Felipe Breyer

According to our database1, Felipe Breyer authored at least 15 papers between 2012 and 2018.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2018
Multi-Device Classification Model for Game Interaction Techniques.
Int. J. Hum. Comput. Interact., 2018

Narrative-Led Interaction Techniques.
Proceedings of the Interactive Storytelling, 2018

My Best Shirt with the Right Pants: Improving the Outfits of Visually Impaired People with QR Codes and NFC Tags.
Proceedings of the Design, User Experience, and Usability: Designing Interactions, 2018

2017
A Natural Interaction VR Environment for Surgical Instrumentation Training.
Proceedings of the Design, User Experience, and Usability: Designing Pleasurable Experiences, 2017

Modelling Playful User Interfaces for Hybrid Games.
Proceedings of the Distributed, Ambient and Pervasive Interactions, 2017

2016
Remote HRI and Mixed Reality, an Ontology.
Proceedings of the Design, User Experience, and Usability: Technological Contexts, 2016

A Relational Model for Playful and Smart Game Design.
Proceedings of the Design, User Experience, and Usability: Novel User Experiences, 2016

2014
Usability Heuristics for Collaborative Augmented Reality Remote Systems.
Proceedings of the 16th Symposium on Virtual and Augmented Reality, 2014

Design da informação para sistemas de realidade mediada.
Proceedings of the 13th Brazilian Symposium on Human Factors in Computing Systems, 2014

Designing Information for Mediated Reality Systems.
Proceedings of the Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments, 2014

Scissors - A Precise Pointing Widget for Touch Screen Devices.
Proceedings of the Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments, 2014

Isomorphic Game Interaction Technique Patterns for Single Button: Definition and Evaluation.
Proceedings of the 2014 DiGRA International Conference: <Active Noun> the <Verb> of game <Plural Noun>, 2014

2013
Luz, Câmera, Libras!: How a Mobile Game Can Improve the Learning of Sign Languages.
Proceedings of the Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience, 2013

Design Methodology for Body Tracking Based Applications - A Kinect Case Study.
Proceedings of the Design, User Experience, and Usability. User Experience in Novel Technological Environments, 2013

2012
Increasing kinect application development productivity by an enhanced hardware abstraction.
Proceedings of the ACM SIGCHI Symposium on Engineering Interactive Computing Systems, 2012


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