Jorge C. S. Cardoso

Dr. Jorge C. S. Cardoso

University of Coimbra, Department of Informatics Engineering, CISUC, Coimbra, Portugal
orcid

Research Focus & Metrics

Academic Career Length

34Years (1993-Present)

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

Representative Publications

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2 November 2016
Verified
Conference Paper
Open access
PDF file
Jorge C. S. CardosoJorge C. S. Cardoso
Jorge C. S. Cardoso
JSJorge C. S.
Jorge C. S.
In this paper we present a VR locomotion technique based on the Leap Motion device and compare it to other often-used locomotion techniques – gaze-directed locomotion and gamepad-based locomotion. We performed a user experiment to evaluate the three techniques based on their performance (time to complete the task), comfort (through the ISO 9241-9 assessment of comfort questionnaire), and simulation sickness (through the Simulation Sickness Questionnaire). Results indicate that the gamepad technique is both faster and more comfortable than either the Leap Motion-based or the gaze-directed techniques.info:eu-repo/semantics/publishedVersio

18 April 2023 in Systems Engineering
Verified
Journal Article
Open access
JBJoão Barata
João Barata
Jorge C. S. CardosoJorge C. S. Cardoso
Jorge C. S. Cardoso
PCPaulo Rupino da Cunha
Paulo Rupino da Cunha
After mass production and then mass customization, the time is almost ripe for mass personalization. The goal is to offer unique products designed for the needs of each customer. However, production in larger series of products also has its advantages, and the promise of “lot size one” is still far from being the norm in several sectors of the economy. As a result of an action research project in a small household ceramic producer, this paper explores the potential of a hybrid strategy. Augmented digital engineering is adopted to (1) ensure customer participation along the entire product design lifecycle, (2) maintain the benefits of modularization and low cost, (3) minimize the waste of time and materials during product design, and (4) seek a minimum trade‐off between customer desires and engineering strategy. For theory, our work describes Industry 4.0 technology's role in achieving individual customer interaction and value co‐creation in hybrid strategies of mass customization and mass personalization. For practice, we present an example of technological architecture to implement augmented digital engineering in Industry 4.0, accessible to scenarios of hand‐intensive work and creative design processes.


18 February 1993 in Electronics Letters
Verified
Journal Article
Closed access
Jorge C. S. CardosoJorge C. S. Cardoso
Jorge C. S. Cardoso
ASA. Safaai-Jazi
A. Safaai-Jazi
A spherical helical antenna is proposed and its radiation characteristics are analysed using numerical methods and experimental measurements. Results for a 10 turn helix are presented. These results indicate that the spherical helix can provide circular polarisation over a wide beamwidth. The radiation patterns have a broad main beam, essentially no sidelobes, and low backlobe level.


3 February 2021 in Applied Sciences
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Journal Article
Open access
PDF file
Jorge C. S. CardosoJorge C. S. Cardoso
Jorge C. S. Cardoso
JRJorge Ribeiro
Jorge Ribeiro
Tangible User Interface (TUI) represents a huge potential for Virtual Reality (VR) because tangibles can naturally provide rich haptic cues which are often missing in VR experiences that make use of standard controllers. We are particularly interested in implementing TUIs for smartphone-based VR, given the lower usage barrier and easy deployment. In order to keep the overall system simple and accessible, we have explored object detection through visual markers, using the smartphone’s camera. In order to help VR experience designers, in this work we present a design space for marker-based TUI for VR. We have mapped this design space by developing several marker-based tangible interaction prototypes and through a formative study with professionals with different backgrounds. We then instantiated the design space in a Tangible VR Book which we evaluate with remote user studies inspired by the vignette methodology.