Previous projects

Interlab3D –Interactive tool for the teaching and learning of Java 3D and computer graphics
Romero Tori e Ricardo Nakamura

The objective of the Interlab3D project is the production of a didactic tool to teach scene graph concepts in the context of the Java 3D graphics API. Given its features, this software may also be employed in the teaching of other computer graphics concepts. The innovation aspect of this project is in the presentation of na interactive environment in which the learner can manipulate graphic depictions of Java 3D classes and objects and simultaneously view the results. The software developed in this project is available as free software (GPL license) and is under constant improvement. It has been used in different computer graphics courses.

Project Website:

Keywords: computer graphics, interactive virtual education, Java 3D, scene graph
enJine-Didactic computer game engine
Romero Tori, Ricardo Nakamura, João Luiz Bernardes Jr, Roberto Bianchini e Eduardo jacober.

The objective of the enJine project is to generate a didactic tool for the development of computer games, well suited for usage in Computer Science and similar courses. This project was initiated with research efforts to determine the desirable features of an educational game engine, followed by the development of experimental prototypes of the software. The project is justified by the motivational potential of the use of computer games in didactic activities and by the growing importance of the computer game industry, which demands professionals with specific knowledge. Currently, a version of enJine is available to the community as free software, through the GPL license.

Project Website:

Keywords: game engine, virtual reality, computer games, interactive virtual education
Augmented Reality Games
Romero Tori, Alexandre N. Tomoyose, Daniel Calife e João Luiz Bernardes Jr.
Although the games interfaces have evolved in the past years, creating environments more graphically sophisticated and allowing elaborated controls, the way of interaction in games has not suffered a relevant change, it remains using directional controls and pushing buttons. Augmented reality breaks this interaction paradigm and enables new ways of interaction and games interfaces. The first main change in game interface is the visualization, which begins to belong to real environment, and not only in a totally virtual world, showed in a display. This project of research aims to integrate technologies related to augmented reality, as capture and processing of video in real-time, identification of fiducials markers and projection of virtual content, implementing the spatially augmented reality. The objective is to merge these technologies to a control system of real objects directed by an user, defining a new platform of interaction between the real environment and the virtual world. The core of the architecture presented will be based on the three-dimensional games generating system, another laboratory’s project.
Keywords: augmented reality; interaction; AR applications framework.
Framework for Mobile Multiplayer Games
Mario M. Kubo e Romero Tori.
The project consisted in developing a framework for Mobile Multiplayer Games, based on a study about the state of art and on users’ and developers’ needs. As a result, this work presents a detailed description of both the framework architecture and the proposed modules, showing their integration as well as the main innovations produced by the project. The framework architecture is based on the MVC (Model View Controller) standard and also on a state-of-game structure according to the preestablished management modules, basic and network. In this way the resulting framework purposes to provide a set of components that help the implementation of Mobile Multiplayer Games.
Keywords: Games, Electronic Games, Frameworks
Gesture Interfaces for Augmented Reality Games
João Luiz Bernardes Jr. e Romero Tori.
This project’s goal is to develop a framework for gesture analysis and recognition based on xml-based gesture descriptions and for use especially in augmented reality games. The development of proof of concept prototypes, of games and other applications, is also one of the project’s objectives. Given the complexity of gesture and sign language analysis, defining the framework’s application is important to determine which simplifications may be adopted. The framework and description language should, however, be expansible to handle other applications in the future. For the choice or development of the description language, Sign Language notation systems will be studied, especially phonetic and geometric systems. The framework should be flexible, allowing different segmentation and analysis techniques to be used to better fit a given application, but should have at least one default algorithm for every function it performs. Model-based analysis will probably be used, instead of image-based techniques, given the greater detail given by the model-based methods, especially about hand posture, that may be necessary for description based recognition.
Keywords: Gesture Interpretation, Electronic Games, Augmented Reality.
Hybrid Augmented Reality Video Avatar
Ricardo Nakamura e Romero Tori.
The objective of this research project is to propose a software architecture for the creation of a low-cost video avatar for use in entertainment and education. This project is motivated by the fact that existing solutions for three-dimensional video avatar usually have high computational costs and require complex camera set-ups, which makes their use difficult in domestic applications for entertainment and even for distance learning systems.
Keywords: augmented reality, video avatar, virtual interactive education.
Hybrid Game Agents
Roberto Cezar Bianchini e Romero Tori.
This project developed the unification of deliberative and reactive process with emotions and social rules, to create agent architectures more interactive and adaptable to the high dynamical situations in computer games. A hybrid agent architecture, deliberative/reactive, was proposed. The deliberative part is done with the Belief-Desire-Intention model. The typical deliberative process of the BDI model was modified to include machine emotions and social rules in the inference process. The reactive part is done with Finite State Machines. The architecture proposed has showed more flexible in situations demanding a higher degree of interaction, especially no combative ones, and also more adaptable to different situations.
Keywords: intelligent agents, computer games, BDI, emotions.
Real-Time Stereoscopy for Augmented Reality


Robson Augusto Siscoutto e Romero Tori.
This project aims at research the integration of technologies as real-time stereoscopic, high-speed networks, standards of compression, virtual reality and tele-presence for the development of applications in augmented reality, using itself of resources of three-dimensional visualization. Besides creating a new methodology of integration of the cited technologies, objective also the definition of a proposal of architecture for applications of augmented reality way networks of high speed, the magnifying of the standards compression to satisfy the necessities of the application proposal and the implementation of an archetype for validation and tests.
Keywords: augmented reality, stereoscopy, videoconference.
Proposal and Implementation of a user-centered interactive Game Engine
Eduardo Costa jacober e Romero Tori.
This work tries to bridge the gap between a game engine and the average game designer. Nowadays, the development of a computer game presents a great challenge, for its complex and multidisciplinary nature. As any large-scale software, computer games benefit from modularity and flexibility. A game engine is a computer aided tool for software reuse during the creation of computer games, while helping developers to keep their schedules and budgets. Once technological in nature, present commercial and academic game engines tend to focus on number of specific functionalities, sometimes forgetting usability concerns. This limits its access to highly trained programmers. As a business trend, technical knowledge is losing ground to other abilities for a successful and competitive game designer.
Keywords: electronic game, Man-machine Interface;, engine