Paulo Bala is a PhD student in Digital Media at Faculdade de Ciências e Tecnologias (FCT) of Universidade Nova de Lisboa (UNL), with ITI-LARSyS as host institution. Paulo holds a MA. of Entertainment Technology (2015) from Carnegie Mellon University (USA) and University of Madeira (Portugal), and a BSc. (2010) and MSc. (2013) in Informatics Engineering from University of Madeira.
Research Interests: Human Computer Interaction; Virtual Reality; Cinematic VR; Augmented Reality; Entertainment Technology.
PhD Work: The recent advances in Virtual Reality (VR) technology have paved the way for mass adoption of VR, by providing affordable, self-contained and resilient systems. However, some challenges remain in the User Experience; as creators are confronted with a new design space, they struggle with adapting their knowledge to a different medium and tackling the User Experience issues that arise. Additionally, the lack of knowledge In guidelines and best practices hinders the quality of content being created. Paulo’s research focuses on the creation of support tools that captures user metrics and transforms them into actionable insights on the content, interaction and user experience. This research aims not only to help creators in the design, development and deployment phases of their products but also to create a scaffold framework for further investigations in new interaction paradigms for VR.
Dynamic Field of View Restriction in 360º Video: Aligning Optical Flow and Visual SLAM to Mitigate VIMS Inproceedings Forthcoming
Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery, New York, NY, USA, Forthcoming.
ACM International Conference on Interactive Media Experiences, pp. 82–93, 2020.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019.
IEEE International Symposium for Mixed and Augmented Reality 2018, 2018.
International Conference on Interactive Digital Storytelling, pp. 333–337, Springer, Cham, 2018.
International Conference on Interactive Digital Storytelling, pp. 3–11, Springer, Cham, 2016.