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Rafael Alves Roberto

dblp:86/11181 · DBLP profile ↗
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10ranked-venue papers
4as first author
0since 2021 · last 2019
0000-0002-9549-7376ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 4 first-authorHuman-computer interaction and ubiquitous computing · 5 · 1 first-authorArtificial intelligence and machine learning · 2Systems, architecture and hardware · 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
5 papers
Virtual and augmented reality · 79% Rendering · 21%
Artificial intelligence
1 paper
Robot navigation and mapping · 67% 3D vision · 33%
Human-computer interaction and pervasive computing
5 papers
User interface design and tools · 23% Interaction techniques and input · 17% Immersive interaction · 17%

Topics — the 14 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.632015
Authoring Tools in Augmented Reality: An Analysis and Classification of Content Design Tools · ISMAR 2015
Device vs. user-perspective rendering in AR applications for monocular optical see-through head-mounted displays · ISMAR 2014
Device vs. user perspective rendering in google glass AR applications · ISMAR 2014
Virtual and augmented reality › immersive display
head-mounted display
0.422014
Device vs. user-perspective rendering in AR applications for monocular optical see-through head-mounted displays · ISMAR 2014
Device vs. user perspective rendering in google glass AR applications · ISMAR 2014
Virtual and augmented reality › augmented reality display
optical see-through display
0.422014
Device vs. user-perspective rendering in AR applications for monocular optical see-through head-mounted displays · ISMAR 2014
Device vs. user perspective rendering in google glass AR applications · ISMAR 2014
Rendering
rendering perspective
0.422014
Device vs. user-perspective rendering in AR applications for monocular optical see-through head-mounted displays · ISMAR 2014
Device vs. user perspective rendering in google glass AR applications · ISMAR 2014
Computer vision › 3D vision
3d scene understanding
0.312018
Live Structural Modeling Using RGB-D SLAM · ICRA 2018
Robotics › Robot navigation and mapping › SLAM › visual SLAM
RGB-D SLAM
0.312018
Live Structural Modeling Using RGB-D SLAM · ICRA 2018
Robotics › Robot navigation and mapping
SLAM
0.312018
Live Structural Modeling Using RGB-D SLAM · ICRA 2018
User interface design and tools
authoring tools
0.212015
Authoring Tools in Augmented Reality: An Analysis and Classification of Content Design Tools · ISMAR 2015
Interaction techniques and input › gesture input
bare-hand interaction
0.212013
Bare hand natural interaction with augmented objects · ISMAR 2013
Learning and educational technologies
early childhood education
0.112012
ARBlocks: A projective augmented reality platform for educational activities · VR 2012
Personal fabrication and tangible interfaces
tangible user interface
0.112012
ARBlocks: A projective augmented reality platform for educational activities · VR 2012
Usability and user experience research
user preference
0.122014
Device vs. user-perspective rendering in AR applications for monocular optical see-through head-mounted displays · ISMAR 2014
Device vs. user perspective rendering in google glass AR applications · ISMAR 2014
Requirements engineering and software design
model-driven engineering
0.112015
Authoring Tools in Augmented Reality: An Analysis and Classification of Content Design Tools · ISMAR 2015
Virtual and augmented reality
immersive interaction
0.012012
ARBlocks: A projective augmented reality platform for educational activities · VR 2012

