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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
1222017
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
142020
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
112016
A cybersickness review: causes, strategies, and classification methods
T Porcino, D Trevisan, E Clua
Journal on Interactive Systems 12 (1), 269-282, 2021
102021
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
102020
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
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
82022
Dynamic focus selection for first-person navigation with head mounted displays
T Porcino, E Clua, C Vasconcelos, D Trevisan
SBGames, 2016
72016
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
72015
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
Gamification for better experience in queues during entertainment events
T Porcino, W Oliveira, D Trevisan, E Clua
SBC Proceedings of SBGames, 162-168, 2018
32018
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
22021
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
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
12021
Using Gameplay and Players Data to Recommend Strategies to Reduce Cybersickness
T Porcino, D Trevisan, E Clua
Anais Estendidos do XXI Simpósio de Realidade Virtual e Aumentada, 3-4, 2019
12019
Design of an Extended Reality Collaboration Architecture for Mixed Immersive and Multi-surface Interaction
T Porcino, SA Ghaeinian, J Franz, J Malloch, D Reilly
Entertainment Computing–ICEC 2022: 21st IFIP TC 14 International Conference …, 2022
2022
Design of an XR Collab. Arch. for Mixed Immersive and MS Interaction
T Porcino, SA Ghaeinian, J Franz, J Malloch, D Reilly
arXiv preprint arXiv:2208.14842, 2022
2022
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
2022
Cybersickness analysis using symbolic machine learning algorithms
T Porcino, D Trevisan, E Clua
Anais do XXXV Concurso de Teses e Dissertações, 51-60, 2022
2022
Challenges for XR in Games
EWG Clua, D Trevisan, T Porcino, BAD Marques, E Oliveira, LD Barbosa, ...
Anais Estendidos do XX Simpósio Brasileiro de Jogos e Entretenimento Digital …, 2021
2021
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