Joaquim A. Jorge
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Featured researches published by Joaquim A. Jorge.
Computers & Graphics | 2009
Luke Olsen; Faramarz F. Samavati; Mario Costa Sousa; Joaquim A. Jorge
User interfaces in modeling have traditionally followed the WIMP (Window, Icon, Menu, Pointer) paradigm. Though functional and very powerful, they can also be cumbersome and daunting to a novice user, and creating a complex model requires considerable expertise and effort. A recent trend is toward more accessible and natural interfaces, which has lead to sketch-based interfaces for modeling (SBIM). The goal is to allow sketches-hasty freehand drawings-to be used in the modeling process, from rough model creation through to fine detail construction. Mapping a 2D sketch to a 3D modeling operation is a difficult task, rife with ambiguity. To wit, we present a categorization based on how a SBIM application chooses to interpret a sketch, of which there are three primary methods: to create a 3D model, to add details to an existing model, or to deform and manipulate a model. Additionally, in this paper we introduce a survey of sketch-based interfaces focused on 3D geometric modeling applications. The canonical and recent works are presented and classified, including techniques for sketch acquisition, filtering, and interpretation. The survey also provides an overview of some specific applications of SBIM and a discussion of important challenges and open problems for researchers to tackle in the coming years.
international conference on computer graphics and interactive techniques | 2006
Ryan Schmidt; Brian Wyvill; Mario Costa Sousa; Joaquim A. Jorge
Various systems have explored the idea of inferring 3D models from sketched 2D outlines. In all of these systems the underlying modeling methodology limits the complexity of models that can be created interactively. The ShapeShop sketch-based modeling system utilizes Hierarchical Implicit Volume Models (BlobTrees) as an underlying shape representation. The BlobTree framework supports interactive creation of complex, detailed solid models with arbitrary topology. A new technique is described for inflating 2D contours into rounded three-dimensional implicit volumes. Sketch-based modeling operations are defined that combine these basic shapes using standard blending and CSG operators. Since the underlying volume hierarchy is by definition a construction history, individual sketched components can be non-linearly edited and removed. For example, holes can be interactively dragged through a shape. ShapeShop also provides 2D drawing assistance using a new curve-sketching system based on variational contours. A wide range of models can be sketched with ShapeShop, from cartoon-like characters to detailed mechanical parts. Examples are shown which demonstrate significantly higher model complexity than existing systems.
ieee international conference on fuzzy systems | 2000
Manuel J. Fonseca; Joaquim A. Jorge
Presents a simple method, based on fuzzy logic, to recognize multi-stroke sketches of geometric shapes and uni-stroke gestural commands. It uses temporal adjacency and global geometric properties of figures to recognize a simple vocabulary of geometric shapes drawn in different line styles. The geometric features used (convex hull, largest-area inscribed and smallest-area enclosing polygons, perimeter and area ratios) are invariant with rotation and scale of figures. Through experimental evaluation we have found the method very usable with acceptable recognition rates although the multi-stroke approach poses problems in choosing appropriate values for timeouts. Although we have privileged simplicity over robustness, the method has proved suitable for interactive applications.
international conference on human computer interaction | 2011
Nicolai Marquardt; Ricardo Jota; Saul Greenberg; Joaquim A. Jorge
The rising popularity of digital table surfaces has spawned considerable interest in new interaction techniques. Most interactions fall into one of two modalities: 1) direct touch and multi-touch (by hand and by tangibles) directly on the surface, and 2) hand gestures above the surface. The limitation is that these two modalities ignore the rich interaction space between them. To move beyond this limitation, we first contribute a unification of these discrete interaction modalities called the continuous interaction space. The idea is that many interaction techniques can be developed that go beyond these two modalities, where they can leverage the space between them. That is, we believe that the underlying system should treat the space on and above the surface as a continuum, where a person can use touch, gestures, and tangibles anywhere in the space and naturally move between them. Our second contribution illustrates this, where we introduce a variety of interaction categories that exploit the space between these modalities. For example, with our Extended Continuous Gestures category, a person can start an interaction with a direct touch and drag, then naturally lift off the surface and continue their drag with a hand gesture over the surface. For each interaction category, we implement an example (or use prior work) that illustrates how that technique can be applied. In summary, our primary contribution is to broaden the design space of interaction techniques for digital surfaces, where we populate the continuous interaction space both with concepts and examples that emerge from considering this space as a continuum.
