DEMO: Eva, uma mascote virtual em Realidade Aumentada

  • Afonso Costa SIDIA
  • Rachel Lima SIDIA
  • Sergio Tamayo SIDIA

Resumo


As aplicações de realidade aumentada estão presentes no nosso cotidiano e os telefones inteligentes são atualmente a ferramenta comum que faz isso possível. O principal objetivo deste demo é apresentar uma aplicação de código aberto chamada Eva, a qual é um mascote virtual que vive no mundo de realidade aumentada. Esta aplicação está sendo desenvolvida para dispositivos Android e suas principais funcionalidades são apresentadas neste trabalho.

Palavras-chave: realidade aumentada, dispositivos móveis, mascote virtual, entretenimento.

Referências

T. Blum, R. Stauder, E. Euler, and N. Navab, "Superman-like x-ray vision: Towards brain-computer interfaces for medical augmented reality," in 2012 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), Nov 2012, pp. 271–272.

M. Lorenz, S. Knopp, and P. Klimant, "Industrial augmented reality: Requirements for an augmented reality maintenance worker support system," in 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), Oct 2018, pp. 151–153.

T. Blum, V. Kleeberger, C. Bichlmeier, and N. Navab, "mirracle: An augmented reality magic mirror system for anatomy education," in 2012 IEEE Virtual Reality Workshops (VRW), March 2012, pp. 115–116.

PlaysideStudios. (2017) Ar dragon. [Online]. Available: https://www.playsidestudios.com/ar-dragon

Innovis. (2017) Meow! - ar cat. [Online]. Available: http://innovis.io/ arcat/

Storytoys.com. (2015) My very hungry caterpillar. [Online]. Available: https://storytoys.com/apps/my-very-hungry-caterpillar/

T. Hennig-Thurau and M. B. Houston, "The fundamentals of entertainment," in Entertainment Science. Springer, 2019, pp. 41–57.

M. J. Douma, Newspapers and knowledge in the market revolution. SAGE Publications: SAGE Business Cases Originals, 2019.

A. Sharma, "3d animation software market size, outlook research report 2018-2025," 2019.

SIDIAVR. (2018) Eva. [Online]. Available: https://github.com/sidia-sxr/eva

D. M. Healey and J. M. Halperin, "Enhancing neurobehavioral gains with the aid of games and exercise (engage): Initial open trial of a novel early intervention fostering the development of preschoolers’ selfregulation," Child Neuropsychology, vol. 21, no. 4, pp. 465–480, 2015.

M. R. Rueda, P. Checa, and L. M. Combita, "Enhanced efficiency of the executive attention network after training in preschool children: immediate changes and effects after two months," Developmental cognitive neuroscience, vol. 2, pp. S192–S204, 2012.

R. Nouchi, Y. Taki, H. Takeuchi, H. Hashizume, T. Nozawa, T. Kambara, A. Sekiguchi, C. M. Miyauchi, Y. Kotozaki, H. Nouchi et al., "Brain training game boosts executive functions, working memory and processing speed in the young adults: a randomized controlled trial," PloS one, vol. 8, no. 2, p. e55518, 2013.

Samsung. (2018) Samsungxr. [Online]. Available: http://www.samsungxr.com/

GoogleARCore. (2018) Arcore. [Online]. Available: https://developers.google.com/ar/develop/
Publicado
16/10/2019
COSTA, Afonso; LIMA, Rachel; TAMAYO, Sergio. DEMO: Eva, uma mascote virtual em Realidade Aumentada. In: DEMOS & PÔSTERES - SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 21. , 2019, Rio de Janeiro. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2019 . p. 41-42. DOI: https://doi.org/10.5753/svr_estendido.2019.8468.