Rui Filipe Antunes

Rui Filipe Antunes
University of Lisbon | UL ·  Faculty of Human Kinetics

PhD

About

28
Publications
2,565
Reads
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63
Citations
Citations since 2016
15 Research Items
45 Citations
2016201720182019202020212022051015
2016201720182019202020212022051015
2016201720182019202020212022051015
2016201720182019202020212022051015
Introduction
Visual Artist, Academic, and Researcher in animation. Principal Investigator of the FCT funded research project Ghost Dance: A methodology for analysing dance movement in interaction with virtual reality (EXPL/ARTPER/1238/2021) at INET-md | Faculty of Human Kinetics, in Portugal. Previously Marie Sklodowska-Curie Fellow (Individual Global Fellowship) at MIRALab, University of Geneve, and BioISI, Faculty of Sciences, University of Lisbon. Throughout his career, he has been sponsored by prestigiou
Additional affiliations
January 2017 - present
University of Lisbon
Position
  • Research Associate
September 2011 - September 2013
University of Greenwich
Position
  • Visiting Lecturer
Description
  • Lectured the course of Design for Interaction (also involving practice with Dreamweaver).
September 2009 - September 2013
Goldsmiths, University of London
Position
  • PhD
Education
September 2009 - March 2013
Goldsmiths, University of London
Field of study
  • Art and Computational Technologies
September 2005 - October 2006
Goldsmiths, University of London
Field of study
  • Arts Computing

