Joao Bernardes | Universidade de São Paulo (original) (raw)
Papers by Joao Bernardes
Anais Do Simposio Brasileiro De Informatica Na Educacao, Nov 1, 2004
Palavras-chaves: objetos moleculares, linguagem química, representações, visualização tridimensio... more Palavras-chaves: objetos moleculares, linguagem química, representações, visualização tridimensional, WEB e educação a distância.
Prof. Luciano Gualberto, travessa 3 no. 158 -CEP 05508-970 -São Paulo, SP Unlike most of the larg... more Prof. Luciano Gualberto, travessa 3 no. 158 -CEP 05508-970 -São Paulo, SP Unlike most of the large variety of game engines available today, enJine's main objective is to realize these functions in a didactic way. What this means is that it strives for simplicity, clarity and a correct (from a software engineering point of view) architecture. These goals are considered more important for enJine's didactic use than even computational performance, which is one of the most important factors for most other engines. That does not mean that performance with enJine is necessarily poor, however, but only that it is not the main priority, and since it has proven adequate to the tasks the tool has been put to so far, it has not even been thoroughly tested yet. This text will focus on the didactic use of enJine, its main objective, but it bears mentioning that this tool is also used at Interlab to test new game-related technologies, such as Augmented Reality games. Before it is possible to delve deeper into enJine and discuss its use in teaching, however, at least a basic grasp of Java 3D is necessary.
2009 VIII Brazilian Symposium on Games and Digital Entertainment, 2009
This paper describes a command interface for games based on hand gestures defined by postures, mo... more This paper describes a command interface for games based on hand gestures defined by postures, movement and location. The large variety of gestures thus possible increases usability by allowing a better match between gesture and action. The system uses computer vision requiring no sensors or markers on the user or background. The analysis of requirements for games, the architecture and implementation are discussed, as well as the results of several tests to evaluate how well each requirement is met.
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games - Sandbox '10, 2010
In this paper, we present the results of the &amp... more In this paper, we present the results of the "3PI Experiment" project. The objective of this project is to propose and evaluate an immersive interface based on a third-person view from a video camera, that can be used in augmented reality games. Since this type of interface has not been explored in games, a prototype involving interaction through navigation was
ACM SIGGRAPH 2006 Educators program on - SIGGRAPH '06, 2006
This paper presents the authors' experience and results on organizing and teaching intro... more This paper presents the authors' experience and results on organizing and teaching introductory Computer Graphics (CG) courses in Brazilian universities. The CG course described here uses a top-down approach, such as the one popularized by Angel [1997], ...
2014 XVI Symposium on Virtual and Augmented Reality, 2014
2013 XV Symposium on Virtual and Augmented Reality, 2013
ABSTRACT It is possible to predict that sometime in the future, holographic interactive displays ... more ABSTRACT It is possible to predict that sometime in the future, holographic interactive displays will be available as household commodities, requiring new interaction techniques. Fusion4D is our proposal for unencumbered direct manipulation interfaces involving three dimensions in physical space, as well as a fourth data-dependent dimension (such as time-varying information of an object.) A proof-of-concept prototype has been developed and subjected to user testing. The results of the tests indicate that there are some points for improvement, such as the visualization technology, but the system is well accepted by users.
2014 IEEE 27th International Symposium on Computer-Based Medical Systems, 2014
ABSTRACT In order to achieve the realism required in simulating the physical behavior of tissues ... more ABSTRACT In order to achieve the realism required in simulating the physical behavior of tissues during deformation, the methods which allow the use of physical parameters are the most widely employed. This paper presents a method of simulating the deformation of three-dimensional objects that represent human organs through multiple layers of tissue, which utilizes the following physical parameters: modulus of elasticity, thickness and density. The number of layers and the allocation of physical parameters can be set according to the different tissues that make up the human body and the behavior to be simulated. Thus, it is possible to achieve visual realism, realistic haptics and real-time interaction, with acceptable computational cost. For the simulation of medical procedures, both visual realism and haptic technology are required in order to provide the user with sensations similar to those found in real procedures. The organ chosen for the experiments was the breast, and the results obtained in relation to the physical behavior of deformation were acceptable in relation to visual realism and haptics.
