Paulo Dias
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Paulo Dias has a total of 247 co-authors. Here are the top co-authors by number of shared publications:
- Beatriz Sousa Santos
IEETA, DETI, LASI, University of Aveiro, Aveiro, Portugal
69 shared publications - Bernardo Marques
IEETA, DETI, LASI, University of Aveiro, Aveiro, Portugal
37 shared publications Beatriz Sousa Santos
IEETA, DETI, LASI, University of Aveiro
27 shared publications- Samuel Silva
IEETA, DETI, LASI, University of Aveiro, Aveiro, Portugal
22 shared publications Bernardo Marques
21 shared publications- Miguel Oliveira
Department of Mechanical Engineering, University of Aveiro, 3810-193 Aveiro, Portugal
20 shared publications
Latest Publications
- 24 March 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Computer Graphics and Applications
- Vol. 46 (2) , 131-140
Leveraging Social Interaction: Stroke Rehabilitation Using Extended Reality
Stroke survivors are often left with physical and cognitive limitations. Effective rehabilitation is essential to promote functional recovery and improve quality of life. However, existing approaches are limited by their repetitive/monotonous nature, which can lead to decreased motivation, emotional disengagement, and depression, as well as a lack of personalization and little to no social interaction. A five-month longitudinal study conducted at a rehabilitation center, employing a virtual reality supermarket, led to the creation of a research line focused on social interaction. Building on this, a broader extended reality rehabilitation framework was introduced, aimed at fostering motivation through multiuser experiences. We report initial results on healthcare professionals’ and stroke survivors’ acceptance, and explore the impact of collaborative versus competitive dynamics. Finally, we discuss the promising role of augmented reality for daily living environments.
- 24 March 2026
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Computer Graphics and Applications
- Vol. 46 (2) , 131-140
Leveraging Social Interaction: Stroke Rehabilitation Using Extended Reality
Stroke survivors are often left with physical and cognitive limitations. Effective rehabilitation is essential to promote functional recovery and improve quality of life. However, existing approaches are limited by their repetitive/monotonous nature, which can lead to decreased motivation, emotional disengagement, and depression, as well as a lack of personalization and little to no social interaction. A five-month longitudinal study conducted at a rehabilitation center, employing a virtual reality supermarket, led to the creation of a research line focused on social interaction. Building on this, a broader extended reality rehabilitation framework was introduced, aimed at fostering motivation through multiuser experiences. We report initial results on healthcare professionals’ and stroke survivors’ acceptance, and explore the impact of collaborative versus competitive dynamics. Finally, we discuss the promising role of augmented reality for daily living environments.
- Open Access
- 4 January 2026
- Published by MDPI AG in Geosciences
- Vol. 16 (1) , 28
Beyond Traditional Learning with a New Reality: Geoscience Education Enhanced by 3D Reconstruction, Virtual Reality, and a Large Display
Nowadays, despite the advancements in several technological areas, the education process of various subjects shows minimal evolution from the approaches used in prior years. In light of these, some fields struggle to capture the student’s attention and motivation, in particular, when the subject addresses remote locations that students are unable to visit and relate to. Therefore, an opportunity exists to explore novel technologies for such scenarios. This work introduces an educational approach that integrates 3D Reconstruction, Virtual Reality (VR), and a Large Display to enrich Geoscience learning at the university level. In this teacher-centric approach, manipulation of virtual replicas of real-world geological sites can be performed, creating an immersive yet asymmetric collaborative environment for students in the classroom. The teacher’s VR interactions are mirrored on a large display, enabling clear demonstrations of complex concepts. This allows students, who cannot physically visit these locations, to explore and understand the sites more deeply. To evaluate the effectiveness of this approach, a user study was conducted with 20 participants from Geoscience and Computer Science disciplines, comparing the VR-based method with a conventional approach. Analysis of the collected data suggests that, across multiple relevant dimensions, participants generally favored the VR condition, highlighting its potential for enhancing engagement and comprehension.
