António Araújo

António Araújo
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António verified their affiliation via an institutional email.
  • PhD in Mathematics
  • Professor (Assistant) at Open University

Assistant professor at Univ. Aberta (UAb), Portugal.

About

60
Publications
58,891
Reads
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325
Citations
Introduction
I research on the geometry of spherical perspectives and anamorphoses, and their connection with both traditional technical drawing and digital immersive visualization. I am assistant professor at Univ. Aberta, Portugal, and I coordinate CIAC-UAb, Aberta's pole of the Research Center for Arts and Communication.
Current institution
Open University
Current position
  • Professor (Assistant)
Additional affiliations
July 2020 - present
Open University
Position
  • Coordinator of CIAC-UAb
Description
  • Reserch Center Coordinator at Universidade Aberta
January 2017 - present
University of Algarve
Position
  • Researcher
Description
  • I research the connections between mathematics and the visual arts, both traditional and digital. Mostly working on anamorphosis and curvilinear perspectives.
January 2011 - December 2017
University of Lisbon
Position
  • Researcher
Description
  • Researcher in Geometry (mostly Algebraic/analytic Geometry/Singularity Theory). Worked in classification problems/dessingularization of Lagrangian/Legendrian curves and surfaces.
Education
December 1999 - July 2011
University of Lisbon
Field of study
  • mathematics
December 1995 - October 1999
University of Lisbon
Field of study
  • mathematics
October 1991 - December 1995
University of Lisbon
Field of study
  • physics

