Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Maurício Sousa is active.

Publication


Featured researches published by Maurício Sousa.


virtual reality software and technology | 2016

Effects of speed and transitions on target-based travel techniques

Daniel Medeiros; Eduardo Cordeiro; Daniel Mendes; Maurício Sousa; Alberto Barbosa Raposo; Alfredo Ferreira; Joaquim A. Jorge

Travel 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.


intelligent user interfaces | 2016

SleeveAR: Augmented Reality for Rehabilitation using Realtime Feedback

Maurício Sousa; João Vieira; Daniel Medeiros; Artur M. Arsénio; Joaquim A. Jorge

We present an intelligent user interface that allows people to perform rehabilitation exercises by themselves under the offline supervision of a therapist. Every year, many people suffer injuries that require rehabilitation. This entails considerable time overheads since it requires people to perform specified exercises under the direct supervision of a therapist. Therefore it is desirable that patients continue performing exercises outside the clinic (for instance at home, thus without direct supervision), to complement in-clinic physical therapy. However, to perform rehabilitation tasks accurately, patients need appropriate feedback, as otherwise provided by a physical therapist, to ensure that these unsupervised exercises are correctly executed. Different approaches address this problem, providing feedback mechanisms to aid rehabilitation. Unfortunately, test subjects frequently report having trouble to completely understand the feedback thus provided, which makes it hard to correctly execute the prescribed movements. Worse, injuries may occur due to incorrect performance of the prescribed exercises, which severely hinders recovery. SleeveAR is a novel approach to provide real-time, active feedback, using multiple projection surfaces to provide effective visualizations. Empirical evaluation shows the effectiveness of our approach as compared to traditional video-based feedback. Our experimental results show that our intelligent UI can successfully guide subjects through an exercise prescribed (and demonstrated) by a physical therapist, with performance improvements between consecutive executions, a desirable goal to successful rehabilitation.


NeuroRehabilitation | 2015

Augmented Reality for Rehabilitation Using Multimodal Feedback

João Vieira; Maurício Sousa; Artur M. Arsénio; Joaquim A. Jorge

It is usual for a patient to continue performing exercises outside of the clinic and without any therapists supervision, after being exempted from in-clinic physical therapy. While performing unsupervised exercises, it is desirable for the patient to receive similar feedback as otherwise provided by a physical therapist, to maintain an accurate execution of the rehabilitation tasks. To address this problem, several approaches have been proposed using multimodal feedback for rehabilitation. Unfortunately, the test subjects frequently reported difficulty in completely understanding the feedback given to them, therefore failing to correctly execute the given movement. In this work, we present SleeveAR, a novel approach to address multimodal feedback strategies, and evaluate which different combinations are more suitable to successfully guide a subject through an exercise prescribed by a physical therapist. Therefore we expect this work will contribute to facilitate the rehabilitation process.


human factors in computing systems | 2017

VRRRRoom: Virtual Reality for Radiologists in the Reading Room

Maurício Sousa; Daniel Mendes; Soraia Figueiredo Paulo; Nuno Matela; Joaquim A. Jorge; Daniel Simões Lopes

Reading 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.


Proceedings of the 2017 ACM International Conference on Interactive Surfaces and Spaces | 2017

Creepy Tracker Toolkit for Context-aware Interfaces

Maurício Sousa; Daniel Mendes; Rafael Kuffner dos Anjos; Daniel Medeiros; Alfredo Ferreira; Alberto Barbosa Raposo; João Madeiras Pereira; Joaquim A. Jorge

Context-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. We introduce Creepy Tracker, an open-source toolkit to ease prototyping with multiple commodity depth cameras. It automatically selects the best sensor to follow each person, handling occlusions and maximizing interaction space, while providing full-body tracking in scalable and extensible manners. It also keeps position and orientation of stationary interactive surfaces while offering continuously updated point-cloud user representations combining both depth and color data. Our performance evaluation shows that, although slightly less precise than marker-based optical systems, Creepy Tracker provides reliable multi-joint tracking without any wearable markers or special devices. Furthermore, implemented representative scenarios show that Creepy Tracker is well suited for deploying spatial and context-aware interactive experiences.


