Daniel Mendes

ORCID: 0000-0002-1129-7941
Publications
Citations
Views
---
Saved
---
About
Contact & Profiles
Research Areas
  • Virtual Reality Applications and Impacts
  • Interactive and Immersive Displays
  • Augmented Reality Applications
  • Tactile and Sensory Interactions
  • Data Visualization and Analytics
  • Foot and Ankle Surgery
  • Tendon Structure and Treatment
  • Evacuation and Crowd Dynamics
  • Human Motion and Animation
  • Teleoperation and Haptic Systems
  • Computer Graphics and Visualization Techniques
  • Educational Games and Gamification
  • Advanced Image and Video Retrieval Techniques
  • Hand Gesture Recognition Systems
  • Architecture and Computational Design
  • Visual perception and processing mechanisms
  • Video Analysis and Summarization
  • Time Series Analysis and Forecasting
  • Drilling and Well Engineering
  • Human-Automation Interaction and Safety
  • Surgical Simulation and Training
  • Data Management and Algorithms
  • Neural and Behavioral Psychology Studies
  • Reservoir Engineering and Simulation Methods
  • Advanced Optical Imaging Technologies

Universidade do Porto
2020-2025

INESC TEC
2020-2024

CUF Porto Hospital
2024

Petrobras (Brazil)
2023

University of Lisbon
2011-2021

Instituto de Engenharia de Sistemas e Computadores Investigação e Desenvolvimento
2011-2021

Inesc P&D Brasil
2021

Hospital Beatriz Ângelo
2017-2021

Hospital da Luz
2021

Instituto Superior Técnico
2018

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

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

Remote collaborative work has become pervasive in many settings, ranging from engineering to medical professions. Users are im-mersed virtual environments and communicate through life-sized avatars that enable face-to-face collaboration. Within this context, users often collaboratively view interact with 3D models, for example assist the design of new devices such as cus-tomized prosthetics, vehicles or buildings. Discussing shared content face-to-face, however, a variety challenges...

10.1109/vr55154.2023.00059 article EN 2023-03-01

Stereoscopic tabletops offer unique visualization capabilities, enabling users to perceive virtual objects as if they were lying above the surface. While allowing coexist with user actions in physical world, interaction these surface presents interesting challenges. In this paper, we aim understand which approaches 3D object manipulations are suited scenario. To end, implemented five different techniques based on literature. Four mid-air techniques, while remainder relies multi-touch...

10.1109/3dui.2014.6798833 article EN 2014-03-01

10.1109/vrw66409.2025.00254 article EN 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2025-03-08

Travel on Virtual Environments is the simple action where a user moves from starting point A to target B. Choosing an incorrect type of technique could compromise Reality experience and cause side effects such as spatial disorientation, fatigue cybersickness. The design effective travelling techniques demands be natural possible, thus real walking presents better results, despite their physical limitations. Approaches surpass these limitations employ that provide indirect travel metaphor...

10.1145/2993369.2996348 article EN 2016-11-02

The use of virtual reality (VR) for industrial training helps minimize risks and costs by allowing more frequent varied experiential learning activities, leading to active improved learning. However, creating VR experiences is costly time-consuming, requiring software development experts. Additionally, current authoring tools lack integration with existing data are desktop-oriented, which detach the pedagogic process immersive experience from experiencing it in a situated context. In this...

10.1109/tlt.2022.3157065 article EN IEEE Transactions on Learning Technologies 2022-03-07

Virtual Reality environments are able to offer natural interaction metaphors. However, it is difficult accurately place virtual objects in the desired position and orientation using gestures mid-air. Previous research concluded that separation of degrees-of-freedom (DOF) can lead better results, but these benefits come with an increase time when performing complex tasks, due additional number transformations required. In this work, we assess whether custom transformation axes be used achieve...

10.1145/3139131.3139157 article EN 2017-10-31

Head-Mounted Displays are useful to place users in virtual reality (VR). They do this by totally occluding the physical world, including users' bodies. This can make self-awareness problematic. Indeed, researchers have shown that feeling of presence and spatial awareness highly influenced their representations, self-embodied representations (avatars) anatomy experience more engaging. On other hand, recent user studies show a penchant towards third-person view one's own body seemingly improve...

10.1145/3281505.3281511 article EN 2018-11-28

When engaged in communication, people often rely on pointing gestures to refer out-of-reach content. However, observers frequently misinterpret the target of a gesture. Previous research suggests that perform gesture, place index finger or close line connecting eye referent, while interpret by extrapolating referent using vector defined arm and finger. In this paper we present Warping Deixis, novel approach improving perception facilitate communication collaborative Extended Reality...