- 4 January 2026
- Published by MDPI AG in Geosciences
- Vol. 16 (1) , 28
Open AccessBeyond Traditional Learning with a New Reality: Geoscience Education Enhanced by 3D Reconstruction, Virtual Reality, and a Large Display
Nowadays, despite the advancements in several technological areas, the education process of various subjects shows minimal evolution from the approaches used in prior years. In light of these, some fields struggle to capture the student’s attention and motivation, in particular, when the subject addresses remote locations that students are unable to visit and relate to. Therefore, an opportunity exists to explore novel technologies for such scenarios. This work introduces an educational approach that integrates 3D Reconstruction, Virtual Reality (VR), and a Large Display to enrich Geoscience learning at the university level. In this teacher-centric approach, manipulation of virtual replicas of real-world geological sites can be performed, creating an immersive yet asymmetric collaborative environment for students in the classroom. The teacher’s VR interactions are mirrored on a large display, enabling clear demonstrations of complex concepts. This allows students, who cannot physically visit these locations, to explore and understand the sites more deeply. To evaluate the effectiveness of this approach, a user study was conducted with 20 participants from Geoscience and Computer Science disciplines, comparing the VR-based method with a conventional approach. Analysis of the collected data suggests that, across multiple relevant dimensions, participants generally favored the VR condition, highlighting its potential for enhancing engagement and comprehension.
- Open Access
- 16 September 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-4
Annotate, Repeat, Succeed: Influence of Agent Representation on Reusable Augmented Reality Instructions for Remote Assistance
- 16 September 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-4
Open AccessAnnotate, Repeat, Succeed: Influence of Agent Representation on Reusable Augmented Reality Instructions for Remote Assistance
- 12 June 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Computer Graphics and Applications
- Vol. 45 (2) , 143-151
Mixed Reality Collaboration: How Expert Representations Shape User Experiences
Remote assistance has become integral in today’s work environments, enabling offsite experts to guide team members in need of assistance. One technology that has gained momentum is mixed reality (MR), combining virtual and augmented reality elements, bridging physical distances, and facilitating knowledge sharing. One critical area is the representation of remote experts. Understanding how different representations influence the learning process is essential for improving the shared experience. Effective representation can enhance communication, trust, and the perceived expertise of the remote expert, thereby improving the learning and collaboration experiences. This study focuses on evaluating how different representations affect various dimensions of collaboration. The study involved 57 participants and examined six different conditions: no visual representation, representation using emojis, representation using a cartoon avatar, representation using a robot avatar, representation using a realistic avatar, and live stream using video.
- 12 June 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Computer Graphics and Applications
- Vol. 45 (2) , 143-151
Mixed Reality Collaboration: How Expert Representations Shape User Experiences
Remote assistance has become integral in today’s work environments, enabling offsite experts to guide team members in need of assistance. One technology that has gained momentum is mixed reality (MR), combining virtual and augmented reality elements, bridging physical distances, and facilitating knowledge sharing. One critical area is the representation of remote experts. Understanding how different representations influence the learning process is essential for improving the shared experience. Effective representation can enhance communication, trust, and the perceived expertise of the remote expert, thereby improving the learning and collaboration experiences. This study focuses on evaluating how different representations affect various dimensions of collaboration. The study involved 57 participants and examined six different conditions: no visual representation, representation using emojis, representation using a cartoon avatar, representation using a robot avatar, representation using a realistic avatar, and live stream using video.
- Open Access
- 28 November 2024
- Published by Springer Nature in The Visual Computer
- Vol. 41 (7) , 5019-5028
Reflection-aware 3D mirror segmentation and pose estimation
Reflective surfaces are notoriously difficult to detect and reconstruct, as they reflect light from surrounding objects. Thus, the quality of 3D reconstructions and the performance of downstream computer vision tasks, such as navigation, depth prediction, or object detection are severely impaired by the prevalence of mirrors in indoor environments. This paper proposes a novel reflection-aware method for 3D mirror segmentation and pose estimation, based on the reinterpretation of captured RGB-D data. It is a top-down approach, where information consensus, unsupervised learning, and ray casting are employed, formulating mirror pose estimation as an optimization problem. Experimental results show that the proposed approach significantly outperforms the existing benchmarks for RGB and RGB-D-based 3D mirror segmentation and pose estimation.
- 28 November 2024
- Published by Springer Nature in The Visual Computer
- Vol. 41 (7) , 5019-5028
Open AccessReflection-aware 3D mirror segmentation and pose estimation
Reflective surfaces are notoriously difficult to detect and reconstruct, as they reflect light from surrounding objects. Thus, the quality of 3D reconstructions and the performance of downstream computer vision tasks, such as navigation, depth prediction, or object detection are severely impaired by the prevalence of mirrors in indoor environments. This paper proposes a novel reflection-aware method for 3D mirror segmentation and pose estimation, based on the reinterpretation of captured RGB-D data. It is a top-down approach, where information consensus, unsupervised learning, and ray casting are employed, formulating mirror pose estimation as an optimization problem. Experimental results show that the proposed approach significantly outperforms the existing benchmarks for RGB and RGB-D-based 3D mirror segmentation and pose estimation.
