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Dive into the research topics where João Jacob is active.

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Featured researches published by João Jacob.


computer games | 2011

Issues in the Development of Location-Based Games

João Jacob; António Coelho

As new and more powerful mobile devices arrive, such as smartphones, tablets and PDAs, so do new ways of interaction emerge for the users and developers to explore. These devices allow for the creation of never-before-seen applications, using the broad range of inputs and sensors these devices integrate (such as accelerometers, light sensors, electronic compasses, GPS sensor among others), that allow for more ubiquous and personalized experiences. This paper explores issues that arise during the development and design phases of such games, as well as posible solutions for them. Finally we present, a framework for the development of location-based games that is sensible to these issues. This framework was created and tested thanks to a proof-of-concept location-based game (Geo-Wars).


Procedia Computer Science | 2012

Towards Location-based Augmented Reality games☆

João Jacob; Hugo Silva; António Coelho

Abstract Location-based games have become more popular thanks to the growth of mobile devices technology. This paper presents a framework for the development of location-based augmented reality games and wARms, an augmented-reality location- based mobile game prototype based on said framework that uses the players real position and orientation in order to play against others. The game shows how modern mobile devices sensors can be used for providing new and unusual gaming experiences.


Archive | 2015

An Integrated Framework for Mobile-Based ADAS Simulation

João S. V. Gonçalves; João Jacob; Rosaldo J. F. Rossetti; António Coelho; Rui Rodrigues

The increasing number of vehicles and mobile users has led to a huge increase in the development of Advanced Driver Assistance Systems (ADAS). In this paper we propose a multi-agent-based driving simulator which integrates a test-bed that allows ADAS developers to compress testing time and carry out tests in a controlled environment while using a low-cost setup. We use the SUMO microscopic simulator and a serious-game-based driving simulator which has geodata provided from standard open sources. This simulator connects to an Android device and sends data such as the current GPS coordinates and transportation network data. One important feature of this application is that it allows ADAS validation without the need of field testing. Also important is the suitability of our architecture to serve as an appropriate means to conduct behaviour elicitation through peer-designed agents, as well as to collect performance measures related to drivers’ interaction with ADAS solutions.


Cluster Computing | 2017

Serious games for the human behaviour analysis in emergency evacuation scenarios

João Almeida; Rosaldo J. F. Rossetti; João Jacob; Brígida Mónica Faria; António Leça Coelho

This paper describes an experiment designed to elicit human behaviour when facing the urgent need of exiting an unknown building. This work is part of a larger effort to devise the methodological approach underlying the implementation of simulation of pedestrians and elicitation of their emergent dynamics, an experimental framework coined SPEED. To validate our experimental setup, a group of 16 experts on fire safety, emergency planning and building evacuation were consulted. The experts were solicited to answer a questionnaire, rating their gaming experiences and validating the questions in the form to be presented to subjects. Their comments were valuable inputs used in the development of the experiment described in this paper. A sample of 62 subjects was then used to test our approach, which consists in having the subjects answering a questionnaire and later on playing a Serious Game resorting to the Unity3D game engine. Some specific scenarios were carefully designed and presented to subjects, both in the questionnaire and in the game environment to maintain consistency of answers. Preliminary results are promising, showing that the challenge made players think about the various situations that might happen when facing an emergency. They are also implied to reason on their stream of decisions, such as which direction to take considering the environment and some adverse situations, such as smoke, fire and people running on the opposite direction of the emergency signage.


serious games development and applications | 2011

Virtual location-based indoor guide

Tiago Fernandes; João Jacob

This article proposes a solution for user localization in indoor areas using the compass, accelerometer and Bluetooth of a mobile device to calculate the users position within this virtual environment, for it to be used in both entertainment-industry mobile games and serious games. The users position is viewed through a 3D virtual environment representing his real position and orientation. The basis of this solution is the utilization of a mobile Bluetooth-enabled device, such as a PDA, where the application is deployed. The application will then use the mobile phones Bluetooth to determine the Received Signal Strength Indicator (RSSI) of beacons located within the area. This information is then used to determine the virtual position of the user by triangulation. Additional sensors, such as the accelerometer or the compass provide extra precision and compensate the latency that the Bluetooth positioning solution provides. This solution has proved to be reasonably accurate, inexpensive, and very usable, as it uses virtually no input from the user (since the input the user provides is actually passive). Also, it does not conflict with any other Bluetooth devices, such as other mobile phones.


advances in computer entertainment technology | 2017

Player Adaptivity and Safety in Location-Based Games

João Jacob; Ana Lopes; Rui Nóbrega; Rui Rodrigues; António Coelho

Location-based games require, among other things, obtaining or computing information regarding the players’ physical activity and real-world context. Additionally, ensuring that the players are assigned challenges that are adequate and safe for the current context (both physical and spatial) is also important, as it can improve both the gaming experience and the outcomes of the exercise. However, the impact adaptivity has in the specific case of location-based exergames still has not been researched in depth. In this paper, we present a location-based exergame and compare different play-through sessions when playing both the context sensitive and the regular versions of the game. Results show that the adaptive version provided a significantly safer gameplay experience. These results showcase the impact in player health and safety that player adaptivity achieves in location-based exergames.