Publications

Publications (60)
Article
Full-text available
We compute explicitly the limits of tangents of a quasi-ordinary singularity in terms of its special monomials. We show that the set of limits of tangents of Y is essentially a topological invariant of Y . Comment: 10 pages.
Article
Full-text available
This work presents a method for drawing Virtual Reality panoramas by ruler and compass operations. VR panoramas are immersive anamorphoses rendered from equirectangular spherical perspective data. This data is usually photographic, but some artists are creating hand-drawn equirectangular perspectives to be visualized in VR. This practice, that lies...
Article
Full-text available
We describe a construction of a total spherical perspective using a ruler, compass, and nail. This is a generalization of the spherical perspective of Barre and Flocon to a 360-degree field of view. Since the 1960s, several generalizations of this perspective have been proposed, but they were either works of a computational nature, inadequate for d...
Conference Paper
Full-text available
In this workshop we will draw a total view of our environment in azimuthal equidistant spherical perspective. This is the 360-degree generalization of the so-called fisheye perspective, which was first formalized by Barre and Flocon in the 1960s, to capture a 180-degree view around an axis. In a recent work I have generalized this construction to t...
Article
Full-text available
Hand-drawn spherical perspectives are increasingly used as both a technical and artistic vehicle for representation of wide-angle views, partly due to their connection with VR panoramas. Recent results have made it easier to draw such perspectives in a systematic way in the equirectangular and azimuthal equidistant cases. In this paper we look at c...
Article
Full-text available
The article introduces a novel construction that simplifies the drawing of cubical perspectives. A recent work described a method for drawing cubical perspectives which classifies lines into several types and renders each type systematically. Some of these types require an auxiliary external construction, hindering the drawing process. This researc...
Book
Welcome to the proceedings of the 20th International Conference on Culture and Computer Science "Code and Materiality" (KUI 2023). It is with great pleasure that we introduce this compilation of research and innovative ideas that emerged from our conference. In today's rapidly evolving world, the boundaries between the physical and virtual realms a...
Chapter
Recent research has argued that an immersive reformulation of the concepts of anamorphosis and perspective can have beneficial effects on the teaching of these concepts to young students, and a didactic itinerary for Portuguese 9th grade students has been proposed and executed along these lines. A part of this reformulation is an integration with V...
Cover Page
The special issue on Digital Media Artefacts, “Hybrid Praxis”, is a post-congress collective reflection about technology, science, and art. The invited authors participated in ARTeFACTo 2020 or ARTECH 2021; two key congresses were exploring state-of-the-art digital media arts. These encounters gather experiences from the academic world, practitione...
Article
We discuss the design requirements of a software platform for constructing immersive environments through handmade spherical perspective drawings in a performative setting, with concurrent interactive live feed of the spherical drawing’s VR visualization. We investigate current best practices and available software in order to extract functionaliti...
Conference Paper
Full-text available
There are currently very few options for executing live spherical drawings for an audience. This work presents an artefact which demonstrates one possible way to achieve such drawings in a performative setting with concurrent interactive live feed of the spherical drawing's VR visualization. The authors aim at stimulating the under-explored form of...
Book
Book of proceedings of the 10th edition of ARTECH - the International Conference on Digital and Interactive Arts, Centro de Congressos de Aveiro, Aveiro, Portugal 13-15 October 2021.
Chapter
Full-text available
A transição digital constitui um dos desafios da escola atual, tendo sido identificada como uma oportunidade favorável à inovação e ao conhecimento. Num futuro próximo a convergência da Inteligência artificial (IA) e das tecnologias imersivas (designadamente, realidade virtual e realidade aumentada) pode proporcionar conteúdos personalizados aos al...
Conference Paper
Full-text available
A method that considers cubical perspective as a special case of spherical perspective was recently presented in (Araújo et al. 2020). We recall and apply this descriptive geometry-based construction to the case study of St. Michael’s Church, Hildesheim. Some key elements of the church are used as a reference problem to introduce further details of...
Book
Full-text available
The Forking Paths Interactive film and Media The Forking Paths, a project by the Research Center for Arts and Communication (CIAC), began in 2013, when a group of researchers from the center began a theoretical and practical research process in the field of filmic interactivity. Since then, dozens of scientific publications have been written an...
Article
The authors argue that the concept of the anatomical canon is not just an arbitrary standard of anatomical beauty, but an indispensable mnemonic tool for the artist. The authors further argue that the canon is most relevant when adapted to a specific artistic process and tools, and in particular must be updated to the requirements of the digital to...
Chapter
In alignment with the relevant disciplinary tools and methods, we analyse the innovative potential of cubical perspective combining the uniqueness of handmade sketches with their digital navigation. The investigated model (called hybrid for the above mentioned reason) offers the scholar a twofold opportunity: on the one hand, the possibility to exp...
Chapter
We survey the present state of spherical perspective, regarding both mathematical structure and drawing practice, with a view to applications in the visual arts. We define a spherical perspective as the entailment of a conical anamorphosis with a compact flattening of the visual sphere. We examine a general framework for solving spherical perspecti...
Chapter
We discuss a definition of conical anamorphosis that sets it at the foundation of both classical and curvilinear perspectives. In this view, anamorphosis is an equivalence relation between three-dimensional objects, which includes two-dimensional representatives, not necessarily flat. Vanishing points are defined in a canonical way that is maximall...
Conference Paper
Full-text available
We argue that the notion of an anatomical canon is still useful in the current artistic environment and it must be updated to deal with new digital requirements and possibilities. We propose a canon with a view towards accurate digital human anatomy 3D modeling.
Conference Paper
Full-text available
