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Thiago Malheiros Porcino
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Minimizing cyber sickness in head mounted display systems: design guidelines and applications
TM Porcino, E Clua, D Trevisan, CN Vasconcelos, L Valente
2017 IEEE 5th international conference on serious games and applications for …, 2017
1432017
Minimizing cybersickness in head-mounted display systems: causes and strategies review
T Porcino, D Trevisan, E Clua
2020 22nd Symposium on Virtual and Augmented Reality (SVR), 154-163, 2020
192020
Using the gameplay and user data to predict and identify causes of cybersickness manifestation in virtual reality games
T Porcino, EO Rodrigues, A Silva, E Clua, D Trevisan
2020 IEEE 8th international conference on serious games and applications for …, 2020
192020
Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms
T Porcino, EO Rodrigues, F Bernardini, D Trevisan, E Clua
Entertainment Computing 41, 100473, 2022
182022
A cybersickness review: causes, strategies, and classification methods
T Porcino, D Trevisan, E Clua
Journal on Interactive Systems 12 (1), 269-282, 2021
182021
A simple approach for biometrics: Finger-knuckle prints recognition based on a sobel filter and similarity measures
EO Rodrigues, TM Porcino, A Conci, AC Silvah
2016 International Conference on Systems, Signals and Image Processing …, 2016
122016
A participatory approach for game design to support the learning and communication of autistic children
T Porcino, D Trevisan, E Clua, M Rodrigues, D Barbosa
Entertainment Computing-ICEC 2015: 14th International Conference, ICEC 2015 …, 2015
102015
Hugo against dengue: a serious game to educate people about dengue fever prevention
TM Porcino, E Strauss, EG Clua
2014 IEEE 3nd International Conference on Serious Games and Applications for …, 2014
92014
Dynamic focus selection for first-person navigation with head mounted displays
T Porcino, E Clua, C Vasconcelos, D Trevisan
SBGames, 2016
82016
Cybersickness Dataset
T Porcino
UFFcSData, 2021
52021
A guideline proposal for minimizing cybersickness in VR-based serious games and applications
T Porcino, D Reilly, E Clua, D Trevisan
2022 IEEE 10th International Conference on Serious Games and Applications …, 2022
42022
Gamification for better experience in queues during entertainment events
T Porcino, W Oliveira, D Trevisan, E Clua
SBC Proceedings of SBGames, 162-168, 2018
42018
A Real-time approach to improve drilling decision-making process using virtual reality visualization
TM Porcino, MM Dórea, D Barboza, W Oliveira, E Romani, F Perin, ...
2021 IEEE conference on virtual reality and 3d user interfaces abstracts and …, 2021
32021
A symbolic machine learning approach for cybersickness potential-cause estimation
T Porcino, EO Rodrigues, F Bernardini, D Trevisan, E Clua
Entertainment Computing–ICEC 2021: 20th IFIP TC 14 International Conference …, 2021
32021
Automatic recommendation of strategies for minimizing discomfort in virtual environments
T Porcino, E Clua, D Trevisan, É Rodrigues, A Silva
arXiv preprint arXiv:2006.15432, 2020
32020
Challenges for XR in Games
EWG Clua, DG Trevisan, T Porcino, BAD Marques, E Oliveira, ...
Forum on Grand Research Challenges in Games and Entertainment, 159-186, 2020
22020
Is Foveated Rendering Perception Affected by Users’ Motion?
T Lisboa, H Macêdo, T Porcino, E Oliveira, D Trevisan, E Clua
2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR …, 2023
12023
Design of an extended reality collaboration architecture for mixed immersive and multi-surface interaction
T Porcino, SA Ghaeinian, J Franz, J Malloch, D Reilly
International Conference on Entertainment Computing, 112-122, 2022
12022
Cybersickness analysis using symbolic machine learning algorithms
T Porcino, D Trevisan, E Clua
Anais do XXXV Concurso de Teses e Dissertações, 51-60, 2022
12022
An experimental methodology to capture user and gameplay data tied to cybersickness
T Porcino, D Trevisan, E Clua
Proceedings of the 1st XR in Games Workshop, 2021
12021
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