directors, stereographers, and storyboard artists. We present our design guidelines and implementation of a tool combining stereo-sketching, depth manipulations and storyboard features into a coherent and novel workflow. We report on feedback from storyboard artists, industry professionals and the director of a live action, feature film on which Storeoboard was deployed.
Rorik Henrikson, Bruno Rodrigues De Araújo, Fanny Chevalier, Karan Singh 0004, Ravin Balakrishnan
CHI2
2016 Object-Oriented Drawing
abstract
We present Object-Oriented Drawing, which replaces most WIMP UI with Attribute Objects. Attribute Objects embody the attributes of digital content as UI objects that can be manipulated through direct touch gestures. In the paper, the fundamental UI concepts are presented, including Attribute Objects, which may be moved, cloned, linked, and freely associated with drawing objects. Other functionalities, such as attribute-level blending and undo, are also demonstrated. We developed a drawing application based on the presented concepts with simultaneous touch and pen input. An expert assessment of our application shows that direct physical manipulation of Attribute Objects enables a user to quickly perform interactions which were previously tedious, or even impossible, with a coherent and consistent interaction experience throughout the entire interface.
Haijun Xia, Bruno Rodrigues De Araújo, Tovi Grossman, Daniel J. Wigdor
CHI2
2016 Snake Charmer: Physically Enabling Virtual Objects
abstract
Augmented and virtual reality have the potential of being indistinguishable from the real world. Holographic displays, including head mounted units, support this vision by creating rich stereoscopic scenes, with objects that appear to float in thin air - often within arm's reach. However, one has but to reach out and grasp nothing but air to destroy the suspension of disbelief. Snake-charmer is an attempt to provide physical form to virtual objects by revisiting the concept of Robotic Graphics or Encountered-type Haptic interfaces with current commodity hardware. By means of a robotic arm, Snake-charmer brings physicality to a virtual scene and explores what it means to truly interact with an object. We go beyond texture and position simulation and explore what it means to have a physical presence inside a virtual scene. We demonstrate how to render surface characteristics beyond texture and position, including temperature; how to physically move objects; and how objects can physically interact with the user's hand. We analyze our implementation, present the performance characteristics, and provide guidance for the construction of future physical renderers.
Bruno Rodrigues De Araújo, Ricardo Jota, Varun Perumal, JiaXian Yao, Karan Singh 0004, Daniel J. Wigdor
TEI1
2016 Multi-Device Storyboards for Cinematic Narratives in VR
abstract
Virtual Reality (VR) narratives have the unprecedented potential to connect with an audience through presence, placing viewers within the narrative. The onset of consumer VR has resulted in an explosion of interest in immersive storytelling. Planning narratives for VR, however, is a grand challenge due to its unique affordances, its evolving cinematic vocabulary, and most importantly the lack of supporting tools to explore the creative process in VR.
Rorik Henrikson, Bruno Rodrigues De Araújo, Fanny Chevalier, Karan Singh 0004, Ravin Balakrishnan
UIST2
2016 Next-Point Prediction Metrics for Perceived Spatial Errors
abstract
Touch screens have a delay between user input and corresponding visual interface feedback, called input 'latency' (or 'lag'). Visual latency is more noticeable during continuous input actions like dragging, so methods to display feedback based on the most likely path for the next few input points have been described in research papers and patents. Designing these 'next-point prediction' methods is challenging, and there have been no standard metrics to compare different approaches. We introduce metrics to quantify the probability of 7 spatial error 'side-effects' caused by next-point prediction methods. Types of side-effects are derived using a thematic analysis of comments gathered in a 12 participants study covering drawing, dragging, and panning tasks using 5 state-of-the-art next-point predictors. Using experiment logs of actual and predicted input points, we develop quantitative metrics that correlate positively with the frequency of perceived side-effects. These metrics enable practitioners to compare next-point predictors using only input logs.
Mathieu Nancel, Daniel Vogel 0001, Bruno Rodrigues De Araújo, Ricardo Jota, Géry Casiez
UIST3
2013 Mockup Builder: 3D modeling on and above the surface
Bruno Rodrigues De Araújo, Géry Casiez, Joaquim Jorge 0001, Martin Hachet
Comput. Graph.1
2012 Mockup builder: direct 3D modeling on and above the surface in a continuous interaction space
Bruno Rodrigues De Araújo, Géry Casiez, Joaquim Jorge 0001
Graphics Interface1
2012 Title of tutorial: Designing immersive VR systems: From bits to bolts
abstract
Immersive 3D Virtual Environments (VE) have become affordable for many research centers. However, a complete solution needs several integration steps to be fully operational. Some of these steps are difficult to accomplish and require an uncommon combination of different skills. This tutorial presents the most recent techniques developed to address this problem, from displays to software tools. The hardware in a typical VR installations combines projectors, screens, speakers, computers, tracking and I/O devices. The tutorial will discuss hardware options, explaining their advantages and disadvantages. We will cover design decisions from basic software and hardware design, through user tracking, multimodal human-computer interfaces and acoustic rendering, to how to administrate the whole solution. Additionally, we will provide an introduction to existing tracking technologies, explaining how the most common devices work, while focusing on infrared optical tracking. Finally, we briefly cover integration software and middleware developed for most VE settings.
Luciano P. Soares, Joaquim Jorge 0001, José Miguel Salles Dias, Alberto Barbosa Raposo, Bruno Rodrigues De Araújo, Leonel Valbom, Filipe Gaspar
VR5
2007 Extensible middleware framework for multimodal interfaces in distributed environments
abstract
We present a framework to manage multimodal applications and interfaces in a reusable and extensible manner. We achieve this by focusing the architecture both on applications' needs and devices' capabilities. One particular domain we want to approach is collaborative environments where several modalities and applications make it necessary to provide for an extensible system combining diverse components across heterogeneous platforms on-the-fly. This paper describes the proposed framework and its main contributions in the context of an architectural application scenario. We demonstrate how to connect different non-conventional applications and input modalities around an immersive environment (tiled display wall).
Vitor Fernandes, Tiago João Vieira Guerreiro, Bruno Rodrigues De Araújo, Joaquim Jorge 0001, João Pereira 0001
ICMI3
2005 Adaptive polygonization of implicit surfaces
Bruno Rodrigues De Araújo, Joaquim Jorge 0001
Comput. Graph.1