2.6LGDec 16, 2024
Thermodynamics-informed graph neural networks for real-time simulation of digital human twinsLucas Tesán, David González, Pedro Martins et al.
The growing importance of real-time simulation in the medical field has exposed the limitations and bottlenecks inherent in the digital representation of complex biological systems. This paper presents a novel methodology aimed at advancing current lines of research in soft tissue simulation. The proposed approach introduces a hybrid model that integrates the geometric bias of graph neural networks with the physical bias derived from the imposition of a metriplectic structure as soft and hard constrains in the architecture, being able to simulate hepatic tissue with dissipative properties. This approach provides an efficient solution capable of generating predictions at high feedback rate while maintaining a remarkable generalization ability for previously unseen anatomies. This makes these features particularly relevant in the context of precision medicine and haptic rendering. Based on the adopted methodologies, we propose a model that predicts human liver responses to traction and compression loads in as little as 7.3 milliseconds for optimized configurations and as fast as 1.65 milliseconds in the most efficient cases, all in the forward pass. The model achieves relative position errors below 0.15\%, with stress tensor and velocity estimations maintaining relative errors under 7\%. This demonstrates the robustness of the approach developed, which is capable of handling diverse load states and anatomies effectively. This work highlights the feasibility of integrating real-time simulation with patient-specific geometries through deep learning, paving the way for more robust digital human twins in medical applications.
4.1HCNov 21, 2025
GRAPHIC--Guidelines for Reviewing Algorithmic Practices in Human-centred Design and Interaction for CreativityJoana Rovira Martins, Pedro Martins, Ana Boavida
Artificial Intelligence (AI) has been increasingly applied to creative domains, leading to the development of systems that collaborate with humans in design processes. In Graphic Design, integrating computational systems into co-creative workflows presents specific challenges, as it requires balancing scientific rigour with the subjective and visual nature of design practice. Following the PRISMA methodology, we identified 872 articles, resulting in a final corpus of 71 publications describing 68 unique systems. Based on this review, we introduce GRAPHIC (Guidelines for Reviewing Algorithmic Practices in Human-centred Design and Interaction for Creativity), a framework for analysing computational systems applied to Graphic Design. Its goal is to understand how current systems support human-AI collaboration in the Graphic Design discipline. The framework comprises main dimensions, which our analysis revealed to be essential across diverse system types: (1) Collaborative Panorama, (2) Processes and Modalities, and (3) Graphic Design Principles. Its application revealed research gaps, including the need to balance initiative and control between agents, improve communication through explainable interaction models, and promote systems that support transformational creativity grounded in core design principles.
7.1LGJul 9, 2025
On the under-reaching phenomenon in message-passing neural PDE solvers: revisiting the CFL conditionLucas Tesan, Mikel M. Iparraguirre, David Gonzalez et al.
This paper proposes sharp lower bounds for the number of message passing iterations required in graph neural networks (GNNs) when solving partial differential equations (PDE). This significantly reduces the need for exhaustive hyperparameter tuning. Bounds are derived for the three fundamental classes of PDEs (hyperbolic, parabolic and elliptic) by relating the physical characteristics of the problem in question to the message-passing requirement of GNNs. In particular, we investigate the relationship between the physical constants of the equations governing the problem, the spatial and temporal discretisation and the message passing mechanisms in GNNs. When the number of message passing iterations is below these proposed limits, information does not propagate efficiently through the network, resulting in poor solutions, even for deep GNN architectures. In contrast, when the suggested lower bound is satisfied, the GNN parameterisation allows the model to accurately capture the underlying phenomenology, resulting in solvers of adequate accuracy. Examples are provided for four different examples of equations that show the sharpness of the proposed lower bounds.
3.0HCNov 27, 2018
Using Computer Vision Techniques for Moving Poster DesignSérgio Rebelo, Pedro Martins, João Bicker et al.
Graphic Design encompasses a wide range of activities from the design of traditional print media (e.g., books and posters) to site-specific (e.g., signage systems) and electronic media (e.g., interfaces). Its practice always explores the new possibilities of information and communication technologies. Therefore, interactivity and participation have become key features in the design process. Even in traditional print media, graphic designers are trying to enhance user experience and exploring new interaction models. Moving posters are an example of this. This type of posters combine the specific features of motion and print worlds in order to produce attractive forms of communication that explore and exploit the potential of digital screens. In our opinion, the next step towards the integration of moving posters with the surroundings, where they operate, is incorporating data from the environment, which also enables the seamless participation of the audience. As such, the adoption of computer vision techniques for moving poster design becomes a natural approach. Following this line of thought, we present a system wherein computer vision techniques are used to shape a moving poster. Although it is still a work in progress, the system is already able to sense the surrounding physical environment and translate the collected data into graphical information. The data is gathered from the environment in two ways: (1) directly using motion tracking; and (2) indirectly via contextual ambient data. In this sense, each user interaction with the system results in a different experience and in a unique poster design.
5.6AIJun 27, 2017
A Pig, an Angel and a Cactus Walk Into a Blender: A Descriptive Approach to Visual BlendingJoão M. Cunha, João Gonçalves, Pedro Martins et al.
A descriptive approach for automatic generation of visual blends is presented. The implemented system, the Blender, is composed of two components: the Mapper and the Visual Blender. The approach uses structured visual representations along with sets of visual relations which describe how the elements (in which the visual representation can be decomposed) relate among each other. Our system is a hybrid blender, as the blending process starts at the Mapper (conceptual level) and ends at the Visual Blender (visual representation level). The experimental results show that the Blender is able to create analogies from input mental spaces and produce well-composed blends, which follow the rules imposed by its base-analogy and its relations. The resulting blends are visually interesting and some can be considered as unexpected.