Edgard Afonso Lamounier JR

Dr. Edgard Afonso Lamounier JR


Research Focus & Metrics

Academic Career Length

24Years (2003-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 September 2003 in Journal of Intelligent Information Systems
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Journal Article
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ASAlcimar Soares
Alcimar Soares
Adriano de Oliveira AndradeAdriano de Oliveira Andrade
Adriano de Oliveira Andrade
EJEdgard Afonso Lamounier JR
Edgard Afonso Lamounier JR
RCRenato Carrijo
Renato Carrijo

1 August 2010 in 2018 40th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC)
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Conference Paper
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EJEdgard Afonso Lamounier JR
Edgard Afonso Lamounier JR
ABArthur Bucioli
Arthur Bucioli
Alexandre CardosoAlexandre Cardoso
Alexandre Cardoso
Adriano de Oliveira AndradeAdriano de Oliveira Andrade
Adriano de Oliveira Andrade
ASAlcimar Soares
Alcimar Soares
Augmented Reality is a technology which provides people with more intuitive ways of interaction and visualization, close to those in real world. The amount of applications using Augmented Reality is growing every day, and results can be already seen in several fields such as Education, Training, Entertainment and Medicine. The system proposed in this article intends to provide a friendly and intuitive interface based on Augmented Reality for heart beating evaluation and visualization. Cardiologic data is loaded from several distinct sources: simple standards of heart beating frequencies (for example situations like running or sleeping), files of heart beating signals, scanned electrocardiographs and real time data acquisition of patient's heart beating. All this data is processed to produce visualization within Augmented Reality environments. The results obtained in this research have shown that the developed system is able to simplify the understanding of concepts about heart beating and its functioning. Furthermore, the system can help health professionals in the task of retrieving, processing and converting data from all the sources handled by the system, with the support of an edition and visualization mode.

4 July 2013 in Technology and Disability
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Journal Article
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FMFernanda Francielle de Oliveira Malaquias
Fernanda Francielle de Oliveira Malaquias
RMRodrigo Fernandes Malaquias
Rodrigo Fernandes Malaquias
EJEdgard Afonso Lamounier JR
Edgard Afonso Lamounier JR
Alexandre CardosoAlexandre Cardoso
Alexandre Cardoso
This paper presents a serious game called VirtualMat. It is a Virtual Reality (VR) system designed to support the teaching of logical-mathematical concepts for students with intellectual disability. In this game, VR techniques were used in order to i

24 May 2016 in Research on Biomedical Engineering
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Journal Article
Open access
LOLuciene Chagas de Oliveira
Luciene Chagas de Oliveira
ASAlcimar Soares
Alcimar Soares
Alexandre CardosoAlexandre Cardoso
Alexandre Cardoso
Adriano de Oliveira AndradeAdriano de Oliveira Andrade
Adriano de Oliveira Andrade
EJEdgard Afonso Lamounier JR
Edgard Afonso Lamounier JR
Introduction: Individuals with mobility impairments associated with lower limb disabilities often face enormous challenges to participate in routine activities and to move around various environments. For many, the use of wheelchairs is paramount to provide mobility and social inclusion. Nevertheless, they still face a number of challenges to properly function in our society. Among the many difficulties, one in particular stands out: navigating in complex internal environments (indoors). The main objective of this work is to propose an architecture based on Mobile Augmented Reality to support the development of indoor navigation systems dedicated to wheelchair users, that is also capable of recording CAD drawings of the buildings and dealing with accessibility issues for that population. Methods Overall, five main functional requirements are proposed: the ability to allow for indoor navigation by means of Mobile Augmented Reality techniques; the capacity to register and configure building CAD drawings and the position of fiducial markers, points of interest and obstacles to be avoided by the wheelchair user; the capacity to find the best route for wheelchair indoor navigation, taking stairs and other obstacles into account; allow for the visualization of virtual directional arrows in the smartphone displays; and incorporate touch or voice commands to interact with the application. The architecture is proposed as a combination of four layers: User interface; Control; Service; and Infrastructure. A proof-of-concept application was developed and tests were performed with disable volunteers operating manual and electric wheelchairs. Results The application was implemented in Java for the Android operational system. A local database was used to store the test building CAD drawings and the position of fiducial markers and points of interest. The Android Augmented Reality library was used to implement Augmented Reality and the Blender open source library handled the basis for implementing directional navigation arrows. OpenGL ES provided support for various graphics and mathematical transformations for embedded systems, such as smartphones. Experiments were performed in an academic building with various labs, classrooms and male and female bathrooms. Two disable volunteers using wheelchairs showed no difficulties to interact with the application, either by entering touch or voice commands, and to navigate within the testing environment with the help of the navigational arrows implemented by the augmented reality modules. Conclusion The novel features implemented in the proposed architecture, with special emphasis on the use of Mobile Augmented Reality and the ability to identify the best routes free of potential hazards for wheelchair users, were capable of providing significant benefits for wheelchair indoor navigation when compared to current techniques described in the literature

1 August 2010
Verified
Conference Paper
Closed access
EJEdgard Afonso Lamounier JR
Edgard Afonso Lamounier JR
KLKenedy Lopes
Kenedy Lopes
Alexandre CardosoAlexandre Cardoso
Alexandre Cardoso
Adriano de Oliveira AndradeAdriano de Oliveira Andrade
Adriano de Oliveira Andrade
ASAlcimar Soares
Alcimar Soares
Accidents happen and unfortunately people may loose part of their body members. Studies have shown that in this case, most individuals suffer physically and psychologically. For this reason, actions to restore the patient's freedom and mobility are imperative. Traditional solutions require ways to adapt the individual to prosthetic devices. This idea is also applied to patients who have congenital limitations. However, one of the major difficulties faced by those who are fitted with these devices is the great mental effort needed during first stages of training. As a result, a meaningful number of patients give up the use of theses devices very soon. Thus, this article reports on a solution designed by the authors to help patients during the learning phases, without actually having to wear the prosthesis. This solution considers Virtual (VR) and Augmented Reality (AR) techniques to mimic the prosthesis natural counterparts. Thus, it is expected that problems such as weight, heat and pain should not contribute to an already hard task.

16 August 2021 in Research on Biomedical Engineering
Verified
Journal Article
Closed access
PDF file
LOLuciene C. de Oliveira
Luciene C. de Oliveira
Luanne Cardoso MendesLuanne Cardoso Mendes
Luanne Cardoso Mendes
RLRenato A. de Lopes
Renato A. de Lopes
JCJosé A. S. Carneiro
José A. S. Carneiro
Alexandre CardosoAlexandre Cardoso
Alexandre Cardoso
Adriano de Oliveira AndradeAdriano de Oliveira Andrade
Adriano de Oliveira Andrade