Computers in Entertainment, 2009
Nowadays electronic games are of great importance to the economic sector, to computing, and to ac... more Nowadays electronic games are of great importance to the economic sector, to computing, and to academic research, and not are limited to entertainment applications only. Augmented reality is one of the new frontiers to be explored in the search for innovation in gameplay and in interactive interfaces of electronic games. This article presents the research, development, and testing of an
Computers in Entertainment, 2009
The goal of the work described here is to integrate a 3D device, the Wii Controller, and enJine, ... more The goal of the work described here is to integrate a 3D device, the Wii Controller, and enJine, a didactic engine, motivated by the growing use of 3D interfaces. The paper discusses how this increases enJine's didactical and technological potential and details the adopted solution as a layered architecture. Two interaction styles were tested. Test results show a variety of data about the controller, that this solution works as desired and that using it to modify a game to use the WiiMote as its input device is a simple task.
Abstract In this paper we present enJine, an open-source didactic game engine, its architecture a... more Abstract In this paper we present enJine, an open-source didactic game engine, its architecture and some results of applying it as a support tool for teaching Computer Graphics in a computer engineering course. The evolution of the engine's requisites and ...
This paper describes the merging of Virtual Reality and Scientific Visualization techniques in th... more This paper describes the merging of Virtual Reality and Scientific Visualization techniques in the development of RiserView, a multiplatform 3D environment for real time, interactive visualization of riser dynamics. Its features, architecture, unusual collision detection algorithm and how UP was customized for the project are discussed. Using OpenGL through VTK, the software is able to make use of the resources available in most modern Graphics Acceleration Hardware to improve performance. IUP/LED allows for native look-and-feel in MS-Windows or Linux platforms. The paper discusses conflicts that arise between scientific visualization and aspects such as realism and immersion, and how the visualization is prioritized.
Anais Do Simposio Brasileiro De Informatica Na Educacao, Nov 1, 2004
Palavras-chaves: objetos moleculares, linguagem química, representações, visualização tridimensio... more Palavras-chaves: objetos moleculares, linguagem química, representações, visualização tridimensional, WEB e educação a distância.
Prof. Luciano Gualberto, travessa 3 no. 158 -CEP 05508-970 -São Paulo, SP Unlike most of the larg... more Prof. Luciano Gualberto, travessa 3 no. 158 -CEP 05508-970 -São Paulo, SP Unlike most of the large variety of game engines available today, enJine's main objective is to realize these functions in a didactic way. What this means is that it strives for simplicity, clarity and a correct (from a software engineering point of view) architecture. These goals are considered more important for enJine's didactic use than even computational performance, which is one of the most important factors for most other engines. That does not mean that performance with enJine is necessarily poor, however, but only that it is not the main priority, and since it has proven adequate to the tasks the tool has been put to so far, it has not even been thoroughly tested yet. This text will focus on the didactic use of enJine, its main objective, but it bears mentioning that this tool is also used at Interlab to test new game-related technologies, such as Augmented Reality games. Before it is possible to delve deeper into enJine and discuss its use in teaching, however, at least a basic grasp of Java 3D is necessary.
2009 VIII Brazilian Symposium on Games and Digital Entertainment, 2009
This paper describes a command interface for games based on hand gestures defined by postures, mo... more This paper describes a command interface for games based on hand gestures defined by postures, movement and location. The large variety of gestures thus possible increases usability by allowing a better match between gesture and action. The system uses computer vision requiring no sensors or markers on the user or background. The analysis of requirements for games, the architecture and implementation are discussed, as well as the results of several tests to evaluate how well each requirement is met.