10.1145/3290605.3300838 article EN 2019-04-29

Virtual Reality (VR) is again in the spotlight. However, interactions and modeling operations are still major hurdles to its complete success. To make VR Interaction viable, many have proposed mid-air techniques because of their naturalness resemblance physical world operations. Still, natural metaphors for Constructive Solid Geometry (CSG) elusive. This unfortunate, CSG a powerful enabler more complex tasks, allowing create objects from simple ones via Boolean Moreover, Head-Mounted...

10.1109/3dui.2017.7893332 article EN 2017-01-01

Training in VR can reduce risks and costs while allowing frequent diversified experiential learning activities. We present a novel immersive authoring tool for courses with industrial machinery. A trainer create course from scratch, defining all its components (structure, models, tools, settings). The actions which trainees should perform be specified by demonstration. After completing the course, trainees' will matched against trainer's.

10.1109/vrw52623.2021.00014 article EN 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2021-03-01

Context-aware pervasive applications can improve user experiences by tracking people in their surroundings. Such systems use multiple sensors to gather information regarding and devices. However, when developing novel experiences, researchers are left building foundation code support network-connected sensors, a major hurdle rapidly testing new ideas.

10.1145/3132272.3134113 article EN 2017-10-10

Haptic feedback in Virtual Reality is commonly provided through wearable or grounded devices adapted to specific scenarios and situations. Shape-changing allow for the physical representation of different virtual objects but are still a minority, complex, usually have long transformation times. We present Shape-a-getti, novel ungrounded, non-wearable, graspable haptic device that can quickly change between radially symmetrical shapes. It uses single actuator rotate several identical poles...

10.1016/j.cag.2023.10.014 article EN cc-by-nc Computers & Graphics 2023-10-20

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 be used in complex engineering scenarios. Of these, optical video differ on how the is captured by device. To provide seamless integration of imagery, absolute depth size both should match appropriately. However, these technologies still their early stages, each featuring different...

10.1145/2993369.2993388 article EN 2016-11-02

Multitouch enabled surfaces can bring advantages to modelling scenarios, in particular if bimanual and pen input be combined. In this work, we assess the suitability of multitouch interfaces 3D sketching tasks. We developed a version ShapeShop, whereby gestures allow users explore canvas through camera operations while using sketch. This provides comfortable setting familiar most users. Our contribution focuses on comparing combined approach (bimanual pen) pen-only interface for similar...

10.1145/2021164.2021168 article EN 2011-08-05

Modern volumetric projection-based telepresence approaches are capable of providing realistic full-size virtual representations remote people. Interacting with people may not be desirable due to the spatial constraints physical environment, application context, or display technology. However, miniaturization is known create an eye gaze matching problem. Eye-contact essential communication as it allows for use natural nonverbal cues and improves sense “being there”. In this paper we discuss...

10.1145/3359996.3364244 article EN 2019-11-12

Abstract Collaboration in extended reality (XR) environments presents complex challenges that revolve around how users perceive the presence, intentions, and actions of their collaborators. This paper delves into intricate realm group awareness, focusing specifically on workspace awareness innovative visual cues designed to enhance user comprehension. The research begins by identifying a spectrum collaborative situations drawn from an analysis XR prototypes existing literature. Then, we...

10.1111/cgf.15066 article EN cc-by-nc Computer Graphics Forum 2024-04-30

Presently, multi-touch interactive surfaces have widespread adoption as entertainment devices. Taking advantage of such devices, we present an LEGO application, developed accordingly to adaptation building block metaphors and direct manipulation. Our solution (LTouchIt) allows users create 3D models on a tabletop surface. To prove the validity our approach, compared LTouchIt with two applications, conducting user study 20 participants. The results suggest that touch-based application can...

10.1145/2071423.2071447 article EN 2011-11-08

Globalization has transformed engineering design into a world-wide endeavor pursued by geographically distributed specialist teams. Widespread adoption of VR for and the need to act place marks directly on objects discussion in reviewing tasks led research annotations virtual collaborative environments. However, conventional approaches have yet progress beyond yellow postit + text metaphor. Indeed, multimedia such as audio, sketches, video animations afford greater expressiveness which could...

10.2312/ve.20141365 article EN 2014-12-08
Coming Soon ...