Esteban Clua

Orcid: 0000-0001-5650-1718

According to our database1, Esteban Clua authored at least 82 papers between 2006 and 2023.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Links

On csauthors.net:

Bibliography

2023
Benchmarking Person Re-Identification Datasets and Approaches for Practical Real-World Implementations.
Proceedings of the 18th International Joint Conference on Computer Vision, 2023

Modeling and Designing Clinical Sessions with Hybrid Environments in the Metaverse.
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 2023

A mixed path tracing and NeRF approach for optimizing rendering in XR Displays.
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 2023

SLAYO-RL: A Target-Driven Deep Reinforcement Learning Approach with SLAM and YoLo for an Enhanced Autonomous Agent.
Proceedings of the Latin American Robotics Symposium, 2023

Prov-Replay: A Qualitative Analysis Framework for Gameplay Sessions Using Provenance and Replay.
Proceedings of the Entertainment Computing - ICEC 2023, 2023

Challenges for XR Experiences in Industry 4.0: A Preliminary Study.
Proceedings of the Entertainment Computing - ICEC 2023, 2023

Is Foveated Rendering Perception Affected by Users' Motion?
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2023

2022
A guideline proposal for minimizing cybersickness in VR-based serious games and applications.
Proceedings of the 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH), 2022

Line Art Colorization of Fakemon using Generative Adversarial Neural Networks.
Proceedings of the 21st Brazilian Symposium on Computer Games and Digital Entertainment, 2022

Training human-like bots with Imitation Learning based on provenance data.
Proceedings of the 21st Brazilian Symposium on Computer Games and Digital Entertainment, 2022

OptimizingMARL: Developing Cooperative Game Environments Based on Multi-agent Reinforcement Learning.
Proceedings of the Entertainment Computing - ICEC 2022, 2022

TrADe Re-ID - Live Person Re-Identification using Tracking and Anomaly Detection.
Proceedings of the 21st IEEE International Conference on Machine Learning and Applications, 2022

2021
Centralized Critic per Knowledge for Cooperative Multi-Agent Game Environments.
Proceedings of the 20th Brazilian Symposium on Computer Games and Digital Entertainment, 2021

Provenance in Gamification Business Systems.
Proceedings of the Entertainment Computing - ICEC 2021, 2021

AI Game Agents Based on Evolutionary Search and (Deep) Reinforcement Learning: A Practical Analysis with Flappy Bird.
Proceedings of the Entertainment Computing - ICEC 2021, 2021

A Symbolic Machine Learning Approach for Cybersickness Potential-Cause Estimation.
Proceedings of the Entertainment Computing - ICEC 2021, 2021

Workshop: Challenges for XR in Digital Entertainment.
Proceedings of the Entertainment Computing - ICEC 2021, 2021

2020
Minimizing cybersickness in head-mounted display systems: causes and strategies review.
Proceedings of the 22nd Symposium on Virtual and Augmented Reality, 2020

Using the gameplay and user data to predict and identify causes of cybersickness manifestation in virtual reality games.
Proceedings of the 8th IEEE International Conference on Serious Games and Applications for Health, 2020

A Parallel Method for Anatomical Structure Segmentation based on 3D Seeded Region Growing.
Proceedings of the 2020 International Joint Conference on Neural Networks, 2020

Arms and Hands Segmentation for Egocentric Perspective Based on PSPNet and Deeplab.
Proceedings of the Virtual, Augmented and Mixed Reality. Design and Interaction, 2020

Player Behavior Profiling through Provenance Graphs and Representation Learning.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

2019
Virtual and Real Body Representation in Mixed Reality: An Analysis of Self-presence and Immersive Environments.
Proceedings of the Entertainment Computing and Serious Games, 2019

Learning How to Play Bomberman with Deep Reinforcement and Imitation Learning.
Proceedings of the Entertainment Computing and Serious Games, 2019

