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.
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.
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.
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.
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.
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.
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.
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.
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.
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).