OpenCV + Python + Raspberry Pi, automated traffic intersection

Part of a practical university project. I worked on computer vision implementation using OpenCV, Python, Raspberry Pi and Pi Camera.

ROS (Robot Operating System)

This video briefly demonstrates a simple interface study for ROS. It was part of a couple of months development as university project at HAW Hamburg/Germany. (Be advised this might be boring) In summary it is a simulation where a robot which maps a 3D environment using Lidar needs to navigate to a certain position defined by user keyboard input. Also a line segment (marker) should be placed in front of the robot and point to a certain angle with respect to the robot. This is done by: -Using RViz for visualization of robot, mapped environment and markers. -Using Gazeebo for the simulated and mapping environment. -Setting positions for the robot to navigate to via nodes that read user input from keyboard. -Setting a direction vector, with respect to the robot's forward pointing vector to point at a certain angle. The angle is also input by user keyboard.

Sotkinetic - Developer - Research and Development/User Experience/Technical Artist

Working for about a year at Softkinetic and developing several demos: done in Unity/C# using Iisu's SDK for data input in Unity and most recently the so called  Intel's perceptual computing SDK.

Intel IDF ControlDeck from Carlos Sousa on Vimeo.

Squeegie from Carlos Sousa on Vimeo.

TwoHands from Carlos Sousa on Vimeo.

This last video I developed the application and concept for intereacting with the virtual blocks. Controller design by Gilles Pinault.

iisuStick-objectBuilding from Carlos Sousa on Vimeo.

Master's Thesis - Immersion and Presence in FPS Games: A Qualitative Approach

So, finally it has been finished... But... I still need to translate it (it's in Portuguese). I had great help from many people when writing this and I am very pleased with the outcome.

An analysis on FPS (First-Person Shooters/First-Person View) genre covering from possible platform configurations to content issues, this study is a approach to try to understand what it means to be immersed and present in FPS games. It is strongly based on VR and digital game academic literatures with considerations for next paradigm shifts.

I will have the pdf available ASAP, for now, just the cover, back cover and the abstract, if you are interested in reading it in Portuguese anyways, hit me an email.


This research aims to investigate immersion and presence in FPS as qualitative
approach. This investigation is done by taking in account the two decades of
successes on the FPS genre in the games industry in which has been observed
paradigm transformations that include control mappings, depth of interaction,
graphic realism, considerable expansion in multi-user environments etc. The
methodology has been an heuristic one with such an ontological focus situated
between the relations of the specific FPS genre and virtual reality done by an
organization of bibliographic references and a discussion with professionals from
the international industry. From the selected survey which has been organized and
selected as a qualitative approach within the academic literature in both virtual
reality and digital games to establish a synthesis of factors to be observed in case
studies and evaluated by invited developers from the FPS games industry. This way,
it relates the concepts, situating immersion in the field of the convincing experience
of the game and that of “being in the game”. In parallel, the term virtual reality (as a
support), by which multi-form definitions emplaces it between device configurations
or setups related to sensorial perception and of psychological experiences provided
by this medium, the extra-sensorial reach, reflects the development of a projected
immersive reproduction by which users of this medium describe the sense of
presence, of being in another place or another world. It is believed that the result
of this work should contribute to fulfill of studies in the specific FPS genre field,
within the own virtual reality studies and possibly in the aiding of design for the
development of the FPS games.

Keywords: Immersion, Presence, Virtual Reality, First-person Shooters, Games,

FPS Prototyping

So before getting involved with the theory about immersion on FPS games, I was actually trying something else, developing my own demo. I would safely say that this project is on "pause" for the moment, it's a work in progress and I definitely intend to get back to it as soon as possible, maybe putting a lot of the findings from my thesis on a bigger project.

For the moment, I would say I have learned a lot from this initial experimentation.

It was done Unity. All the scripts for character navigation, animation, gun fire, recoil etc. were written. There was also networking success, several friends at the same time, each displaying the correct animations being played for their movements as well as a nice precision on where each would shoot (by checking the decals from bullet holes on the walls), we actually did this test by shooting at the decals and confirming on each client side the correct positioning.|

Anyways, I could of course push a lot more on the animations, especially the transitions but I'm actually quite happy with this initial experimentation.

Game Development: Head Advergame

A web advergame for Head brand called Desafie Seus Medos (Challenge Your Fears). The concept of the game, as you will notice is a little different from an original tennis game mechanics and rules. The idea here is something different, you must HIT your opponents with tennis balls!

Unfortunately the game is not available anymore to play, but, sometime, as soon as I have my oficial website running, I'll have a version so people can play online.

This was a hard one, from game concept/design to texture creation, 3D modeling, animation and programming/scripting, AI to testing and deployment. This has been by far my most challenging project, considering it a real commercial project/demand. I´m very happy that I actually finished this project. I cannot thank enough Dassault Systéms´3DVia for their responsive support (Virgile Delporte and Martin St-Germain! \0/).

I and just can´t put in words how wonderful Virtools WAS.
It would be meaningless to speak of this project and not talk about audio. Everything was done by an excelent professional game audio fx, sound track composer, audio editor, and musician Abreu Leandro.

The Levels:

These are the game levels... From training, following a progressive dificulty curve to the championship levels.

The average of each scene in polys is about 4.5k. There was also the use of baked shadows, specially for the court.

This is a quick video preview...