Rossana Santos
Universidade Nova de Lisboa
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Publication
Featured researches published by Rossana Santos.
International Journal of Oral and Maxillofacial Surgery | 2012
S.G.M. Falci; C.R. de Castro; Rossana Santos; L.D. de Souza Lima; Ml Ramos-Jorge; A.M. Botelho; C.R.R. dos Santos
The objective of this study was to verify, using periapical radiographs, whether a partially erupted mandibular third molar is a factor in the presence of dental caries on the distal surface of the adjacent second molar. Two-forty six high quality periapical radiographs were selected, each showing a partially erupted mandibular third molar. The variables analyzed were: tooth number; gender; age; radiographic presence of caries on the distal surface of the adjacent molar; Pell and Gregory classification; Winter classification; angulation and distance between the second and mandibular third molar. The examiners were previously calibrated to collect data (kappa statistics from 0.87 to 1.0). The prevalence rate of caries on the distal surface of the second molar was 13.4%. In the logistical multivariate regression analysis, the angulation (OR=8.5; IC95%: 1.7-43.8; p=0.011) and the gender (OR=3.3; IC95%: 1.4-7.7; p=0.005) remained statistically significant after an age adjustment was made. The results indicate that the presence of a partially erupted mandibular third molar with an angulation of 31 degrees or more, is a risk factor for caries on the distal surface of the mandibular second molars.
advances in geographic information systems | 2002
Teresa Romão; A. Eduardo Dias; José Danado; Nuno Correia; Adelaide Trabuco; Carlos Santos; Rossana Santos; Edmundo Nobre; António Câmara; Luis Romero
When interacting with natural or urban environments there are many situations where the ability to access data in real time becomes relevant. Augmented Reality (AR) technologies allow real time superimposition of synthetic objects on real images, providing an augmented knowledge about the surrounding world. Using a Head Mounted Display, the user of an AR system can visualize the exterior world with additional virtual information that is generated in real time and in a contextual way.This paper presents ANTS (Augmented Environments), an AR project for providing geo-referenced environmental information. The project uses a flexible client-server approach that allows to move more or less components to the client, depending on processing power and application requirements. The geo-referenced database and 3D model for user positioning are located in the server and the presentation component, for image composition and display, is the most fundamental part of the client. The applications for environmental management, include monitoring water quality using models of the pollutant transport, the visualization of the temporal evolution of physical structures and the evolution of subsoil structures, such as phone and power supply networks.
Computers & Graphics | 2004
Teresa Romão; Nuno Correia; A. Eduardo Dias; José Danado; Adelaide Trabuco; Carlos Santos; Rossana Santos; António Câmara; Edmundo Nobre
Abstract Interaction with natural or urban environments creates numerous situations where it is relevant to have access to further information that we cannot perceive by direct observation through our senses. Augmented Reality (AR) technologies allow real time superimposition of synthetic objects on real images, providing an augmented knowledge about the surrounding world. Users of an AR system can visualize the real surrounding world together with additional data generated in real time in a contextual way. This paper presents the ANTS project, which carries out the development of an AR technological infrastructure that can be used to explore physical and natural structures, namely for environmental management purposes. The systems architecture has a flexible design based on a client-server model, where several independent, but functionally interdependent modules are articulated. Therefore, modules can be moved from the server side to the client side or vice versa, according to the client processing capacity. Several applications have been developed and are also discussed in this paper.
advances in computer entertainment technology | 2012
Rossana Santos; Nuno Correia
This paper presents a form of interaction with virtual characters. A virtual character can play the role of a users sidekick. Sidekicks interact with real and fictional characters helping them to overcome challenges. UBI, the Guardian Dragon, is a virtual sidekick that can help a user explore a space. UBI is part of vuSpot. With vuSpot we aim to design and develop an infrastructure, adaptable to a space that uses existing video cameras networks to provide means for augmenting spaces and supporting interactive experiences. vuSpot has several components, being the interaction with virtual characters one of the most important. With this component we intend to explore new forms of interaction using Augmented Reality and mobile devices. The interaction consists of performing physical actions that are captured on video and are recognized. The reaction of the characters to those actions is superimposed on the video stream that the user will visualize on the mobile device. This action-reaction environment allows a more interesting space exploration and provides means for gaming.