Spherical perspective provides a connection between traditional handmade drawings and virtual reality environments, which can be exploited to create new forms of hybrid immersive artworks. We discuss the use of GeoGebra tools as auxiliary software for the creation of immersive designs in azimuthal equidistant (360-degree fisheye) spherical perspect...
Conference Paper
Full-text available
In this workshop we will use Dürer machines, both physical (made of thread) and virtual (made of lines) to create anamorphic illusions of objects made up of simple boxes, these being the building blocks for more complex illusions. We will consider monocular oblique anamorphosis and then anaglyphic anamorphoses, to be seen with red-blue 3D glasses.
Article
Full-text available
The question of time and its relation to cinema is the common thread in this paper. Through research based on experimental practice, this paper explores, firstly, the psychosomatic processes that may give the viewer different perceptions of time. Secondly, it describes the working process of a film that intends to provide the viewer with the possib...
Conference Paper
Full-text available
Cubical perspective is maybe the youngest alternative among the options for immersive drawing. Its theoretical definition, as every immersive perspective, has its pros and cons. Furthermore, its utility has not been fully explored, e.g. for early conceptual design. In fact, while its theory is on its way to being solved with different methods, ther...
Conference Paper
Eq a Sketch 360 is a simple program for raster sketching VR panoramas in equirectangular spherical perspective. It is built as a serious toy, to develop sketching intuition regarding equirectangular drawing as proper perspective drawing, with its specific constructions of vanishing points, geodesics, line projections, antipodes, and grids. It is us...
Conference Paper
We propose an installation that explores Hybrid Immersive Models (HIM), the conjunction of digital VR panoramas with physical, handmade spherical perspectives and anamorphoses, as a new hybrid art medium that connects traditional drawing with digital, immersive art, creating a dialogue between material and immaterial forms of visual expression.
Conference Paper
Full-text available
Cubic perspective is an attractive option for drawing vr panoramas, as it carries with it the familiarity of classical perspective and its ease of drawing line segments. Its simplicity is however only apparent as the transition of line images between the various planes of the cube can be baffling to the draughtsman. We argue that the best way to sy...
Article
The method of fundamental solutions is broadly used in science and engineering to numerically solve the direct time-harmonic scattering problem. In 2D the choice of source points is usually made by considering an inner pseudo-boundary over which equidistant source points are placed. In 3D, however, this problem is much more challenging, since, in g...
Conference Paper
The question of time and its relation to cinema is the common thread in this paper. Through research based on experimental practice, this paper explores, firstly, the psychosomatic processes that may give the viewer different perceptions of time. Secondly, it describes the working process of a film that intends to provide the viewer with the possib...
Conference Paper
Full-text available
In this workshop we will learn how to draw a 360-degree view of our environment using spherical perspective, and how to visualize these drawings as immersive panoramas by uploading them to virtual reality platforms that provide an interactive visualization of a 3D reconstruction of the original scene. We shall show how to construct these drawing in...
Book
The goal of the ARTeFACTo 2018 conference was to promote the interest in the current digital/media culture and its intersection with art and technology as an important research field while focusing on the study of the digital media / computer artefacts embracing topics covering their conceptualization, design, creative/art practice/research process...
Conference Paper
Full-text available
Mixed reality is a direct application of 15 to 17th century principles of anamorphosis. The inherent physicality of anamorphosis, materialized through the Dürer perspective machine makes it an excellent teaching tool for students of digital art interested in mixed reality, whose initial core competencies may be extremely varied. The needs of these...
Conference Paper
Full-text available
Virtual Reality (VR) Panoramas work by interactively creating immersive anamorphoses from spherical perspectives. These panoramas are usually photographic but a growing number of artists are making hand-drawn equirectangular perspectives in order to visualize them as VR panoramas. This is a practice with both artistic and didactic interest. However...
Conference Paper
Full-text available
We explore conical anamorphosis in several variations and discuss its various constructions, both physical and diagrammatic. While exploring its playful aspect as a form of optical illusion, we argue against the prevalent perception of anamorphosis as a mere amusing derivative of perspective and defend the exact opposite view-that perspective is th...
Article
Full-text available
Faz-se uma breve digressão pelo catálogo das perspectivas curvilíneas centrais, descrevendo algumas das suas propriedades topológicas, geométricas, e ópticas, enfatizando a sua ligação com o conceito fundamental de anamorfose com vista a esclarecer alguns equívocos clássicos relativos à posição fundamental ocupada pela perspectiva clássica.
Chapter
In Project TEMPUS: "Enhancement of Russian creative education: new Master Programme in Digital Arts in line with EU standards" (2014-2016) the Russian students had the opportunity to study in EU Universities for one semester. The Universidade Aberta in Portugal didn't have a Master degree in Digital Arts, so a pilot programme had to be created: a n...
Preprint
Full-text available
We describe a general setup for anamorphosis and perspective, then obtain a ruler and compass construction for the 360 degrees spherical perspective. We consider its uses in freehand drawing and computer visualization, and its relation with reflections on a sphere.
Preprint
Full-text available
In this paper we prove a desingularization theorem for Legendrian surfaces that are the conormal of a quasi-ordinary hypersurface.
Article
Full-text available
2) ESU E. — We construct the generic component of the moduli space of the germs of Legendrian curves with generic plane projection topologicaly equivalent to a curve y n = x m . ABSTRACT. — We construct the generic component of the moduli space of the germs of Legendrian curves with generic plane projection topologicaly equivalent to a curve y n =...

Questions

Question (1)
Question
By the late 19th century, cylindrical (panoramic) perspective was well known. It was taught in perspective books and used for immersive anamorphoses in the popular "panorama" displays. But what is its origin/earliest formal treatment in the literature? I'd be thankful to be told about the earliest informal treatment as well as the earliest formal ones (as a perspective proper, with calculation of vanishing points and classification of line projections as sinusoids, and understanding of its relationship with its associated cartographic map).

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