Paulo Dias

Dr. Paulo Dias

IEETA - Institute of Electronics and Informatics Engineering of Aveiro, University of Aveiro, Aveiro, Portugal
+1
orcid

Research Focus & Metrics

Academic Career Length

25Years (2002-Present)

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

Representative Publications

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28 August 2008 in Multimedia Tools and Applications
Verified
Journal Article
Closed access
PDF file
BSBeatriz Sousa Santos
Beatriz Sousa Santos
Paulo DiasPaulo Dias
Paulo Dias
APAngela Pimentel
Angela Pimentel
JBJan-Willem Baggerman
Jan-Willem Baggerman
CFCarlos Ferreira
Carlos Ferreira
JMJoaquim Madeira
Joaquim Madeira

8 March 2019 in IEEE Computer Graphics and Applications
Verified
Journal Article
Closed access
Paulo DiasPaulo Dias
Paulo Dias
RSRicardo Silva
Ricardo Silva
PAPaula Amorim
Paula Amorim
JLJorge Lains
Jorge Lains
EREulalia Roque
Eulalia Roque
MPMike Potel
Mike Potel
Virtual reality (VR) applications meet fundamental principles of rehabilitation: intensity, task oriented training, biofeedback, environments rich in stimuli, and motivation, all pivotal factors for the success of rehabilitation programs. This paper describes the development process of a set of VR minigames developed to increase the motivation of stroke patients while performing repetitive upper limb movements.

4 August 2021 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
Bernardo MarquesBernardo Marques
Bernardo Marques
Samuel SilvaSamuel Silva
Samuel Silva
JAJoao Alves
Joao Alves
TATiago Araujo
Tiago Araujo
Paulo DiasPaulo Dias
Paulo Dias
BSBeatriz Sousa Santos
Beatriz Sousa Santos
To support the nuances of collaborative work, many researchers have been exploring the field of Augmented Reality (AR), aiming to assist in co-located or remote scenarios. Solutions using AR allow taking advantage from seamless integration of virtual objects and real-world objects, thus providing collaborators with a shared understanding or common ground environment. However, most of the research efforts, so far, have been devoted to experiment with technology and mature methods to support its design and development. Therefore, it is now time to understand where the field stands and how well can it address collaborative work with AR, to better characterize and evaluate the collaboration process. In this article, we perform an analysis of the different dimensions that should be taken into account when analysing the contributions of AR to the collaborative work effort. Then, we bring these dimensions forward into a conceptual framework and propose an extended human-centered taxonomy for the categorization of the main features of Collaborative AR. Our goal is to foster harmonization of perspectives for the field, which may help create a common ground for systematization and discussion. We hope to influence and improve how research in this field is reported by providing a structured list of the defining characteristics. Finally, some examples of the use of the taxonomy are presented to show how it can serve to gather information for characterizing AR-supported collaborative work, and illustrate its potential as the grounds to elicit further studies.

5 June 2021 in Multimedia Tools and Applications
Verified
Journal Article
Closed access
PDF file
Nuno Cid MartinsNuno Cid Martins
Nuno Cid Martins
Bernardo MarquesBernardo Marques
Bernardo Marques
JAJoão Alves
João Alves
TATiago Araújo
Tiago Araújo
Paulo DiasPaulo Dias
Paulo Dias
BSBeatriz Sousa Santos
Beatriz Sousa Santos

1 September 2016 in Robotics and Autonomous Systems
Verified
Journal Article
Closed access
MPMarcelo Pereira
Marcelo Pereira
DSDavid Silva
David Silva
Vitor SantosVitor Santos
Vitor Santos
Paulo DiasPaulo Dias
Paulo Dias

2 December 2022 in Virtual Reality
Verified
Journal Article
Open access
PDF file
MJM.-Carmen Juan
M.-Carmen Juan
JEJulen Elexpuru
Julen Elexpuru
Paulo DiasPaulo Dias
Paulo Dias
BSBeatriz Sousa Santos
Beatriz Sousa Santos
PAPaula Amorim
Paula Amorim
Virtual reality shows great potential as an alternative to traditional therapies for motor rehabilitation given its ability to immerse the user in engaging scenarios that abstract them from medical facilities and tedious rehabilitation exercises. This paper presents a virtual reality application that includes three serious games and that was developed for motor rehabilitation. It uses a standalone headset and the user's hands without the need for any controller for interaction. Interacting with an immersive virtual reality environment using only natural hand gestures involves an interaction that is similar to that of real life, which would be especially desirable for patients with motor problems. A study involving 28 participants (4 with motor problems) was carried out to compare two types of interaction (hands vs. controllers). All of the participants completed the exercises. No significant differences were found in the number of attempts necessary to complete the games using the two types of interaction. The group that used controllers required less time to complete the exercise. The performance outcomes were independent of the gender and age of the participants. The subjective assessment of the participants with motor problems was not significantly different from the rest of the participants. With regard to the interaction type, the participants mostly preferred the interaction using their hands (78.5%). All four participants with motor problems preferred the hand interaction. These results suggest that the interaction with the user’s hands together with standalone headsets could improve motivation, be well accepted by motor rehabilitation patients, and help to complete exercise therapy at home.