Fernando Bevilacqua

Orcid: 0000-0001-6479-4856

According to our database1, Fernando Bevilacqua authored at least 11 papers between 2009 and 2019.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2019
Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games.
Sensors, 2019

2018
Game-calibrated and user-tailored remote detection of emotions: A non-intrusive, multifactorial camera-based approach for detecting stress and boredom of players in games.
PhD thesis, 2018

Diagnostic concordance between mobile interfaces and conventional workstations for emergency imaging assessment.
Int. J. Medical Informatics, 2018

Automated Analysis of Facial Cues from Videos as a Potential Method for Differentiating Stress and Boredom of Players in Games.
Int. J. Comput. Games Technol., 2018

Changes in heart rate and facial actions during a gaming session with provoked boredom and stress.
Entertain. Comput., 2018

2017
Accuracy Evaluation of Remote Photoplethysmography Estimations of Heart Rate in Gaming Sessions with Natural Behavior.
Proceedings of the Advances in Computer Entertainment Technology, 2017

2016
Variations of Facial Actions While Playing Games with Inducing Boredom and Stress.
Proceedings of the 8th International Conference on Games and Virtual Worlds for Serious Applications, 2016

2015
Proposal for Non-Contact Analysis of Multimodal Inputs to Measure Stress Level in Serious Games.
Proceedings of the 7th International Conference on Games and Virtual Worlds for Serious Applications, 2015

2014
Procedural Generation of 3D Canyons.
Proceedings of the 27th SIBGRAPI Conference on Graphics, Patterns and Images, 2014

2011
A Survey of Procedural Content Generation Techniques Suitable to Game Development.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

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


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