EDBT 2026 Demo / reviewers in the wild / expert
Daniel Mendes
dblp:73/10055
· DBLP profile ↗
29ranked-venue papers
7as first author
10since 2021 · last 2025
0000-0002-1129-7941ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 21 · 4 first-author · 10 since 2021Human-computer interaction and ubiquitous computing · 11 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 1Security and privacy · 1 · 1 first-authorSoftware engineering, systems software and programming languages · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Guiding Attention in VR: Comparing the Effect of Peripheral and Central Cues on Presence and WorkloadabstractVirtual Reality applications increasingly require methods to effectively guide users to important elements within the virtual environment. Central visual cues are the most common method, which have proven effective for directing attention, yet often compromise on level of immersion. This work explored whether peripheral visual cues could serve as an alternative approach that supports attention guidance while preserving sense of presence. We performed a user study with 24 participants to compare four visual cues: two central cues (Floating Text and Floating Arrow) and two peripheral cues (Edge Lighting and Swarm). Users completed a visual search task of 7 objects for each visual cue, with data collected on performance through reaction time, round time, and total errors. Additionally, presence and workload were evaluated through the IGROUP Presence Questionnaire and NASA Task Load Index, respectively. No statistically significant differences were found between peripheral and central cues for presence, however performance and workload varied significantly based on specific cue implementation rather than type of positioning. Our findings indicate that peripheral positioning does not inherently provide attention guidance advantages over central placement. Instead, thoughtful cue design, with a simple yet clear appearance and behavior appears to be the critical factor for achieving effective attention guidance while preserving presence in IVEs. These results provide valuable insights for VR content creators to facilitate the design process of VR experiences. Ricardo Pinto, Teresa Matos 0001, Daniel Mendes, Rui Rodrigues 0001 |
VRST | 3 |
| 2024 | Cues to fast-forward collaboration: A Survey of Workspace Awareness and Visual Cues in XR Collaborative SystemsabstractAbstract Collaboration in extended reality (XR) environments presents complex challenges that revolve around how users perceive the presence, intentions, and actions of their collaborators. This paper delves into the intricate realm of group awareness, focusing specifically on workspace awareness and the innovative visual cues designed to enhance user comprehension. The research begins by identifying a spectrum of collaborative situations drawn from an analysis of XR prototypes in the existing literature. Then, we describe and introduce a novel classification for workspace awareness, along with an exploration of visual cues recently employed in research endeavors. Lastly, we present the key findings and shine a spotlight on promising yet unexplored topics. This work not only serves as a reference for experienced researchers seeking to inform the design of their own collaborative XR applications but also extends a welcoming hand to newcomers in this dynamic field. Rodrigo Assaf, Daniel Mendes, Rui Rodrigues 0001 |
Comput. Graph. Forum | 2 |
| 2024 | Incidental visualizations: How complexity factors influence task performanceabstractIncidental visualizations convey information to a person during an ongoing primary task, without the person consciously searching for or requesting that information. They differ from glanceable visualizations by not being people’s main focus, and from ambient visualizations by not being embedded in the environment. Instead, they are presented as secondary information that can be observed without a person losing focus on their current task. However, despite extensive research on glanceable and ambient visualizations, the topic of incidental visualizations is yet a novel topic in current research. To bridge this gap, we conducted an empirical user study presenting participants with an incidental visualization while performing a primary task. We aimed to understand how complexity contributory factors — task complexity, output complexity, and pressure — affected primary task performance and incidental visualization accuracy. Our findings showed that incidental visualizations effectively conveyed information without disrupting the primary task, but working memory limitations should be considered. Additionally, output and pressure significantly influenced the primary task’s results. In conclusion, our study provides insights into the perception accuracy and performance impact of incidental visualizations in relation to complexity factors. João Moreira 0001, Daniel Mendes, Daniel Gonçalves 0002 |
Vis. Informatics | 2 |
| 2023 | TouchRay: Towards Low-effort Object Selection at Any Distance in DeskVRabstractDeskVR allows users to experience Virtual Reality (VR) while sitting at a desk without requiring extensive movements. This makes it better suited for professional work environments where productivity over extended periods is essential. However, tasks that typically resort to mid-air gestures might not be suitable for DeskVR. In this paper, we focus on the fundamental task of object selection. We present TouchRay, an object selection technique conceived specifically for DeskVR that enables users to select objects at any distance while resting their hands on the desk. It also allows selecting objects’ sub-components by traversing their corresponding hierarchical trees. We conducted a user evaluation comparing TouchRay against state-of-the-art techniques targeted at traditional VR. Results revealed that participants could successfully select objects in different settings, with consistent times and on par with the baseline techniques in complex tasks, without requiring mid-air gestures. Daniel Mendes, Rui Rodrigues 0001 |
ISMAR | 2 |
| 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 | 3 |
| 2023 | SIT6: Indirect touch-based object manipulation for DeskVRabstractVirtual reality (VR) has the potential to significantly boost productivity in professional settings, especially those that can benefit from immersive environments that allow a better and more thorough way of visualizing information. However, the physical demands of mid-air movements make it difficult to use VR for extended periods. DeskVR offers a solution that allows users to engage in VR while seated at a desk, minimizing physical exhaustion. However, developing appropriate motion techniques for this context is challenging due to limited mobility and space constraints. This work focuses on object manipulation techniques, exploring touch-based and mid-air-based approaches to design a suitable solution for DeskVR, hypothesizing that touch-based object manipulation techniques could be as effective as mid-air object manipulation in a DeskVR scenario while less physically demanding. Thus, we propose Scaled Indirect Touch 6-DOF (SIT6), an indirect touch-based object manipulation technique incorporating scaled input mapping to address precision and out-of-reach manipulation issues. The implementation of our solution consists of a state machine with error-handling mechanisms and visual indicators to enhance interaction. User experiments were conducted to compare the SIT6 technique with a baseline mid-air approach, revealing comparable effectiveness while demanding less physical exertion. These results validated our hypothesis and established SIT6 as a viable option for object manipulation in DeskVR scenarios. Diogo Almeida, Daniel Mendes, Rui Rodrigues 0001 |
Comput. Graph. | 2 |
| 2023 | Shape-A-Getti: A haptic device for getting multiple shapes using a simple actuatorabstractHaptic feedback in Virtual Reality is commonly provided through wearable or grounded devices adapted to specific scenarios and situations. Shape-changing devices allow for the physical representation of different virtual objects but are still a minority, complex, and usually have long transformation times. We present Shape-a-getti, a novel ungrounded, non-wearable, and graspable haptic device that can quickly change between different radially symmetrical shapes. It uses a single actuator to rotate several identical poles distributed along a radius to render the different shapes. The format of the poles defines the possible shapes, and in our prototype, we used one that could render concave, straight, and convex shapes with different radii. We conducted a user evaluation with 21 participants asking them to recognize virtual objects by grasping the Shape-a-getti. Despite having difficulties distinguishing between some objects with very similar shapes, participants could successfully identify virtual objects with different shapes rendered by our device. Filipe Barbosa, Daniel Mendes, Rui Rodrigues 0001 |
Comput. Graph. | 2 |
| 2022 | Design and Evaluation of Travel and Orientation Techniques for Desk VRabstractTypical VR interactions can be tiring, including standing up, walking, and mid-air gestures. Such interactions result in decreased comfort and session duration compared with traditional non-VR interfaces, which may, in turn, reduce productivity. Nevertheless, current approaches often neglect this aspect, making the VR experience not as promising as it can be. As we see it, desk VR experiences provide the convenience and comfort of a desktop experience and the benefits of VR immersion, being a good compromise between the overall experience and ergonomics. In this work, we explore navigation techniques targeted at desk VR users, using both controllers and a large multi-touch surface. We address travel and orientation techniques independently, considering only continuous approaches for travel as these are better suited for exploration and both continuous and discrete approaches for orientation. Results revealed advantages for a continuous controller-based travel method and a trend for a dragging-based orientation technique. Also, we identified possible trends towards task focus affecting overall cybersickness symptomatology. Guilherme Amaro, Daniel Mendes, Rui Rodrigues 0001 |
VR | 2 |
| 2022 | Foreword to the special section on Recent Advances in Graphics and Interaction
Nuno Rodrigues, Daniel Mendes, Luís Paulo Santos, Kadi Bouatouch |
Comput. Graph. | 2 |
| 2022 | Foreword RAGI
Paula Alexandra Silva, Luís Magalhães, Daniel Mendes, Andrea Giachetti 0001 |
Comput. Graph. | 3 |
| 2020 | Incidental Visualizations: Pre-Attentive Primitive Visual TasksabstractIn InfoVis design, visualizations make use of pre-attentive features to highlight visual artifacts and guide users' perception into relevant information during primitive visual tasks. These are supported by visual marks such as dots, lines, and areas. However, research assumes our pre-attentive processing only allows us to detect specific features in charts. We argue that a visualization can be completely perceived pre-attentively and still convey relevant information. In this work, by combining cognitive perception and psychophysics, we executed a user study with six primitive visual tasks to verify if they could be performed pre-attentively. The tasks were to find: horizontal and vertical positions, length and slope of lines, size of areas, and color luminance intensity. Users were presented with very simple visualizations, with one encoded value at a time, allowing us to assess the accuracy and response time. Our results showed that horizontal position identification is the most accurate and fastest task to do, and the color luminance intensity identification task is the worst. We believe our study is the first step into a fresh field called Incidental Visualizations, where visualizations are meant to be seen at-a-glance, and with little effort. João Moreira 0001, Daniel Mendes, Daniel Gonçalves 0002 |
AVI | 2 |
| 2020 | Collaborative Tabletops for Blind People: The Effect of Auditory Design on Workspace AwarenessabstractInteractive tabletops offer unique collaborative features, particularly their size, geometry, orientation and, more importantly, the ability to support multi-user interaction. Although previous efforts were made to make interactive tabletops accessible to blind people, the potential to use them in collaborative activities remains unexplored. In this paper, we present the design and implementation of a multi-user auditory display for interactive tabletops, supporting three feedback modes that vary on how much information about the partners' actions is conveyed. We conducted a user study with ten blind people to assess the effect of feedback modes on workspace awareness and task performance. Furthermore, we analyze the type of awareness information exchanged and the emergent collaboration strategies. Finally, we provide implications for the design of future tabletop collaborative tools for blind users. Daniel Mendes, Sofia Reis, João Guerreiro 0002, Hugo Nicolau |
Proc. ACM Hum. Comput. Interact. | 1 |
| 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 | 3 |
| 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 | 3 |
| 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. | 3 |
| 2019 | A Survey on 3D Virtual Object Manipulation: From the Desktop to Immersive Virtual EnvironmentsabstractAbstract Interactions within virtual environments often require manipulating 3D virtual objects. To this end, researchers have endeavoured to find efficient solutions using either traditional input devices or focusing on different input modalities, such as touch and mid‐air gestures. Different virtual environments and diverse input modalities present specific issues to control object position, orientation and scaling: traditional mouse input, for example, presents non‐trivial challenges because of the need to map between 2D input and 3D actions. While interactive surfaces enable more natural approaches, they still require smart mappings. Mid‐air gestures can be exploited to offer natural manipulations mimicking interactions with physical objects. However, these approaches often lack precision and control. All these issues and many others have been addressed in a large body of work. In this article, we survey the state‐of‐the‐art in 3D object manipulation, ranging from traditional desktop approaches to touch and mid‐air interfaces, to interact in diverse virtual environments. We propose a new taxonomy to better classify manipulation properties. Using our taxonomy, we discuss the techniques presented in the surveyed literature, highlighting trends, guidelines and open challenges, that can be useful both to future research and to developers of 3D user interfaces. Daniel Mendes, Fabio Marco Caputo, Andrea Giachetti 0001, Alfredo Ferreira, Joaquim Jorge 0001 |
Comput. Graph. Forum | 1 |
| 2018 | Effects of GPS Spoofing on Unmanned Aerial VehiclesabstractUnmanned Aerial Vehicles (UAVs) are no longer exclusively military and scientific solutions. These vehicles have been growing in popularity among hobbyist and also as industrial solutions for specific activities. The flying characteristics and the absence of a crew on board of these devices allow them to perform a wide variety of activities, which can be inaccessible to humans or may threat their life. Despite the advantages, they also bring up major concerns regarding security breaches in the flight controller software, which may lead to security (e.g., vehicle hijacking by attackers), safety (e.g., crashing the vehicle into a planned area or building), or privacy (e.g., eavesdropping or stealing video footage) problems. GPS spoofing is one the main threat of UAVs. The predictability and knowledge of GPS signal properties, create conditions to attackers to assume control of the UAV and use it for their own objectives. In this paper the GPS spoofing effect on UAV is analyzed through a series of tests, under a simulation environment. The results are shown as deviation from the original trajectory and attack success, and analyzed over time and by attack type. Daniel Mendes, Naghmeh Ramezani Ivaki, Henrique Madeira |
PRDC | 1 |
| 2018 | Smart Choices for Deviceless and Device-Based Manipulation in Immersive Virtual RealityabstractThe choice of a suitable method for object manipulation is one of the most critical aspects of virtual environment design. It has been shown that different environments or applications might benefit from direct manipulation approaches, while others might be more usable with indirect ones, exploiting, for example, three dimensional virtual widgets. When it comes to mid-air interactions, the success of a manipulation technique is not only defined by the kind of application but also by the hardware setup, especially when specific restrictions exist. In this paper we present an experimental evaluation of different techniques and hardware for mid-air object manipulation in immersive virtual environments (IVE). We compared task performances using both deviceless and device-based tracking solutions, combined with direct and widget-based approaches. We also tested, in the case of freehand manipulation, the effects of different visual feedback, comparing the use of a realistic virtual hand rendering with a simple cursor-like visualization. Fabio Marco Caputo, Daniel Mendes, Alessia Bonetti, Giacomo Saletti, Andrea Giachetti 0001 |