Computers & Graphics | 2017

Design and evaluation of a novel out-of-reach selection technique for VR using iterative refinement

Daniel Mendes; Daniel Medeiros; Maurício Sousa; Eduardo Cordeiro; Alfredo Ferreira; Joaquim A. Jorge

Abstract In interactive systems, the ability to select virtual objects is essential. In immersive virtual environments, object selection is usually done at arm’s length in mid-air by directly intersecting the desired object with the user’s hand. However, selecting objects outside user’s arm-reach still poses significant challenges, which direct approaches fail to address. Techniques proposed to overcome such limitations often follow an arm-extension metaphor or favor selection volumes combined with ray-casting. Nonetheless, while these approaches work for room sized environments, they hardly scale up to larger scenarios with many objects. In this paper, we introduce a new taxonomy to classify existing selection techniques. In its wake, we propose PRECIOUS, a novel mid-air technique for selecting out-of-reach objects, featuring iterative refinement in Virtual Reality, an hitherto untried approach in this context. While comparable techniques have been developed for non-stereo and non-immersive environments, these are not suitable to Immersive Virtual Reality. Our technique is the first to employ an iterative progressive refinement in such settings. It uses cone-casting to select multiple objects and moves the user closer to them in each refinement step, to allow accurate selection of the desired target. A user evaluation showed that PRECIOUS compares favorably against state-of-the-art approaches. Indeed, our results indicate that PRECIOUS is a versatile approach to out-of-reach target acquisition, combining accurate selection with consistent task completion times across different scenarios.


international conference on artificial reality and telexistence | 2014

Beyond post-it: structured multimedia annotations for collaborative VEs

João Guerreiro; Daniel Medeiros; Daniel Mendes; Maurício Sousa; Joaquim A. Jorge; Alberto Barbosa Raposo; Ismael H. F. dos Santos

Globalization has transformed engineering design into a world-wide endeavor pursued by geographically distributed specialist teams. Widespread adoption of VR for design and the need to act and place marks directly on the objects of discussion in design reviewing tasks led to research on annotations in virtual collaborative environments. However, conventional approaches have yet to progress beyond the yellow postit + text metaphor. Indeed, multimedia such as audio, sketches, video and animations afford greater expressiveness which could be put to good use in collaborative environments. Furthermore, individual annotations fail to capture both the rationale and flow of discussion which are key to understanding project design decisions. One exemplar instance is offshore engineering projects that normally engage geographically distributed highly-specialized engineering teams and require both improved productivity, due to project costs and the need to reducing risks when reviewing designs of deep-water oil & gas platforms. In this paper, we present an approach to rich, structured multimedia annotations to support the discussion and decision making in design reviewing tasks. Furthermore, our approach supports issue-based argumentation to reveal provenance of design decisions to better support the workflow in engineering projects. While this is an initial exploration of the solution space, examples show greater support of collaborative design review over traditional approaches.


virtual reality software and technology | 2016

Perceiving depth: optical versus video see-through

Daniel Medeiros; Maurício Sousa; Daniel Mendes; Alberto Barbosa Raposo; Joaquim A. Jorge

Head-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.


virtual reality software and technology | 2017

Using custom transformation axes for mid-air manipulation of 3D virtual objects

Daniel Mendes; Maurício Sousa; Rodrigo Lorena; Alfredo Ferreira; Joaquim A. Jorge

Virtual 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.


Computers & Geosciences | 2016

Expeditious illustration of layer-cake models on and above a tactile surface

Daniel Simões Lopes; Daniel Mendes; Maurício Sousa; Joaquim A. Jorge

Abstract Too often illustrating and visualizing 3D geological concepts are performed by sketching in 2D mediums, which may limit drawing performance of initial concepts. Here, the potential of expeditious geological modeling brought by hand gestures is explored. A spatial interaction system was developed to enable rapid modeling, editing, and exploration of 3D layer-cake objects. User interactions are acquired with motion capture and touch screen technologies. Virtual immersion is guaranteed by using stereoscopic technology. The novelty consists of performing expeditious modeling of coarse geological features with only a limited set of hand gestures. Results from usability-studies show that the proposed system is more efficient when compared to a windows-icon-menu-pointer modeling application.

Collaboration


Dive into the Maurício Sousa's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Alberto Barbosa Raposo

Pontifical Catholic University of Rio de Janeiro

View shared research outputs
Top Co-Authors

Avatar

Eduardo Cordeiro

Instituto Superior Técnico

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Artur M. Arsénio

University of Beira Interior

View shared research outputs
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge