Rui Rodrigues

Orcid: 0000-0003-4883-1375

Affiliations:
  • University of Porto, Faculty of Engineering, Portugal
  • INESC TEC, Porto Portugal
  • University of Minho, Department of Computer Science, Braga, Portugal (PhD)
  • Philips Research, Eindhoven, The Netherlands


According to our database1, Rui Rodrigues authored at least 48 papers between 2004 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Links

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Bibliography

2023
Shape-A-Getti: A haptic device for getting multiple shapes using a simple actuator.
Comput. Graph., December, 2023

SIT6: Indirect touch-based object manipulation for DeskVR.
Comput. Graph., December, 2023

TouchRay: Towards Low-effort Object Selection at Any Distance in DeskVR.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2023

2022
Design and Evaluation of Travel and Orientation Techniques for Desk VR.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2022

ProGenVR: Natural Interactions for Procedural Content Generation in VR.
Proceedings of the ICAT-EGVE 2022, International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, Hiyoshi, Yokohama, Japan, November 30, 2022

2021
Computer Graphics teaching challenges: Guidelines for balancing depth, complexity and mentoring in a confinement context.
Graph. Vis. Comput., 2021

Immersive Multimodal and Procedurally-Assisted Creation of VR Environments.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Recreating a TransMedia Architectural Location In-Game via Modular Environment Assets.
Proceedings of the Entertainment Computing - ICEC 2021, 2021

Immersive Adventure Games Development using 360-degree video.
Proceedings of the International Conference on Graphics and Interaction, 2021

Point Cloud Interaction and Manipulation in Virtual Reality.
Proceedings of the AIVR 2021: The 5th International Conference on Artificial Intelligence and Virtual Reality, Kumamoto, Japan, July 23, 2021

2020
Fammeal: A Gamified Mobile Application for Parents and Children to Help Healthcare Centers Treat Childhood Obesity.
IEEE Trans. Games, 2020

Serious Pervasive Games.
Frontiers Comput. Sci., 2020

Spatiotemporal Phenomena Summarization through Static Visual Narratives.
Proceedings of the 24th International Conference on Information Visualisation, 2020

A Semi-automatic Object Identification Technique Combining Computer Vision and Deep Learning for the Crosswalk Detection Problem.
Proceedings of the Intelligent Data Engineering and Automated Learning - IDEAL 2020, 2020

Towards Predicting Pedestrian Paths: Identifying Surroundings from Monocular Video.
Proceedings of the Intelligent Data Engineering and Automated Learning - IDEAL 2020, 2020

2019
Using Virtual Reality Environments to Predict Pedestrian Behaviour.
Proceedings of the 2019 IEEE International Smart Cities Conference, 2019

Fall-Prevention Exergames Using Balance Board Systems.
Proceedings of the Human-Computer Interaction - INTERACT 2019, 2019

Extended Reality Framework for Remote Collaborative Interactions in Virtual Environments.
Proceedings of the International Conference on Graphics and Interaction, 2019

Modeling of video projectors in OpenGL for implementing a spatial augmented reality teaching system for assembly operations.
Proceedings of the 2019 IEEE International Conference on Autonomous Robot Systems and Competitions, 2019

The Feeling of Presence: An Immersive Perspective.
Proceedings of the ARTECH 2019: 9th International Conference on Digital and Interactive Arts, 2019

2018
Dynamic annotations on an interactive web-based 360° video player.
Proceedings of the 23rd International ACM Conference on 3D Web Technology, 2018

2017
Cargo dynamic stability in the container loading problem - a physics simulation tool approach.
Int. J. Simul. Process. Model., 2017

Adaptivity and safety in location-based games.
Proceedings of the 9th International Conference on Virtual Worlds and Games for Serious Applications, 2017

Towards Player Adaptivity in Mobile Exergames.
Proceedings of the Advances in Computer Entertainment Technology, 2017

Player Adaptivity and Safety in Location-Based Games.
Proceedings of the Advances in Computer Entertainment Technology, 2017

2016
Adaptation and Validation of the Igroup Presence Questionnaire (IPQ) in a Portuguese Sample.
Presence Teleoperators Virtual Environ., 2016

Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game.
J. Multimodal User Interfaces, 2016

User Redirection and Direct Haptics in Virtual Environments.
Proceedings of the 2016 ACM Conference on Multimedia Conference, 2016

Augmenting Physical Maps: an AR Platform for Geographical Information Visualization.
Proceedings of the 37th Annual Conference of the European Association for Computer Graphics, 2016

2015
Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents.
Web Intell., 2015

An annotation tool for automatically triangulating individuals' psychophysiological emotional reactions to digital media stimuli.
Entertain. Comput., 2015

Cities in Citizens' Hands.
Proceedings of the 6th International Conference on Software Development for Enhancing Accessibility and Fighting Info-exclusion, 2015

2014
Computational Models of Players' Physiological-Based Emotional Reactions: A Digital Games Case Study.
Proceedings of the 2014 IEEE/WIC/ACM International Joint Conferences on Web Intelligence (WI) and Intelligent Agent Technologies (IAT), Warsaw, Poland, August 11-14, 2014, 2014

Testing Advanced Driver Assistance Systems with a serious-game-based human factors analysis suite.
Proceedings of the 2014 IEEE Intelligent Vehicles Symposium Proceedings, 2014

"Generic Shooter 3000": a realistic first person shooter powered by biofeedback.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2013
Automatic Emotional Reactions Identification: A Software Tool for Offline User Experience Research.
Proceedings of the Entertainment Computing - ICEC 2013 - 12th International Conference, 2013

A Hybrid Approach at Emotional State Detection: Merging Theoretical Models of Emotion with Data-Driven Statistical Classifiers.
Proceedings of the 2013 IEEE/WIC/ACM International Conferences on Intelligent Agent Technology, 2013

Real-Time Psychophysiological Emotional State Estimation in Digital Gameplay Scenarios.
Proceedings of the Engineering Applications of Neural Networks, 2013

Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

2012
Towards Location-based Augmented Reality games.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012

Integrating Interactive Visualizations of Automatic Debugging Techniques on an Integrated Development Environment.
Int. J. Creative Interfaces Comput. Graph., 2012

A Procedural Geometry Modeling API.
Proceedings of the GRAPP & IVAPP 2012: Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications, 2012

2011
Tangible Interaction on Tabletops for Elderly People.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

An OpenGL-based eclipse plug-in for visual debugging.
Proceedings of the 1st Workshop on Developing Tools as Plug-ins, 2011

2004
From spatiotemporal curves to reconstructed depth.
Image Vis. Comput., 2004

Accelerated epipolar geometry computation for 3D reconstruction using projective texturing.
Proceedings of the 20th Spring Conference on Computer Graphics, 2004

Robust reconstruction of 3d points from images.
Proceedings of the 2004 International Conference on Image Processing, 2004


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