Joaquim Jorge

ORCID: 0000-0001-5441-4637
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About
Contact & Profiles
Research Areas
  • Interactive and Immersive Displays
  • Augmented Reality Applications
  • Virtual Reality Applications and Impacts
  • Computer Graphics and Visualization Techniques
  • Tactile and Sensory Interactions
  • 3D Shape Modeling and Analysis
  • Usability and User Interface Design
  • Surgical Simulation and Training
  • Computational Geometry and Mesh Generation
  • Advanced Vision and Imaging
  • Educational Games and Gamification
  • Online Learning and Analytics
  • Image Retrieval and Classification Techniques
  • Gaze Tracking and Assistive Technology
  • Anatomy and Medical Technology
  • Advanced Image and Video Retrieval Techniques
  • Multimedia Communication and Technology
  • Context-Aware Activity Recognition Systems
  • Personal Information Management and User Behavior
  • Human Motion and Animation
  • 3D Surveying and Cultural Heritage
  • Data Visualization and Analytics
  • Innovative Teaching and Learning Methods
  • Open Education and E-Learning
  • Digital Accessibility for Disabilities

University of Lisbon
2015-2024

Instituto de Engenharia de Sistemas e Computadores Investigação e Desenvolvimento
2015-2024

Los Alamitos Medical Center
2024

Instituto Politécnico de Lisboa
2014-2024

Institute for Systems Engineering and Computers
1990-2024

Institute of Electrical and Electronics Engineers
2022-2024

Lusíada University of Lisbon
2014-2023

Imperial College London
2023

Queensland University of Technology
2022

University of Technology Sydney
2022

Well-designed games are good motivators by nature, as they imbue players with clear goals and a sense of reward fulfillment, thus encouraging them to persist endure in their quests. Recently, this motivational power has started be applied non- game contexts, practice known Gamification. This adds gaming elements non-game processes, motivating users adopt new behaviors, such improving physical condition, working more, or learning something new. paper describes an experiment which game-like...

10.1109/vs-games.2013.6624228 article EN 2013-09-01

In this paper we explore how gamification can be applied to education in order improve student engagement. We present a study which college course was gamified, by including experience points, levels, badges, challenges and leaderboards. The five years long, where the first three were non-gamified years, last two regarded successive experiments of our gamified approach. To assess impacted learning experience, compared data from both using different performance measures. Results show...

10.1145/2583008.2583010 article EN 2013-10-02

Abstract Interactions within virtual environments often require manipulating 3D objects. To this end, researchers have endeavoured to find efficient solutions using either traditional input devices or focusing on different modalities, such as touch and mid‐air gestures. Different diverse modalities present specific issues control object position, orientation scaling: mouse input, for example, presents non‐trivial challenges because of the need map between 2D actions. While interactive...

10.1111/cgf.13390 article EN Computer Graphics Forum 2018-04-14

The emergence of touch-based mobile devices brought fresh and exciting possibilities. These came at the cost a considerable number novel challenges. They are particularly apparent with blind population, as these lack tactile cues extremely visually demanding. Existing solutions resort to assistive screen reading software compensate sight, still not all information reaches user. Good spatial ability is required have notion device its interface, well need memorize buttons' position on screen....

10.1145/2049536.2049569 article EN 2011-10-24

Physiotherapy patients exercising at home alone are risk of re-injury since they do not have corrective guidance from a therapist. To explore solutions to this problem, we designed Physio@Home, prototype that guides people through prerecorded physiotherapy exercises using real-time visual and multi-camera views. Our design addresses several aspects guidance, including: plane range movement, joint positions angles, extent movement. We evaluated our design, com-paring how closely could follow...

10.1145/2702123.2702401 article EN 2015-04-17

The recent pandemic, war, and oil crises have caused many to reconsider their need travel for education, training, meetings. Providing assistance training remotely has thus gained importance applications, from industrial maintenance surgical telemonitoring. Current solutions such as video conferencing platforms lack essential communication cues spatial referencing, which negatively impacts both time completion task performance. Mixed Reality (MR) offers opportunities improve remote it opens...

10.1109/tvcg.2023.3247081 article EN IEEE Transactions on Visualization and Computer Graphics 2023-02-22

Ray-pointing techniques are often advocated as a way for people to interact with very large displays from several meters away. We interested in two factors that can affect ray pointing: the particular technique's control type, and parallax. Consequently, we tested four pointing variants on wall display covers part of user's field view. Tasks included horizontal vertical targeting, tracing. Our results show (a) based 'rotational control' perform better targeting tasks, (b) low parallax...

10.11575/prism/30630 article EN Graphics Interface 2010-05-31

Touchscreen devices have become increasingly popular. Yet they lack of tactile feedback and motor stability, making it difficult effectively typing on virtual keyboards. This is even worse for elderly users their declining abilities, particularly hand tremor. In this paper we examine text-entry performance patterns touch-based devices. Moreover, analyze users' tremor profile its relationship to behavior. Our main goal inform future designs touchscreen keyboards people. To end, asked 15 enter...

10.1145/2384916.2384939 article EN 2012-10-22

Reading room conditions such as illumination, ambient light, human factors and display luminance, play an important role on how radiologists analyze 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 or visualize under improper light luminance conditions. In this work, we show that virtual reality assist radiodiagnostics by considerably diminishing...

10.1145/3025453.3025566 article EN 2017-05-02

Object manipulation is a key feature in almost every virtual environment. However, it difficult to accurately place an object immersive environments using mid-air gestures that mimic interactions the physical world, although being direct and natural approach. Previous research studied mouse touch based interfaces concluding separation of degrees-of-freedom (DOF) led improved results. In this paper, we present first user evaluation assess impact explicit 6 DOF tasks. We implemented technique...

10.1145/2993369.2993396 article EN 2016-11-02

Gamification has been explored recently as a way to promote content delivery in education, yielding promising results. However, little is known regarding how it helps different students experience learning and acquire knowledge. In this paper we study analyze data from gamified engineering course, search for distinct behavior patterns. We examined collected two years, between which game changes took place. By clustering according their performance, identified three student types, common both...

10.1186/s40561-015-0017-8 article EN cc-by Smart Learning Environments 2015-05-20

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 global properties figures vocabulary drawn in different line styles. The features used (convex hull, largest-area inscribed smallest-area enclosing polygons, perimeter area ratios) are invariant with rotation scale figures. Through experimental evaluation we have found the method very usable acceptable recognition rates although...

10.1109/fuzzy.2000.838674 article EN 2002-11-07
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