Publications

Publications (28)
Conference Paper
Full-text available
One of the key components of the suspension of disbelief in real-time 3D simulations is the apparent authenticity of actions and gestures played by the individuals of the virtual population. This paper addresses this aspect of simulation, by investigating ways to improve the behavioral realism of virtual humanoid characters in groups and small mult...
Article
Full-text available
We analyse works of digital art that use a technique from artificial life (ALife) called computational ecosystems (CEs). These are systems running on computers where agents are organized in a hierarchical structure (of a food-chain) and trade token units (of energy and biomass) as a way of promoting community dynamics. We analyse a collection of fo...
Article
In this paper, we report the learnings from the development of Easy-Population, a software tool for generation of autonomous populations in virtual simulations and its use in the creation of a 3D recreation of a historical site. In the process, we discuss the animation of virtual historical simulations inhabited by autonomous characters. We claim t...
Chapter
Os contextos pandémico e pós-pandémico vêm impondo às cidades outras dinâmicas, outros sons, outros ecos, outros percursos, outros visitantes humanos e não humanos. Durante o confinamento, o encerramento de espaços teatrais e expositivos – bem como, durante o desconfinamento, as limitações para a sua utilização - têm tido consequências penosas nas...
Chapter
Os contextos pandémico e pós-pandémico vêm impondo às cidades outras dinâmicas, outros sons, outros ecos, outros percursos, outros visitantes humanos e não humanos. Durante o confinamento, o encerramento de espaços teatrais e expositivos – bem como, durante o desconfinamento, as limitações para a sua utilização - têm tido consequências penosas nas...
Chapter
Os contextos pandémico e pós-pandémico vêm impondo às cidades outras dinâmicas, outros sons, outros ecos, outros percursos, outros visitantes humanos e não humanos. Durante o confinamento, o encerramento de espaços teatrais e expositivos – bem como, durante o desconfinamento, as limitações para a sua utilização - têm tido consequências penosas nas...
Article
No aparente paradoxo que a ideia de “caminhar em confinamento” encerra — também na sua relação com a cidade — encontrámos, na experiência de confinamento, algumas possibilidades de operar nessa tensão paradoxal. Serão hipóteses de potência coreopolítica, se postas em oposição à sensação de auto-corepoliciamento (a autovigilância do próprio moviment...
Conference Paper
Full-text available
Boidance is a software tool that brings together Performance, Virtual Reality, Swarm simulation and Genetic algorithms. We discuss a tool that enables performers to move with(in) a swarm of virtual geometrical shapes, developed in a collaborative process between dancers, choreographers, and computer scientists. Boidance creates new possibilities of...
Conference Paper
Full-text available
This paper provides a contribution to the field of historical simulations of the past. Throughout this document, we will describe a novel model to animate these simulations with autonomous characters exhibiting heterogeneous and spontaneous behaviours and we will discuss a case study, the simulation of the medieval village of Mértola, in the South...
Conference Paper
In this paper, we examine virtual ecosystems as general-purpose authoring tools for heterogeneity and spontaneity, and discuss the use of such systems as animation drivers in a variety of contexts: from artistic abstract work, to dance choreographies, or even in the simulation of historical spaces. First, we present the background, motivation and s...
Article
Full-text available
From historical advice to 3D modeling and programming, the process of reconstructing cultural heritage sites populated with virtual inhabitants is lengthy and expensive, and it requires a large set of skills and tools. These constraints make it increasingly difficult, however not unattainable, for small archaeological sites to build their own simul...
Article
This research is an exploration of issues surrounding the artistic production of Computational Ecosystems. A Computational Ecosystem is a system of agents designed to emulate, in the computer, biological systems where autonomous individuals are organized in a hierarchical food chain and interact by trading units of energy. This thesis maps out this...
Conference Paper
Full-text available
Creating 3D reconstruction of the past is a challenging task requiring a vast set of technical skills, with teams usually including historians, 3D artists and IT technicians. In this paper, we describe our combined efforts to work under a low-budget pipeline to make a 3D simulation of the medieval village of Mértola in the south of Portugal. The wo...
Conference Paper
Full-text available
In this paper, we Secdescribe an agency model for generative populations of humanoid characters, based upon temporal variation of affective states. We have built on an existing agent framework from Sequeira et al. [18], and adapted it to be susceptible to temperamental and emotive states in the context of cooperative and non-cooperative interaction...
Article
Full-text available
We study the use of the generative systems known as computational ecosystems to convey artistic and narrative aims. These are virtual worlds running on computers, composed of agents that trade units of energy and emulate cycles of life and behaviors adapted from biological life forms. In this article we propose a conceptual framework in order to un...
Conference Paper
In this paper a novel approach to a decentralized autonomous model of agency for general purpose Non-Player Characters (NPCs) is presented: the AI model of Computational Ecosystems. We describe the technology used to animate a population of gregarious humanoid avatars in a virtual world. This artistic work is an ethnographic project where a populat...
Conference Paper
Full-text available
A novel approach to a decentralized autonomous model of agency for general purpose Non-Player Characters (NPCs) is presented: Computational Ecosystems as a model of AI. We describe the technology used to animate a population of gregarious humanoid characters in the virtual world Where is Lourenco Marques? an ethnographic artistic work characterized...
Article
Full-text available
This work is dedicated to the former city of Lourenço Marques, which since the independence of Mozambique has became known as Maputo. In the landscape of colonial Portugal, Lourenço Marques was the proud capital of the district of Moçambique (Mozambique). This work consecrates those who lived and inhabited that place and time. During the process o...
Conference Paper
In this paper we introduce a novel approach to dance choreographies in virtual worlds. We present a dance performed by avatars in a virtual world, where a computational ecosystem provides a mechanism driving the actions and movements of the avatars. First, we discuss the background and motivations, and describe the performance. Then, we describe th...
Article
Recently there has been an exponential increase in invasive infections caused by Streptococcus ß hemolyticus group A. In about one third of cases they are complicated by toxic shock syndrome, characterized by septic shock and multiorgan failure. The authors, by their rarity, report a case of bacteraemia caused by Streptococcus pyogenes complicated...
Article
Full-text available
Recently there has been an exponential increase in invasive infections caused by Streptococcus ß hemolyticus group A. In about one third of cases they are complicated by toxic shock syndrome, characterized by septic shock and multiorgan failure. The authors, by their rarity, report a case of bacteraemia caused by Streptococcus pyogenes complicated...
Conference Paper
Full-text available
Synthetic biology as an artistic technique draws on the exploration of the mechanisms used by organisms to process information and develop their morphologies to address a diverse range of aesthetic agendas. The instrumentalisation of biological processes and methodologies by artists is called Evolutionary Art (EvoArt) and this practice has been att...
Conference Paper
Full-text available
xTNZ, is focused on the exploration of the possibilities of using artificial life in the context of art. My aim isto develop an ecosystem based on a real-time three-dimensional PC based system sustaining a “living” virtual environment. The entities populating this virtual world have been designed to be active and responsive. They behave and interact...
Article
xTNZ, is focused on the exploration of the possibilities of using artificial life in the context of art. My aim isto develop an ecosystem based on a real-time three-dimensional PC based system sustaining a “living” virtual environment. The entities populating this virtual world have been designed to be active and responsive. They behave and interact...

Questions

Question (1)
Question
I would like to make a review. Can anyone please share names/papers of works on the simulation of ancient sites populated with communities of historical virtual characters.
Thank you in advance.

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Projects

Projects (3)
Project
The improvement of the realism in 3D virtual scenes is a continuous challenge of research, both in terms of rendering and the behaviour exhibited by the characters in the virtual worlds. With the fast paced evolution of computers, nowadays, it is possible to simulate crowds with thousands of individual entities at interactive frame rates using standard consumer-graded equipment. Yet, crowd simulations in real time are, too often, limited to characters lacking individuality and wandering in an environment without a specific goal. This situation is particularly problematic in the field of cultural heritage in simulations of the past where the realism of individual behaviour is critical. This proposal, through a collaboration across the computer science and the archaeology fields, seeks to address this problem. It aims at exploring bio-mimicking techniques originated in the field of ALife, in the development of a generative model for heterogeneity and spontaneity in behaviour animation of crowds. More specifically, the goals of the research can be defined as : the development of a bio-inspired model of agency for virtual humans. the development of an authoring tool to interact with the parameters of that model and develop context-specific behaviours/animations, and finally. the development of a proof-of-concept, the simulation of a historical environment, with the assistance of non-programmers using the authoring tool developed earlier. http://bihc-fcul.weebly.com/