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Dive into the research topics where Eduardo Zilles Borba is active.

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Featured researches published by Eduardo Zilles Borba.


international conference on computer graphics and interactive techniques | 2016

VR model to explore archaeological sites in a non-destructive way

Eduardo Zilles Borba; Marcio Cabral; Roseli de Deus Lopes; Marcelo Knörich Zuffo; Regis Kopper

This work presents a fully immersive virtual environment that simulates the Brazilian archaeological site of Itapeva, in Sao Paulo. To create a virtual model relevant for archaeological research it was developed a 3D realistic experience. All the data from the physical space were collected with technological equipments (laser scanner and image-based modeling). To provide an immersive feeling when exploring the virtual reality the user was allowed to visualize the aesthetics elements through a head-mounted display and to navigate using 3D input devices. Through a sophisticated simulation the illusion of presence in the archaeological site was stimulated in the user who could explore its landscapes in a non-destructive way.


international conference on computer graphics and interactive techniques | 2017

OrbeVR: a handheld convex spherical virtual reality display

Olavo Belloc; Mario Nagamura; D. Fonseca; A. Rodrigues; D. A. R. Souza; C. S. Kurashima; M. M. Almeida; Eduardo Zilles Borba; Roseli de Deus Lopes; Marcelo Knörich Zuffo

We present OrbeVR, a handheld concave spherical perspective-corrected display. OrbeVR displays combined images projected by multiple calibrated high-performance laser pico-projectors positioned inside a translucent sphere. Users position and OrbeVR are tracked, so the spherical display renders head-coupled perspectives with stereoscopic depth cues. OrbeVR is an extremely compact, lightweight and small Virtual Reality spherical display based on multiprojection technology. This emerging Virtual Reality technology enables exciting interactive display devices comparable to snow-globes.


symposium on 3d user interfaces | 2017

Batmen beyond: Natural 3D manipulation with the BatWand

André Montes Rodrigues; Olavo Belloc; Eduardo Zilles Borba; Mario Nagamura; Marcelo Knörich Zuffo

In this work we present an interactive 3D object manipulation system using off the shelf mobile devices coupled with Augmented Reality (AR) technology that allows editing 3D objects by way of natural interactions based on tangible interfaces paradigms. The set-up consists of a mobile device, an interactive wand marker and AR markers laid on a table. The system allows users to change viewpoint and execute operations on 3D objects - simultaneous translation and rotation, scaling, cloning or deleting - by unconstrained natural interactions, leveraging users proficiency on daily object manipulation tasks and speeding up such typical 3D manipulation operations. Depth perception was significantly enhanced with dynamic shadows, allowing fast alignment and accurate positioning of objects. The prototype presented here allows successful completion of the three challenges proposed by the 2017 3DUI Contest, as validated by a preliminary informal user study with participants from the target audience and also from the general public.


symposium on 3d user interfaces | 2017

User experience evaluation with archaeometry interactive tools in Virtual Reality environment

Ana Grasielle Dionísio Corrêa; Eduardo Zilles Borba; Roseli de Deus Lopes; Marcelo Knörich Zuffo; Astolfo Gomes de Mello Araujo; Regis Kopper

In this work we present a study about usability experience of users in a cyber-archeological environment. We researched how they explore a realistic 3D environment in Virtual Reality (VR) through archaeometry conventional techniques. Our objective is to evaluate users experiences with interactive archaeometry tools with archaeologist (not a VR expert) and compare results with VR experts (not an archeology expert). Two hypothesis will be tested: a) its possible to simulate the virtual world realistically as the real one?; b) if this VR model is passive of exploration, is it possible to create 3DUI analytical tools to help archaeologist to manipulate archaeometry tools? To explore these hypotheses we conducted experimental tests with ten users and the results are promising.


ieee virtual reality conference | 2017

Itapeva 3D: Being Indiana Jones in virtual reality

Eduardo Zilles Borba; Andre Montes; Roseli de Deus Lopes; Marcelo Knörich Zuffo; Regis Kopper

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.


ieee virtual reality conference | 2017

Advertising perception with immersive virtual reality devices

Eduardo Zilles Borba; Marcelo Knörich Zuffo

This poster presents an initial study about people experience with advertising messages in Virtual Reality (VR) that simulates the urban space. Besides looking to the plastic and textual factors perceived by the users in the Virtual Environment (VE), this work also reflects about effects of immersion provided by different technological devices and its possible influences in the advertising message reception process — a head-mounted display (Oculus Rift DK2), a cavern automatic virtual environment (CAVE) and a desktop monitor (PC). To carry this empirical experiment, a 3D scenario that simulates a real city urban space was created and several advertising image formats were inserted on its landscape. User navigation through the urban space was designed in a firstperson perspective. In short, we intend to accomplish two objectives: a) to identify which factors lead people to pay attention to adverting in immersive VE; b) to verify the immersion effects produced by different VR interfaces in the perception of advertising.


ieee virtual reality conference | 2017

ArcheoVR: Exploring Itapeva's archeological site

Eduardo Zilles Borba; Andre Montes; Marcio Rodrigues de Almeida; Mario Nagamura; Roseli de Deus Lopes; Marcelo Knörich Zuffo; Astolfo Gomes de Mello Araujo; Regis Kopper

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.


ieee virtual reality conference | 2016

A fully immersive virtual model to explore archaeological sites

Eduardo Zilles Borba; Marcio Cabral; Roseli de Deus Lopes; Marcelo Knörich Zuffo; Regis Kopper

In this work we present the methodological approach applied to develop a fully immersive and interactive virtual environment that simulates an archaeological site located in Sao Paulo (Brazil). To create a realistic 3D space, which would be relevant for research through a cyber-archeology exploration, laser scanners and photometry were used for collecting 3D point clouds data from the physical. In consequence, the digital data acquired from these apparatus generated a huge density of point clouds, requiring a many gigabytes computer storage and a research work on design to compact all the information in an user friendly interactive virtual model, but realistic to archaeologists. Also to provide an immersive feeling when exploring the virtual reality we decided to allow the user to navigate through the scene using control devices (keyboard, mouse and joysticks) and a head-mounted display (Oculus Rift) to visualize the aesthetical and spatial elements of the archaeological site as if she/he was really in that place (forms, scales, proportions, perspective, textures, illumination, shadows). In resume, through a sophisticated digital simulation environment, which regards the playful of an electronic game in first-person field of vision, we created a telepresence sense to the user, as well providing archeologists a landscape (and objects) exploration through a non-destructive way.


ieee virtual reality conference | 2016

Batmen — Hybrid collaborative object manipulation using mobile devices

Marcio Cabral; Gabriel Roque; Mario Nagamura; Andre Montes; Eduardo Zilles Borba; Celso Setsuo Kurashima; Marcelo Knörich Zuffo

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 users 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.


ieee virtual reality conference | 2016

VR THOR — Virtual reality training with hotstick on operations risks

Marcio Cabral; Olavo Belloc; Andre Montes; Eduardo Zilles Borba; Marcelo Knörich Zuffo

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)

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Andre Montes

University of São Paulo

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Marcio Cabral

University of São Paulo

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Mario Nagamura

University of São Paulo

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Olavo Belloc

University of São Paulo

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A. Rodrigues

University of São Paulo

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