Towards Adaptive Deep Reinforcement Game Balancing.
Proceedings of the 11th International Conference on Agents and Artificial Intelligence, 2019

2018
BinG: A Framework for Dynamic Game Balancing using Provenance.
Proceedings of the 17th Brazilian Symposium on Computer Games and Digital Entertainment, SBGames 2018, Foz do Iguaçu, Brazil, October 29, 2018

Virtual and Real Body Experience Comparison Using Mixed Reality Cycling Environment.
Proceedings of the Entertainment Computing - ICEC 2018, 2018

Deep Light Source Estimation for Mixed Reality.
Proceedings of the 13th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2018), 2018

PEEK - An LSTM Recurrent Network for Motion Classification from Sparse Data.
Proceedings of the 13th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2018), 2018

PadCorrect: Correcting User Input on a Virtual Gamepad.
Proceedings of the 44th Graphics Interface Conference, Toronto, Canada, May 8-11, 2018., 2018

2017
Minimizing cyber sickness in head mounted display systems: Design guidelines and applications.
Proceedings of the 5th IEEE International Conference on Serious Games and Applications for Health, 2017

A virtual environment for breast exams practice with Haptics and gamification.
Proceedings of the 5th IEEE International Conference on Serious Games and Applications for Health, 2017

An Interaction Mechanism for Virtual Reality Based on Upper Limbs Motions Tracking Using Depth Cameras and Inertial Sensors.
Proceedings of the 16th Brazilian Symposium on Computer Games and Digital Entertainment, 2017

A New Method for Modeling Clouds Combining Procedural and Implicit Models.
Proceedings of the 16th Brazilian Symposium on Computer Games and Digital Entertainment, 2017

Understanding User Experience with Game Controllers: A Case Study with an Adaptive Smart Controller and a Traditional Gamepad.
Proceedings of the Entertainment Computing - ICEC 2017, 2017

Designing Game Controllers in a Mobile Device.
Proceedings of the Design, User Experience, and Usability: Designing Pleasurable Experiences, 2017

Analysis and Characterization of GPU Benchmarks for Kernel Concurrency Efficiency.
Proceedings of the High Performance Computing - 4th Latin American Conference, 2017

2016
Force modeling and gamification for Epidural Anesthesia training.
Proceedings of the 2016 IEEE International Conference on Serious Games and Applications for Health, 2016

The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

Prov Viewer: A Graph-Based Visualization Tool for Interactive Exploration of Provenance Data.
Proceedings of the Provenance and Annotation of Data and Processes, 2016

Investigating Motivational Aspects of Brazilian Elderly to Interact with Digital Games.
Proceedings of the Universal Access in Human-Computer Interaction. Methods, Techniques, and Best Practices, 2016

2015
Niche vs. breadth: Calculating expertise over time through a fine-grained analysis.
Proceedings of the 22nd IEEE International Conference on Software Analysis, 2015

Exploring Parallel Game Architectures with Tardiness Policy.
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015

An Indoor Navigation System for Live-Action Virtual Reality Games.
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015

NGrid: a proximity data structure for fluids animation with GPU computing.
Proceedings of the 30th Annual ACM Symposium on Applied Computing, 2015

A Mobile Game Controller Adapted to the Gameplay and User's Behavior Using Machine Learning.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

A Real Time Lighting Technique for Procedurally Generated 2D Isometric Game Terrains.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

A Participatory Approach for Game Design to Support the Learning and Communication of Autistic Children.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

Observed Interaction in Games for Down Syndrome Children.
Proceedings of the 48th Hawaii International Conference on System Sciences, 2015

Evaluating and Customizing User Interaction in an Adaptive Game Controller.
Proceedings of the Design, User Experience, and Usability: Interactive Experience Design, 2015

2014
M5AIE - A Method for Body Part Detection and Tracking using RGB-D Images.
Proceedings of the VISAPP 2014, 2014

Towards a Heuristic based Real Time Hybrid Rendering - A Strategy to Improve Real Time Rendering Quality using Heuristics and Ray Tracing.
Proceedings of the VISAPP 2014, 2014