spring conference on computer graphics | 2005
Joseph Jacob Cherlin; Faramarz F. Samavati; Mario Costa Sousa; Joaquim A. Jorge
We present a novel sketch-based system for the interactive modeling of a variety of free-form 3D objects using just a few strokes. Our technique is inspired by the traditional illustration strategy for depicting 3D forms where the basic geometric forms of the subjects are identified, sketched and progressively refined using few key strokes. We introduce two parametric surfaces, rotational and cross sectional blending, that are inspired by this illustration technique. We also describe orthogonal deformation and cross sectional oversketching as editing tools to complement our modeling techniques. Examples with models ranging from cartoon style to botanical illustration demonstrate the capabilities of our system.
international conference on games and virtual worlds for serious applications | 2013
Gabriel Barata; Sandra Gama; Joaquim A. Jorge; Daniel Gonçalves
Well-designed games are good motivators by nature, as they imbue players with clear goals and a sense of reward and fulfillment, thus encouraging them to persist and endure in their quests. Recently, this motivational power has started to be applied to non- game contexts, a practice known as Gamification. This adds gaming elements to non-game processes, motivating users to adopt new behaviors, such as improving their physical condition, working more, or learning something new. This paper describes an experiment in which game-like elements were used to improve the delivery of a Masters level College course, including scoring, levels, leaderboards, challenges and badges. To assess how gamification impacted the learning experience, we compare the gamified course to its non-gamified version from the previous year, using different performance measures. We also assessed student satisfaction as compared to other regular courses in the same academic context. Results were very encouraging, showing significant increases ranging from lecture attendance to online participation, proactive behaviors and perusing the course reference materials. Moreover, students considered the gamified instance to be more motivating, interesting and easier to learn as compared to other courses. We finalize by discussing the implications of these results on the design of future gamified learning experiences.
Archive | 2003
Joaquim A. Jorge; Nuno Jardim Nunes; João Falcão e Cunha
The focus of our paper is on managing and representing the huge amount of performance data coming from quantitative usability studies which are considered an important source needed to specify usability problems. The developed RealEYES-iAnalyzer is a tool which supports the evaluator of an interactive system by automatic data-processing and provides an expressive and effective data-playback. We carried out an empirical study with 36 test participants using the RealEYES-iAnalyzer during a web-browsing session. The measurement results show different patterns of mouse-/gaze behaviour and allowed us to draw hypotheses about the phenomenology of interaction problems.
IEEE MultiMedia | 2008
Tiago João Vieira Guerreiro; Paulo Lagoá; Hugo Nicolau; D. Gonalves; Joaquim A. Jorge
The NavTouch navigational method enables blind users to input text in a touch-screen device by performing directional gestures to navigate a vowel-indexed alphabet.
non-photorealistic animation and rendering | 2006
Tobias Isenberg; Petra Neumann; M. Sheelagh T. Carpendale; Mario Costa Sousa; Joaquim A. Jorge
Pen-and-ink line drawing techniques are frequently used to depict form, tone, and texture in artistic, technical, and scientific illustration. In non-photorealistic rendering (NPR), considerable progress has been made towards reproducing traditional pen-and-ink techniques for rendering 3D objects. However, formal evaluation and validation of these NPR images remain an important open research problem. In this paper we present an observational study with three groups of users to examine their understanding and assessment of hand-drawn pen-and-ink illustrations of objects in comparison with NPR renditions of the same 3D objects. The results show that people perceive differences between those two types of illustration but that those that look computer-generated are still highly valued as scientific illustrations.
Pattern Recognition Letters | 2001
Manuel J. Fonseca; Joaquim A. Jorge
Abstract We present a fast, simple and compact approach to recognize scribbles (multi-stroke geometric shapes) drawn with a stylus on a digitizing tablet. Regardless of size, rotation and number of strokes, our method identifies the most common shapes used in drawings, allowing for dashed, continuous or overlapping strokes. Our method combines temporal adjacency, fuzzy logic and geometric features to classify scribbles with measured recognition rates over 97%.