- Open Access
Neural Colour Correction for Indoor 3D Reconstruction Using RGB-D Data
With the rise in popularity of different human-centred applications using 3D reconstruction data, the problem of generating photo-realistic models has become an important task. In a multiview acquisition system, particularly for large indoor scenes, the acquisition conditions will differ along the environment, causing colour differences between captures and unappealing visual artefacts in the produced models. We propose a novel neural-based approach to colour correction for indoor 3D reconstruction. It is a lightweight and efficient approach that can be used to harmonize colour from sparse captures over complex indoor scenes. Our approach uses a fully connected deep neural network to learn an implicit representation of the colour in 3D space, while capturing camera-dependent effects. We then leverage this continuous function as reference data to estimate the required transformations to regenerate pixels in each capture. Experiments to evaluate the proposed method on several scenes of the MP3D dataset show that it outperforms other relevant state-of-the-art approaches.
Open AccessNeural Colour Correction for Indoor 3D Reconstruction Using RGB-D Data
With the rise in popularity of different human-centred applications using 3D reconstruction data, the problem of generating photo-realistic models has become an important task. In a multiview acquisition system, particularly for large indoor scenes, the acquisition conditions will differ along the environment, causing colour differences between captures and unappealing visual artefacts in the produced models. We propose a novel neural-based approach to colour correction for indoor 3D reconstruction. It is a lightweight and efficient approach that can be used to harmonize colour from sparse captures over complex indoor scenes. Our approach uses a fully connected deep neural network to learn an implicit representation of the colour in 3D space, while capturing camera-dependent effects. We then leverage this continuous function as reference data to estimate the required transformations to regenerate pixels in each capture. Experiments to evaluate the proposed method on several scenes of the MP3D dataset show that it outperforms other relevant state-of-the-art approaches.
- Open Access
- 7 June 2024
- Published by Association for Computing Machinery (ACM)
- p. 246-255
Pervasive Augmented Reality for Industry Scenarios: Lessons Learned and Insights Gained from a Comparative User Study
The use of Pervasive Augmented Reality (AR) in industrial settings, particularly in the context of Industry 4.0, is a growing area of research. Industry 4.0 is characterized by the integration of advanced technologies, including AR, to enable smart, connected, and autonomous systems in manufacturing and other industries. This study focuses on two systems that use Pervasive AR for logistics and data monitoring on assembly lines. Such systems were designed using cooperative Human-Centered Design (HCD) methodologies in collaboration with partners from the industry sector. We report lessons learned and guidelines on the development of AR systems for industrial environments. In addition, a user study based on a data monitoring laboratory realistic procedure with 8 participants is described. The study compares the usability and effectiveness of a dashboard on Pervasive AR and a web tablet. Overall, results emphasize that AR was better suited when requiring spatial awareness and interventions, while traditional web tablet was better for tasks that require more interaction with the content and faster data monitoring. These findings had implications for the design of industrial tools, such as prototype improvements and idealize new methods, which can guide future efforts to develop and deploy AR applications.
- 7 June 2024
- Published by Association for Computing Machinery (ACM)
- p. 246-255
Open AccessPervasive Augmented Reality for Industry Scenarios: Lessons Learned and Insights Gained from a Comparative User Study
The use of Pervasive Augmented Reality (AR) in industrial settings, particularly in the context of Industry 4.0, is a growing area of research. Industry 4.0 is characterized by the integration of advanced technologies, including AR, to enable smart, connected, and autonomous systems in manufacturing and other industries. This study focuses on two systems that use Pervasive AR for logistics and data monitoring on assembly lines. Such systems were designed using cooperative Human-Centered Design (HCD) methodologies in collaboration with partners from the industry sector. We report lessons learned and guidelines on the development of AR systems for industrial environments. In addition, a user study based on a data monitoring laboratory realistic procedure with 8 participants is described. The study compares the usability and effectiveness of a dashboard on Pervasive AR and a web tablet. Overall, results emphasize that AR was better suited when requiring spatial awareness and interventions, while traditional web tablet was better for tasks that require more interaction with the content and faster data monitoring. These findings had implications for the design of industrial tools, such as prototype improvements and idealize new methods, which can guide future efforts to develop and deploy AR applications.