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games - Sandbox '10, 2010
In this paper, we present the results of the &amp... more In this paper, we present the results of the "3PI Experiment" project. The objective of this project is to propose and evaluate an immersive interface based on a third-person view from a video camera, that can be used in augmented reality games. Since this type of interface has not been explored in games, a prototype involving interaction through navigation was
ACM SIGGRAPH 2006 Educators program on - SIGGRAPH '06, 2006
This paper presents the authors' experience and results on organizing and teaching intro... more This paper presents the authors' experience and results on organizing and teaching introductory Computer Graphics (CG) courses in Brazilian universities. The CG course described here uses a top-down approach, such as the one popularized by Angel [1997], ...
2014 XVI Symposium on Virtual and Augmented Reality, 2014
2013 XV Symposium on Virtual and Augmented Reality, 2013
ABSTRACT It is possible to predict that sometime in the future, holographic interactive displays ... more ABSTRACT It is possible to predict that sometime in the future, holographic interactive displays will be available as household commodities, requiring new interaction techniques. Fusion4D is our proposal for unencumbered direct manipulation interfaces involving three dimensions in physical space, as well as a fourth data-dependent dimension (such as time-varying information of an object.) A proof-of-concept prototype has been developed and subjected to user testing. The results of the tests indicate that there are some points for improvement, such as the visualization technology, but the system is well accepted by users.
2014 IEEE 27th International Symposium on Computer-Based Medical Systems, 2014
ABSTRACT In order to achieve the realism required in simulating the physical behavior of tissues ... more ABSTRACT In order to achieve the realism required in simulating the physical behavior of tissues during deformation, the methods which allow the use of physical parameters are the most widely employed. This paper presents a method of simulating the deformation of three-dimensional objects that represent human organs through multiple layers of tissue, which utilizes the following physical parameters: modulus of elasticity, thickness and density. The number of layers and the allocation of physical parameters can be set according to the different tissues that make up the human body and the behavior to be simulated. Thus, it is possible to achieve visual realism, realistic haptics and real-time interaction, with acceptable computational cost. For the simulation of medical procedures, both visual realism and haptic technology are required in order to provide the user with sensations similar to those found in real procedures. The organ chosen for the experiments was the breast, and the results obtained in relation to the physical behavior of deformation were acceptable in relation to visual realism and haptics.
Computers in Entertainment, 2009
Nowadays electronic games are of great importance to the economic sector, to computing, and to ac... more Nowadays electronic games are of great importance to the economic sector, to computing, and to academic research, and not are limited to entertainment applications only. Augmented reality is one of the new frontiers to be explored in the search for innovation in gameplay and in interactive interfaces of electronic games. This article presents the research, development, and testing of an
Computers in Entertainment, 2009
The goal of the work described here is to integrate a 3D device, the Wii Controller, and enJine, ... more The goal of the work described here is to integrate a 3D device, the Wii Controller, and enJine, a didactic engine, motivated by the growing use of 3D interfaces. The paper discusses how this increases enJine's didactical and technological potential and details the adopted solution as a layered architecture. Two interaction styles were tested. Test results show a variety of data about the controller, that this solution works as desired and that using it to modify a game to use the WiiMote as its input device is a simple task.
Abstract In this paper we present enJine, an open-source didactic game engine, its architecture a... more Abstract In this paper we present enJine, an open-source didactic game engine, its architecture and some results of applying it as a support tool for teaching Computer Graphics in a computer engineering course. The evolution of the engine's requisites and ...
This paper describes the merging of Virtual Reality and Scientific Visualization techniques in th... more This paper describes the merging of Virtual Reality and Scientific Visualization techniques in the development of RiserView, a multiplatform 3D environment for real time, interactive visualization of riser dynamics. Its features, architecture, unusual collision detection algorithm and how UP was customized for the project are discussed. Using OpenGL through VTK, the software is able to make use of the resources available in most modern Graphics Acceleration Hardware to improve performance. IUP/LED allows for native look-and-feel in MS-Windows or Linux platforms. The paper discusses conflicts that arise between scientific visualization and aspects such as realism and immersion, and how the visualization is prioritized.