Browsing by Author "Sousa, Armando"
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- iiBOARD - Development of a low-cost interactive whiteboard using the wiimote controllerPublication . Silva, Marco; Reis, Luís Paulo; Sousa, Armando; Faria, Brígida Mónica; Costa, A. PedroInteractive whiteboards are gaining importance in our society, both at a business level and, especially, at an educational level. However, the products offered by the major manufacturers have a major barrier to their acquisition: very high prices. There is an urgent need to use new technologies in order to provide solutions that present the same performance levels than typical interactive whiteboards, but with a significantly reduced cost. Throughout this paper the steps taken for the development of an innovative low-cost interactive whiteboard are described. The proposed system is based on the Wii Remote command of the Nintendo Wii video-game console. This command, although very inexpensive has an infrared camera, and supports Bluetooth communication. The system control is based on a wireless device, based on infrared emitters, which supports most of the mouse events. A complete whiteboard application was also developed using Borland Delphi for Windows. This application may be used with either one or two Wiimotes and has a very simple and efficient calibration method. The application also includes viewing capabilities of some of the Wiimote characteristics, as well as a flexible Notebook to increase its range of possible uses. The results obtained through a survey conducted to a small set of whiteboard users were very positive indicators about the acceptance of the inexpensive solution proposed.
- Virtual centre for the rehabilitation of road accident victims (VICERAVI)Publication . Mendes, Liliana; Dores, Artemisa Rocha; Barbosa, Fernando; Rego, Paula Alexandra; Moreira, Pedro Miguel; Reis, Luís Paulo; Viana, José; Coelho, António; Sousa, ArmandoThe main objective of this work is to describe the Virtual Center for the Rehabilitation of Road Accident Victims - VICERAVI and the serious games it includes for the purpose of neuropsychological rehabilitation. The validation of the VICERAVI as a rehabilitation system involves 30 participants of both sexes, with brain injury due to road accidents. The applicability and the benefits of virtual worlds for a holistic neuropsychological rehabilitation will be tested using virtual reality (OpenSimulator) to simulate tasks of everyday life, enabling participants to perform cognitive and social skills training through their avatars. The progresses of this group will be compared with a group of conventional neuropsychological rehabilitation. The main innovation of the work is the possibility of administering neuropsychological rehabilitation at distance, via ecological virtual environments. Moreover, the paper discusses also relevant criteria and issues in respect to the use of serious games, simulation and virtual environments in rehabilitation.