international conference on distributed smart cameras | 2010
Rossana Santos; Nuno Correia
Nowadays, it is easy to find spaces with video camera networks installed. These video camera networks are mainly used for archive and surveillance but can be used for other purposes such as guiding visits, remote visiting and gaming. This work aims to propose an infrastructure to facilitate the creation of these applications. Augmented Reality provides additional information and means to create a virtual environment that meets the users interests and encourages exploring a space. With the use of a wireless network, augmented video streams from surveillance cameras can be delivered to mobile devices. These are used to guide a visit, provide extra information or as a tool to interact with the space, other visitors and virtual objects and characters. Remote visiting in the form of telepresence can be offered by visualizing the augmented video streams, making a remote user experience as close as possible to the real visit to the space.
mobile and ubiquitous multimedia | 2015
Rossana Santos; Nuno Correia
This paper proposes a system, created with the goal of simplifying the design and development of interactive experiences to help explore a space. It has four components: XploreDescription, XploreBuilder, urSpace and an infrastructure. The XploreDescription, is a language grammar to describe interactive experiences with interactions based on gestures and users actions. The XploreBuilder is a visual tool used to design interactive experiences by assembling building blocks. urSpace creates interactive experiences and is built on top of an infrastructure that uses existing video camera and wireless networks to provide means to support interactive experiences using mobile devices. Description files of the space and interactive experience generated by XploreBuilder are parsed by urSpace, that creates the interactive experience application. This application can be immediately accessed using the users mobile device. Interactive experiences based on interaction with the space like mobile augmented reality games can be created quickly and with little or no experience of programming.
international symposium on multimedia | 2015
Rossana Santos; Nuno Correia
This paper proposes a concept of exploring virtual worlds using a pico projector. To demonstrate this concept, a game, called Gone Fishing, was created on top of the infrastructure vuSpot. Gone Fishing is a game where a mobile device projects a virtual seabed over a room. Each user owns an aquarium and fish, flora and decorations can be collected and exchanged. Fish must be pursued to be captured. Pico projectors are becoming popular and more applications are needed. We intend to create applications that use pico projectors and mobile devices to play games and explore spaces using vuSpot, an infrastructure adaptable to a space that uses existing video camera networks to support interactive experiences. With this game we aim at exploring the application of pico projectors in gaming, investigating new forms of interaction and social experiences using mobile devices and pico projectors.
advances in computer entertainment technology | 2015
Rossana Santos; Nuno Correia
This paper presents Haunted House, a game where a mobile device projects the interior of a virtual haunted house over a room. The users explore the house discovering its secrets. Pico projectors are becoming popular and smartphones are starting to be designed with this functionality. When projecting we can overcome many problems of the mobile device small display, giving room to new and more interesting applications. Even when a mobile device does not have the projecting functionality, it is possible to attach a pico-projector to it. By having this technology available for everybody with a smartphone, new forms of interaction will emerge. We aim at exploring the use of pico-projectors to create interactive experiences by using an infrastructure, adaptable to a space that uses existing video camera networks to support these experiences. We intend to develop new forms of interaction and social experiences using mobile devices and pico-projectors.
electronic imaging | 2003
Nuno Correia; Teresa Romão; Carlos Santos; Adelaide Trabuco; Rossana Santos; Luis Romero; José Danado; Eduardo Dias; Antonio Camara; Edmundo Nobre
Environmental management often requires in loco observation of the area under analysis. Augmented Reality (AR) technologies allow real time superimposition of synthetic objects on real images, providing augmented knowledge about the surrounding world. Users of an AR system can visualize the real surrounding world together with additional data generated in real time in a contextual way. The work reported in this paper was done in the scope of ANTS (Augmented Environments) project. ANTS is an AR project that explores the development of an augmented reality technological infrastructure for environmental management. This paper presents the architecture and the most relevant modules of ANTS. The system’s architecture follows the client-server model and is based on several independent, but functionally interdependent modules. It has a flexible design, which allows the transfer of some modules to and from the client side, according to the available processing capacities of the client device and the application’s requirements. It combines several techniques to identify the user’s position and orientation allowing the system to adapt to the particular characteristics of each environment. The determination of the data associated to a certain location involves the use of both a 3D Model of the location and the multimedia geo-referenced database.
Archive | 2012
Luísa Costa Sousa; cf castro; cc antonio; r chaves; Rossana Santos; Pedro J. Castro; Elsa Azevedo