VR | 2 |
| 2018 | Keep my head on my shoulders!: why third-person is bad for navigation in VRabstractHead-Mounted Displays are useful to place users in virtual reality (VR). They do this by totally occluding the physical world, including users' bodies. This can make self-awareness problematic. Indeed, researchers have shown that users' feeling of presence and spatial awareness are highly influenced by their virtual representations, and that self-embodied representations (avatars) of their anatomy can make the experience more engaging. On the other hand, recent user studies show a penchant towards a third-person view of one's own body to seemingly improve spatial awareness. However, due to its unnaturality, we argue that a third-person perspective is not as effective or convenient as a first-person view for task execution in VR. In this paper, we investigate, through a user evaluation, how these perspectives affect task performance and embodiment, focusing on navigation tasks, namely walking while avoiding obstacles. For each perspective, we also compare three different levels of realism for users' representation, specifically a stylized abstract avatar, a mesh-based generic human, and a real-time point-cloud rendering of the users' own body. Our results show that only when a third-person perspective is coupled with a realistic representation, a similar sense of embodiment and spatial awareness is felt. In all other cases, a first-person perspective is still better suited for navigation tasks, regardless of representation. Daniel Medeiros 0001, Rafael Kuffner dos Anjos, Daniel Mendes, João Pereira 0001, Alberto Barbosa Raposo, Joaquim Jorge 0001 |
VRST | 3 |
| 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 | 2 |
| 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 | 2 |
| 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 | 1 |
| 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. | 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 | 3 |
| 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 | 3 |
| 2016 | The benefits of DOF separation in mid-air 3D object manipulationabstractObject manipulation is a key feature in almost every virtual environment. However, it is difficult to accurately place an object in immersive virtual environments using mid-air gestures that mimic interactions in the physical world, although being a direct and natural approach. Previous research studied mouse and touch based interfaces concluding that separation of degrees-of-freedom (DOF) led to improved results. In this paper, we present the first user evaluation to assess the impact of explicit 6 DOF separation in mid-air manipulation tasks. We implemented a technique based on familiar virtual widgets that allow single DOF control, and compared it against a direct approach and PRISM, which dynamically adjusts the ratio between hand and object motions. Our results suggest that full DOF separation benefits precision in spatial manipulations, at the cost of additional time for complex tasks. From our results we draw guidelines for 3D object manipulation in mid-air. Daniel Mendes, Filipe Relvas, Alfredo Ferreira, Joaquim Jorge 0001 |
VRST | 1 |
| 2015 | Eery Space: Facilitating Virtual Meetings Through Remote Proxemics
Maurício Sousa, Daniel Mendes, Alfredo Ferreira, João Pereira 0001, Joaquim Jorge 0001 |
INTERACT (3) | 2 |
| 2014 | Verbal description of LEGO blocksabstractQuery specification for 3D object retrieval still relies on traditional interaction paradigms. The goal of our study was to identify the most natural methods to describe 3D objects, focusing on verbal and gestural expressions. Our case study uses LEGO R blocks. We started by collecting a corpus involving ten pairs of subjects, in which one participant requests blocks for building a model from another participant. This small corpus suggests that users prefer to describe 3D objects verbally, rarely resorting to gestures, and using them only as complement. The paper describes this corpus, addressing the challenges that such verbal descriptions create for a speech understanding system, namely the long complex verbal descriptions, involving dimensions, shapes, colors, metaphors, and diminutives. The latter connote small size, endearment or insignificance, and are only very common in informal language. In this corpus, they occurred in one out of seven requests. This experiment was the first step of the development of a prototype for searching LEGO R blocks combining speech and stereoscopic 3D. Although the verbal interaction in the first version is limited to relatively simple queries, its combination with immersive visualization allows the user to explore query results in a dataset with virtual blocks. Index Terms: multimodal corpus, 3D objects, voice search Diogo Henriques, Isabel Trancoso, Daniel Mendes, Alfredo Ferreira |
INTERSPEECH | 3 |
| 2011 | Evaluation of 3D Object Manipulation on Multi-touch Surfaces Using Unconstrained Viewing Angles
Daniel Mendes, Alfredo Ferreira |
INTERACT (4) | 1 |