Cesar Tadeu Pozzer
Orcid: 0000-0002-3321-4828
According to our database1,
Cesar Tadeu Pozzer
authored at least 48 papers
between 2001 and 2024.
Collaborative distances:
Collaborative distances:
Timeline
Legend:
Book In proceedings Article PhD thesis Dataset OtherLinks
Online presence:
-
on orcid.org
On csauthors.net:
Bibliography
2024
Interactive 2D vs. 3D Loading Screens in VR: Impact on User Experience and Perceived Wait Time.
Proceedings of the 26th Symposium on Virtual and Augmented Reality, 2024
Evaluation of Navigation in Immersive Large-Scale VR Environments Using Minimap-assisted Teleportation.
Proceedings of the 26th Symposium on Virtual and Augmented Reality, 2024
Proceedings of the 23rd Brazilian Symposium on Games and Digital Entertainment, 2024
2023
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 2023
Virtual MultiView Panels for Distant Object Interaction and Navigation in Virtual Reality.
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 2023
2022
SIS-ASTROS: An Integrated Simulation System for the Artillery Saturation Rocket System (ASTROS).
Proceedings of the 12th International Conference on Simulation and Modeling Methodologies, 2022
2021
Proceedings of the 16th International Joint Conference on Computer Vision, 2021
Proceedings of the 16th International Joint Conference on Computer Vision, 2021
2020
Proceedings of the 19th Brazilian Symposium on Computer Games and Digital Entertainment, 2020
2019
Proceedings of the 18th Brazilian Symposium on Computer Games and Digital Entertainment, 2019
Proceedings of the 18th Brazilian Symposium on Computer Games and Digital Entertainment, 2019
GPU-Based Rendering and Collision Simulation of Ground Vegetation in Large-Scale Virtual Scenarios.
Proceedings of the 18th Brazilian Symposium on Computer Games and Digital Entertainment, 2019
2018
Proceedings of 8th International Conference on Simulation and Modeling Methodologies, 2018
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2018
GPU-Based Real-Time Procedural Distribution of Vegetation on Large-Scale Virtual Terrains.
Proceedings of the 17th Brazilian Symposium on Computer Games and Digital Entertainment, SBGames 2018, Foz do Iguaçu, Brazil, October 29, 2018
Proceedings of the 17th Brazilian Symposium on Computer Games and Digital Entertainment, SBGames 2018, Foz do Iguaçu, Brazil, October 29, 2018
Proceedings of the 17th Brazilian Symposium on Computer Games and Digital Entertainment, SBGames 2018, Foz do Iguaçu, Brazil, October 29, 2018
2017
2014
Entertain. Comput., 2014
Proceedings of the 27th SIBGRAPI Conference on Graphics, Patterns and Images, 2014
Proceedings of the 27th SIBGRAPI Conference on Graphics, Patterns and Images, 2014
Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, 2014
2013
A Nondeterministic Temporal Planning Model for Generating Narratives with Continuous Change in Interactive Storytelling.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013
Proceedings of the Advances in Computer Entertainment - 10th International Conference, 2013
2012
Proceedings of the 2012 IEEE International Conference on Multimedia and Expo, 2012
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012
2011
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011
Multimodal, Multi-user and Adaptive Interaction for Interactive Storytelling Applications.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011
A Method to Check the Satisfaction of Continuous-Time Constraints by Nonlinear Stories.
Proceedings of the Interactive Storytelling, 2011
2010
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010
2009
Comput. Entertain., 2009
Hierarchical PNF Networks - A Temporal Model of Events for the Representation and Dramatization of Storytelling.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009
Support Vector Machines for Cinematography Real-Time Camera Control in Storytelling Environments.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009
Charack: Tool for Real-Time Generation of Pseudo-Infinite Virtual Worlds for 3D Games.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009
2008
Proceedings of the Interactive Storytelling, 2008
Proceedings of the Third International Conference on Digital Interactive Media in Entertainment and Arts, 2008
Proceedings of the 11th IEEE International Conference on Computational Science and Engineering, 2008
2007
Teaching AI Concepts by Using Casual Games: A Case Study.
Proceedings of the GAMEON'2007, 2007
2005
Um sistema para GeraçãO, InteraçãO E VisualizaçãO 3D de HISTóRIAs para TV interativa.
PhD thesis, 2005
A multi-user videoconference-based collaboration tool: design and implementation issues.
Proceedings of the Ninth International Conference on Computer Supported Cooperative Work in Design, 2005
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005
2002
Comput. Graph., 2002
2001
Proceedings of the 14th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2001), 2001