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

trend analysis · 0.7dataflow modeling · 0.7classification · 0.7user study · 0.4demonstration · 0.4point cloud fusion · 0.3photorealistic rendering · 0.3incremental shape estimation · 0.3hand tracking · 0.3gesture recognition · 0.3tangible blocks · 0.3projective augmented reality · 0.3
YearPublicationVenuePosition
2019 Geometrical and statistical incremental semantic modeling on mobile devices
Rafael Alves Roberto, Joao Paulo Silva do Monte Lima, Hideaki Uchiyama, Veronica Teichrieb, Rin-Ichiro Taniguchi
Comput. Graph.1
2018 Live Structural Modeling Using RGB-D SLAM
abstract
This paper presents a method for localizing primitive shapes in a dense point cloud computed by the RGB-D SLAM system. To stably generate a shape map containing only primitive shapes, the primitive shape is incrementally modeled by fusing the shapes estimated at previous frames in the SLAM, so that an accurate shape can be finally generated. Specifically, the history of the fusing process is used to avoid the influence of error accumulation in the SLAM. The point cloud of the shape is then updated by fusing the points in all the previous frames into a single point cloud. In the experimental results, we show that metric primitive modeling in texture-less and unprepared environments can be achieved online.
Nicolas Olivier, Hideaki Uchiyama, Masashi Mishima, Diego Thomas, Rin-Ichiro Taniguchi, Rafael Alves Roberto, Joao Paulo Silva do Monte Lima, Veronica Teichrieb
ICRA6
2018 Incremental Structural Modeling Based on Geometric and Statistical Analyses
abstract
Finding high-level semantic information from a point cloud is a challenging task, and it can be used in various applications. For instance, it is useful to compactly represent the scene structure and efficiently understand the scene context. This task is even more challenging when using a hand-held monocular visual SLAM system that outputs a noisy sparse point cloud. In order to tackle this issue, we propose an incremental primitive modeling method using both geometric and statistical analyses for such point cloud. The main idea is to select only reliably-modeled shapes by analyzing the geometric relationship between the point cloud and the estimated shapes. Besides that, a statistical evaluation is incorporated to filter wrongly-detected primitives in a noisy point cloud. As a result of this processing, our approach largely improved precision when compared with state of the art methods. We also show the impact of segmenting and representing a scene using primitives instead of a point cloud.
Rafael Alves Roberto, Joao Paulo Silva do Monte Lima, Hideaki Uchiyama, Clemens Arth, Veronica Teichrieb, Rin-Ichiro Taniguchi, Dieter Schmalstieg
WACV1
2017 Markerless tracking system for augmented reality in the automotive industry
Joao Paulo Silva do Monte Lima, Rafael Alves Roberto, Francisco Simões, Mozart W. S. Almeida, Lucas Silva Figueiredo, João Marcelo X. N. Teixeira, Veronica Teichrieb
Expert Syst. Appl.2
2016 Tracking for mobile devices: A systematic mapping study
Rafael Alves Roberto, Joao Paulo Silva do Monte Lima, Veronica Teichrieb
Comput. Graph.1
2015 Authoring Tools in Augmented Reality: An Analysis and Classification of Content Design Tools
abstract
Augmented Reality Authoring Tools are important instruments that can help a widespread use of AR. They can be classified as programming or content design tools in which the latter completely removes the necessity of programming skills to develop an AR solution. Several solutions have been developed in the past years, however there are few works aiming to identify patterns and general models for such tools. This work aims to perform a trend analysis on content design tools in order to identify their functionalities regarding AR, authoring paradigms, deployment strategies and general dataflow models. This work is aimed to assist developers willing to create authoring tools, therefore, it focus on the last three aspects. Thus, 19 tools were analyzed and through this evaluation it were identified two authoring paradigms and two deployment strategies. Moreover, from their combination it was possible to elaborate four generic dataflow models in which every tool could be fit into.
Roberta C. Ramos Mota, Rafael Alves Roberto, Veronica Teichrieb
ISMAR2
2014 Device vs. user perspective rendering in google glass AR applications
abstract
According to Gartner's 2013 Hype Cycle for Emerging Technologies, Augmented Reality will reach its Plateu of Productivity before Wearable User Interfaces. In this work, device and user-perspective rendering are compared regarding their applicability to AR-based solutions for Google Glass. The conducted experiment measured and evaluated the advantages and drawbacks on each method and also got positive and negative feedbacks given by users. The tests showed that users preferred the device-perspective approach.
Joao Paulo Silva do Monte Lima, Rafael Alves Roberto, João Marcelo X. N. Teixeira, Veronica Teichrieb
ISMAR2
2014 Device vs. user-perspective rendering in AR applications for monocular optical see-through head-mounted displays
abstract
This demonstration allows visitors to use AR applications for monocular optical see-through head-mounted displays with two forms of visualization. One is the device-perspective approach, in which the user sees the virtual content registered with the camera image at the display. The other is the user-perspective method, in which the display is used as a de facto optical see-through device and the virtual content is registered with the real world.
Joao Paulo Silva do Monte Lima, Rafael Alves Roberto, João Marcelo X. N. Teixeira, Veronica Teichrieb
ISMAR2
2013 Bare hand natural interaction with augmented objects
abstract
In this work in progress we address the problem of interacting with augmented objects. A bare hand tracking technique is developed, which allied to gesture recognition heuristics, enables interaction with augmented objects in an intuitive way. The tracking algorithm uses a flock of features approach that tracks both hands in real time. The interaction occurs by the execution of grasp and release gestures. Physics simulation and photorealistic rendering are added to the pipeline. This way, the tool provides more coherent feedback in order to make the virtual objects look and respond more likely real ones. The pipeline was tested through specific tasks, designed to analyze its performance regarding the easiness of use, precision and response time.
Lucas Silva Figueiredo, Ronaldo Dos Anjos, Jorge Eduardo Falcao Lindoso, Edvar Vilar Neto, Rafael Alves Roberto, Manoela Silva 0001, Veronica Teichrieb
ISMAR5
2012 ARBlocks: A projective augmented reality platform for educational activities
abstract
This demonstration will allow visitors to use different applications builded for the ARBlocks, a dynamic blocks platform based on projective augmented reality and tangible user interfaces aiming early childhood educational activities. Those applications, along with the platform itself, were designed to be useful tools for educators to teach general subjects for children, such as mathematical and language skills, as well as develop important abilities, like motor coordination and collaboration.
Rafael Alves Roberto, Veronica Teichrieb
VR1