advances in computer entertainment technology | 2017

Towards Player Adaptivity in Mobile Exergames

João Jacob; Ana Lopes; Rui Nóbrega; Rui Rodrigues; António Coelho

Exergames require obtaining or computing information regarding the players’ physical activity and context. Additionally, ensuring that the players are assigned challenges that are adequate to their physical ability, safe and adapted for the current context (both physical and spatial) is also important, as it can improve both the gaming experience and the outcomes of the exercise. However, the impact adaptivity has in the specific case of virtual reality exergames still has not been researched in depth. In this paper, we present a virtual reality exergame and an experimental design aiming to compare the players’ experience when playing both adaptive and regular versions of the game.


2017 24º Encontro Português de Computação Gráfica e Interação (EPCGI) | 2017

Mobile location-based augmented reality applications for urban tourism storytelling

Rui Nóbrega; João Jacob; António Coelho; Jessika Weber; Joao Ribeiro; Soraia Ferreira

Creating a mobile urban tourism storytelling application presents several interactivity challenges on how to convey an engaging multimedia experience on-site. This article describes a methodology for fast prototyping of a multimedia mobile applications dedicated to urban tourism storytelling. The application can be a game that takes advantage of several location-based technologies, freely available geo-referenced media, and augmented reality for immersive gameplay. The goal is to create serious games for tourism that follow a main narrative but where the story can automatically adapt itself to the current location of the player, assimilate possible detours and allow posterior out-of-location playback. Adaptable stories can use dynamic information from map sources such as points of interest (POI), elevation or virtual buildings. The main focus is for these location-based storytelling games to create more engagement between the tourists and the urban environment. To explore this concept, an application was designed for the city of Porto: Unlocking Porto. This location-based game with a central, yet adaptable, story engages the player into the main sights following an augmented reality path while playing small games. The article discusses and presents solutions for media acquisition, interactive storytelling, game-design interface and multi-disciplinary coordination for mobile app development.


eurographics | 2016

Augmenting physical maps: an AR platform for geographical information visualization

Rui Nóbrega; João Jacob; António Coelho; António Augusto de Sousa

Physical maps of a city or region are important pieces of geographical information for tourists and local citizens. Unfortunately the amount of information that can be presented on a piece of paper is limited. In order to extend the map information we propose an augmented reality (AR) system, ARTourMap, for additional information visualization and interaction. This system provides an abstraction layer to develop applications based on the concept of separated logic map tiles taking advantage of a multi-target system where several regions of the map trigger different superimposed graphics. This allows the map to be folded, to be partially occluded, and to have dematerialized information. To demonstrate the proposed system ARTourMap, three layers were developed: a location-based game with points of interest (POIs), a 3D building visualization and an historical map layer.


2016 23° Encontro Português de Computação Gráfica e Interação (EPCGI) | 2016

Video annotation for immersive journalism using masking techniques

Joao Meira; Joao Marques; João Jacob; Rui Nóbrega; Rui Rodrigues; António Coelho; António Augusto de Sousa

This paper proposes an interactive annotation technique for 360° videos that allows the use of traditional video editing techniques to add content to immersive videos. Using the case study of immersive journalism the main objective is to diminish the entry barrier for annotating 360° video pieces, by providing a different annotation paradigm and a set of tools for annotation. The spread of virtual reality systems and immersive content has been growing substantially due to technological progress and cost reductions in equipment and software. From all the technologies employed in virtual reality systems, 360° video is one that currently presents unique conditions to be widely used by various industries — especially for communication purposes. From the various areas that can benefit from the usage of virtual reality systems, the communication field is one that requires innovation in the way that narratives are built, especially in virtual reality systems. In the case of immersive journalism, 360° video technology is currently one of the most used mediums by several media outlets. This kind of news content, whose innovative role should be highlighted, is still being studied in the field of journalism, needing a clearly defined set of rules and good practises. In order to improve the introduction of virtual elements in the 360° videos this paper proposes a set of annotation paradigms for 1) Media information display and 2) Narrative and attention focusing. In this paper we present a list of possible techniques that solve the problem of immersive annotation, as well as a description of a prototype that was developed to test these concepts. The prototype implements an annotation technique based on masked videos and the extension of standard subtitle file formats. Finally a fast-track user study was developed to evaluate the acceptance of the visualisation techniques and to refine the set of tools.

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António Coelho

Faculdade de Engenharia da Universidade do Porto

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Rui Nóbrega

Faculdade de Engenharia da Universidade do Porto

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Rui Rodrigues

Faculdade de Engenharia da Universidade do Porto

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António Leça Coelho

Laboratório Nacional de Engenharia Civil

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Ana Lopes

Faculdade de Engenharia da Universidade do Porto

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