Projects

franca

França Antártica

França Antártica is an action game that was developed by a consortium of the Federal Fluminense University, which was designed under the sponsorship of the Culture Secretariat of Rio de Janeiro. The first phase, which is included in the game, occurs in the Guanabara Bay in the year 1552, a time of significant French presence in the Brazilian starting history.

The game is a third person adventure in of the highest quality available for download. The game engine was developed in Unity3D and involves the creation and development of many techniques for interactive storytelling and artificial intelligence.

Jecripe

Jecripe means, in portuguese, game for stimulus of children with down syndrome in prescholar age and it was developed to meet specific needs of this group previously ignored by commercial and educational games. The activities of the Jecripe game were developed according to the research of the multidisciplinary team that joined the project.

They follow a “step by step” progression, stimulating the child in interactive operations such as moving, clicking and dragging with the mouse, imitation of gestures through music and dance. Moreover, the main character, Betinho, has features of a child with Down syndrome, as Samuca Baby, unique aspect of such games. The Jecripe game is also a research environment for graduate students in computer science at Federal Fluminense University.

 

jecripe

projeto4

Development of digital content for high school (Chemistry and Mathematics Content)

Improving the quality of high school education, especially in the areas of Biology, Chemistry and Mathematics through the development of educational multimedia products as teaching tools effective in motivating the students during the learning process that prioritize the quality, accessibility and to explore creatively the daily through the exhibition of nowadays themes.

Federal Fluminense University, through the sharing knowledge between researchers, Professors, Teachers and High School Students taking into account: the regional differences, the laws of National Education, the National Curriculum and the Curriculum Matrix Evaluation System (SAEB) developed high school content for the improvement of the student motivation.

 

Defensive Driving Game (T & T / FAPERJ)

The game “Defensive Driving” was developed to help people lead better your vehicle and obey traffic laws, which are the rules of the game: stopping at lights, do not exceed the speed limit for the road, and so on.

The game playing can be used with joystick steering, allowing the player immersion satisfactory.

 

projeto2

 iphone

Development of applications for iPhone/iPod Touch/iPad

The MediaLab have research projects in developing games and applications specifically for mobile platforms like the iPhone / iPod Touch / IPAD.

Several games have been developed.

 

 

Robotic arms simulation (CENPES – Petrobras)

Medialab has developed a simulator for robotic arms present in ROVs, Petrobras unmanned robots, responsible for operations in deep waters.

The simulator was created using technologies from the area of game development.

This project allows operators to learn and simulate risky situations with zero cost.

 

 

 

robotic

wave

Simulation of Acoustic Wave Propagation for Oil Prospecting (CENPES – Petrobras)

The scattering of acoustic waves have been considered interesting in many areas. Relevant works have been reported in geophysics, medical images, structures’ damage identification, oil prospecting, etc. Working with CENPES (Petrobras) we are developing a high performance computer non-homogeneous architecture for acoustic waves simulation based on the finite difference method.

The acoustic waves simulation problem requires a high computational effort and in some cases makes the proposed simulation impractical. Thus, the approach consider some tools as: MPI (Message Protocol Interface) and GPUs. These tools are used to guarantee the scalability and speedup, making viable any length of desired domain.

 

Simulation of Drilling Wells (CENPES / LMDC)

This project presents a procedural terrain generation using the recent Marching Cubes Histogram Pyramids (also known as HPmarcher) implementation. Perlin Noise function is used to procedurally create the terrain. It runs entirely on the Graphics Processing Unit (GPU) of Shader Model 3.0 and 4.0 graphics hardware.

Experiments provided interesting terrain representations in real time and possible ways to manipulate the terrain such as creating flat spots in some areas. Some approaches like using a hand-painted texture and warping the coordinates to break the homogeneity of the terrain when using many octaves are possible ways to customize the terrain. With this idea it’s possible to create different kinds of shapes such as tunnels and overhangs. The suggested approach is useful since it can be associated with the Caliper data to model and generate areas of the tunnel in execution time. A good modeling can help geologists detect errors and problems during the drilling process. For this case, the noise function is being replaced by a procedure function that generates geometry based on the Caliper database.

 

 

 

 

pocos

autore3d

Autore 3D (Nigraph / FAPERJ)

This project gives teachers an opportunity to design their lectures from a 3D environment with animations and interactivity. Titled “authoring system for creating, managing and viewing presentations in 3D environment for interactive distance learning (Sistema de autoria para criação, gerenciamento e exibição de apresentações em ambiente 3D interativo para o ensino a distância), the product of this project was the development of the Autore3D software, used to display presentations, using concepts of 3D visualization and real-time interactivity that can be employed both in the classroom and in e-Learning.

The Autore3D is an alternative way to create classes, corporate presentations and interactive digital content. It is an online authoring system with many features in 3D and provides interactivity. Conceived in the SaaS model (Software As A Service), it allows the teachers to create, store and view presentations through a service model based on Cloud-Based Service.

 

Dome Virtual Reality Project

The virtual reality dome was built by the department of architecture, with the collaboration of MediaLab.

The dome allows to create immersive environments of high quality. The inclusion of stereoscopic vision provides the same feeling of a virtual reality room, as in the Disney parks or in cinemas for scientific visualization.

Currently being developed research projects to include innovative mechanisms of gesture-based interface.

 

 

 

 

domo

cuda-300x300

Simulation and Visualization Development in GPUs

Project of development of geophysics applications in architectures of high-performance processing.

The project aims to develop: Research and identification of tools for analysis and code instrumentation CUDA; Study of the CUDA characteristics and identify their limitations; Development of a documented CUDA functions repository with a strategy for reuse; Development of a hybrid cluster prototype (with GPU’s computational power differential).

 

A real-time simulator for ergonomics and displacement evaluations

The simulator is a networking multiuser environment where four people can interact. Each user will control his own avatar. They will be able to move their avatar around the environment and perform some simple tasks such as opening doors, operating switchers, grabbing and moving objects around.


The focus of the simulation is to understand the role of the physical disposition of the users and furniture in the laboratory and how these elements influence the way the tasks are performed. By analyzing their interactions with the environment, it is possible to develop better room configurations.
To achieve accurate results, the 3D models of the avatars and furniture of the laboratory will be based on architectural data and 3D scans. Using a whole body 3D scanner, it is possible to represent with great fidelity the shape and the face of the user. This approach will grant more identification and fidelity with the real person. Also, some of the animations will be generated through the use of a motion capture suite which brings the movement animations even closer to the person’s real life movements.

 

 

 

 

 

ergonomic