A Semantic Analyzer for Simple Games Source Codes to Programming Learning.
Proceedings of the 26th International Conference on Software Engineering and Knowledge Engineering, 2014

Exploratory Data Analysis of Software Repositories via GPU Processing.
Proceedings of the 26th International Conference on Software Engineering and Knowledge Engineering, 2014

Evaluation between humans and affective NPC in digital gaming scenario.
Proceedings of the 3nd IEEE International Conference on Serious Games and Applications for Health, 2014

Jecripe: how a serious game project encouraged studies in different computer science areas.
Proceedings of the 3nd IEEE International Conference on Serious Games and Applications for Health, 2014

Structural Analysis for Simple Games Source Codes Applied to Programming Learning.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Creating and Designing Customized and Dynamic Game Interfaces Using Smartphones and Touchscreen.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

An Architecture for Real Time Crowd Simulation Using Multiple GPUs.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Mindninja: Concept, Development and Evaluation of a Mind Action Game Based on EEGs.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Ray-Traced Reflections in Real-Time Using Heuristic Based Hybrid Rendering.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Efficient dynamic scheduling of heterogeneous applications in hybrid architectures.
Proceedings of the Symposium on Applied Computing, 2014

Implementation Aspects of the 3D Wave Propagation in Semi-infinite Domains Using the Finite Difference Method on a GPU Based Cluster.
Proceedings of the Computational Science and Its Applications - ICCSA 2014 - 14th International Conference, Guimarães, Portugal, June 30, 2014

A Strategy to Workload Division for Massively Particle-Particle N-body Simulations on GPUs.
Proceedings of the Computational Science and Its Applications - ICCSA 2014 - 14th International Conference, Guimarães, Portugal, June 30, 2014

2013
Real Time Pixel Art Remasterization on GPUs.
Proceedings of the XXVI Conference on Graphics, Patterns and Images, 2013

Parallel Image Segmentation Using Reduction-Sweeps on Multicore Processors and GPUs.
Proceedings of the XXVI Conference on Graphics, Patterns and Images, 2013

An Artificial Emotional Agent-Based Architecture for Games Simulation.
Proceedings of the Entertainment Computing - ICEC 2013 - 12th International Conference, 2013

MobileWars: A Mobile GPGPU Game.
Proceedings of the Entertainment Computing - ICEC 2013 - 12th International Conference, 2013

2012
A Comparison between Background Subtraction Algorithms using a Consumer Depth Camera.
Proceedings of the VISAPP 2012, 2012

An architecture for game interaction using mobile.
Proceedings of the 2012 IEEE International Games Innovation Conference, 2012

Techniques for designing GPGPU games.
Proceedings of the 2012 IEEE International Games Innovation Conference, 2012

2010
Sound Wave Propagation Applied in Games.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

A Method for Generating Emergent Behaviors Using Machine Learning to Strategy Games.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Fluid Simulation with Two-Way Interaction Rigid Body Using a Heterogeneous GPU and CPU Environment.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Semiotic Inspection of a Game for Children with Down Syndrome.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Performance Evaluation of Optimized Implementations of Finite Difference Method for Wave Propagation Problems on GPU Architecture.
Proceedings of the 22nd International Symposium on Computer Architecture and High Performance Computing Workshops, 2010

JECRIPE: stimulating cognitive abilities of children with Down Syndrome in pre-scholar age using a game approach.
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology, 2010

2009
A Neighborhood Grid Data Structure for Massive 3D Crowd Simulation on GPU.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

gRmobile: A Framework for Touch and Accelerometer Gesture Recognition for Mobile Games.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

GpuWars: Design and Implementation of a GPGPU Game.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

2008
A new physics engine with automatic process distribution between CPU-GPU.
Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, 2008

2006
Game and interactivity in computer science educationVideo presentations are available on the citation page.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006


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