Esteban Clua
Orcid: 0000-0001-5650-1718
According to our database1,
Esteban Clua
authored at least 82 papers
between 2006 and 2023.
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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
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 2023
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
Proceedings of the Entertainment Computing - ICEC 2023, 2023
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
Proceedings of the 21st Brazilian Symposium on Computer Games and Digital Entertainment, 2022
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
Proceedings of the 21st IEEE International Conference on Machine Learning and Applications, 2022
2021
Proceedings of the 20th Brazilian Symposium on Computer Games and Digital Entertainment, 2021
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
Proceedings of the Entertainment Computing - ICEC 2021, 2021
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
Proceedings of the Virtual, Augmented and Mixed Reality. Design and Interaction, 2020
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
Proceedings of the Entertainment Computing and Serious Games, 2019
Proceedings of the 11th International Conference on Agents and Artificial Intelligence, 2019
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 Entertainment Computing - ICEC 2018, 2018
Proceedings of the 13th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2018), 2018
Proceedings of the 13th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2018), 2018
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
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
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
Proceedings of the Design, User Experience, and Usability: Designing Pleasurable Experiences, 2017
Proceedings of the High Performance Computing - 4th Latin American Conference, 2017
2016
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
Proceedings of the 22nd IEEE International Conference on Software Analysis, 2015
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015
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
Proceedings of the 48th Hawaii International Conference on System Sciences, 2015
Proceedings of the Design, User Experience, and Usability: Interactive Experience Design, 2015
2014
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
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
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
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014
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
Proceedings of the XXVI Conference on Graphics, Patterns and Images, 2013
Proceedings of the XXVI Conference on Graphics, Patterns and Images, 2013
Proceedings of the Entertainment Computing - ICEC 2013 - 12th International Conference, 2013
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
Proceedings of the 2012 IEEE International Games Innovation Conference, 2012
Proceedings of the 2012 IEEE International Games Innovation Conference, 2012
2010
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010
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
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
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
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009
2008
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