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Monteiro Amaro Duarte, Rui Pedro

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Now showing 1 - 4 of 4
  • Automatic Camera Calibration Using a Single Image to extract Intrinsic and Extrinsic Parameters
    Publication . P. Duarte, Rui; Cunha, Carlos; Pereira Cardoso, José Carlos
    This article presents a methodology for accurately locating vanishing points in undistorted images, enabling the determination of a camera's intrinsic and extrinsic parameters as well as facilitating measurements within the image. Additionally, the development of a vanishing point filtering algorithm is introduced. The algorithm's effectiveness is validated by extracting real-world coordinates using only three points and their corresponding distances. Finally, the obtained vanishing points are compared with extrinsic parameters derived from multiple objects and with intrinsic parameters obtained from various shapes and images sourced from different test sites. Results show that through a single image, the intrinsic parameters are extracted accurately. Moreover, Using 3 points to determine the extrinsic parameters is an excellent alternative to the checkerboard, making the method more practical since it does not imply the manual positioning of the checkerboard to perform the camera calibration.
  • Automatic User Testing and Emotion Detection in Interactive Urban Devices
    Publication . P. Duarte, Rui; Cunha, Carlos; Pereira Cardoso, José Carlos
    Automated testing and evaluation of interfaces is a well-established reality supported by many tools that shorten the time to deploy new software versions to the user. However, exploring users’ emotions while interacting with interfaces as a tool to further increase the quality of traditional usability evaluation methods is still far from being a reality. This work uses the automatic analysis of users’ emotions while interacting with touchable interactive urban devices to detect usability issues. To this end, a coupled approach is implemented: the data is acquired from the interaction, and user emotions are extracted and processed to determine the emotional status during the interaction. This data is integrated into a web application so that designers can further improve the quality of the interface in the presence of negative emotions. Results show that the experimental tests showed that different users manifest similar negative emotions in the same contexts, which is a clear sign of usability issues that are to be corrected by the design team.
  • Interação com clientes em projetos de design de multimédia em contexto formativo
    Publication . Alves, Valter; Sousa, Catarina; P. Duarte, Rui; Pereira Cardoso, José Carlos; Lamelas, Bruno
    A formação na Licenciatura em Tecnologias e Design de Multimédia do Instituto Politécnico de Viseu passa pela conceção e implementação de soluções envolvendo produtos multimédia que vão ao encontro das necessidades de terceiros. Para que os cenários em que essas competências são desenvolvidas se aproximem da realidade do mercado de trabalho, os estudantes são sistematicamente colocados em contacto com entidades externas, que apresentam problemas reais e que assumem o papel de “cliente”. Esta prática carateriza os trabalhos desenvolvidos nas unidades curriculares (UC) de Projeto Integrado (I a IV) e nas UC que para elas contribuem, mas o modelo estende-se a muitas outras UC. Na quase totalidade dos casos são utilizadas metodologias de desenvolvimento incremental e iterativo (Cockburn, 2008; Korsaa et al., 2002; Larman & Basili, 2003; Lidwell et al., 2010). Um dos aspetos mais sensíveis na gestão destes projetos tem sido a expectativa que os estudantes começam por ter de que as entidades cliente são versadas na exposição das suas necessidades e que têm um domínio completo dos problemas que querem ver solucionados. Assim, torna-se estratégico preparar os estudantes para o facto de, frequentemente, as entidades cliente dependerem do próprio exercício de design para construir uma perceção exata do que pretendem. Esta noção também implica que, com a evolução dos trabalhos, haja inflexões no feedback da entidade cliente. Esse fenómeno é parte integrante da metodologia adotada e, desde que as variações sejam contempláveis nos limites temporais para a conclusão do projeto, precisam de ser atendidas. Uma outra dimensão, que é relevante levar os estudantes a saber contextualizar, é que as entidades tendem a comunicar as suas necessidades por via da apresentação de soluções, mas que esse formato deve ser encarado apenas como uma ferramenta de expressão. As entidades procuraram o serviço dos designers precisamente para que estes desenhem as soluções mais adequadas, pelo que eventuais soluções que comecem por ser apresentadas precisam de ser encaradas como pontos de partida para o diálogo e não necessariamente como condicionantes ao processo criativo. Neste artigo, partilhamos a experiência no acompanhamento de projetos, que tem permitido construir uma abordagem pedagógica focada nas interações com as entidades cliente, relevante para o ensino do design de multimédia
  • Learning with a Newborn Bee - Design and Development of a Videogame
    Publication . Alves, Valter; Carapito, Nuno; Sousa, Catarina; P. Duarte, Rui; Braguez, Joana Rita Cerieira; Fonseca, F.; Pereira Cardoso, José Carlos; Lamelas, Bruno; Costa, Cristina Amaro Da
    In Europe, there are several challenges for beekeeping, such as low level of professionalism and the general public unfamiliarity with bees. Given the importance of beekeeping for rural development and of bees themselves for the preservation of biodiversity and the sustainability of the planet, knowledge promotion about bees and beekeeping is of utmost importance. The project “beeB – Foster for beekeeping bridges through innovative and participative training” (2019-1-PT01-KA202-60782) was developed with the contribution of six countries (Portugal, Spain, Italy, Croatia, Norway, and Estonia) and created tools to allow family beekeepers, or any other non-professional beekeepers, to acquire skills in this area by using innovative and adaptive forms of training that are based on ecological and good practices. The project also set out to create innovative ways of disseminating knowledge associated with the world of bees and its wonders, raising a general interest that might contribute to value the beekeeping sector and to stimulate novel beekeeping pathways. One of the outputs of the project was Ba-Bee-Bee, a videogame that develops as an interactive narrative. The plot is based on the discoveries of a newborn bee inside the hive. The bee can move through scenarios and trigger conversations with other characters. Along the dialogues, when some key concepts are introduced, the game unlocks collectible cards that can be revisited at any moment via the game inventory. In the back of each card, players can find a short paragraph systematizing or adding some more information on the topic. Players can roam freely through the world game, making it possible to repeat interactions and unlock cards that they might have missed. The game runs in desktop computers and mobile devices. All the text presented, in the dialogues, cards, and interface was localized for the partner languages. The process of developing the game was a combination between game design decisions and integration of scientific knowledge targeting the intended public. It implied to distil pieces of information about bees and beehives and translate them into a narrative that led the game environment, the plot and character actions, and the gameplay itself. Developing games that promote learning but are not strictly didactical is a challenge for interdisciplinary teams. The paper intends to contribute with the analysis of the experience of Ba-Bee-Bee, starting with the description of its design and development, followed by a critical discussion of the solutions found for combining playfulness, flow, and learning