João Pereira

Orcid: 0000-0002-8120-7649

Affiliations:
  • University of Lisbon, IST-UTL/INESC-ID, Portugal


According to our database1, João Pereira authored at least 83 papers between 1988 and 2024.

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Bibliography

2024
Selfredepth.
J. Real Time Image Process., July, 2024

Improving Ray Tracing Understanding With Immersive Environments.
IEEE Trans. Learn. Technol., 2024

BSH for Collision Detection in Point Cloud models.
CoRR, 2024

Digital Storytelling for Competence Development in Games.
CoRR, 2024

SelfReDepth: Self-Supervised Real-Time Depth Restoration for Consumer-Grade Sensors.
CoRR, 2024

Effects of Realism and Representation on Self-Embodied Avatars in Immersive Virtual Environments.
CoRR, 2024

Fluid Implicit Particle Simulation for CPU and GPU.
CoRR, 2024

Building An Efficient Grid On GPU.
CoRR, 2024

Visualizing Plasma Physics Simulations in Immersive Environments.
Proceedings of the 19th International Joint Conference on Computer Vision, 2024

2023
Sticks and STONES may build my bones: Deep learning reconstruction of limb rotations in stick figures.
Pattern Recognit. Lett., January, 2023

Ray-Tracing With a Coherent Ray-Space Hierarchy.
CoRR, 2023

Video-Based Rendering Techniques: A Survey.
CoRR, 2023

Beyond the Screen: Reshaping the Workplace with Virtual and Augmented Reality.
CoRR, 2023

Survey of Rigid Body Simulation with Extended Position Based Dynamics.
CoRR, 2023

Toward VR in VR: Assessing Engagement and Social Interaction in a Virtual Conference.
IEEE Access, 2023

Approaches and Challenges in XR and AI for Health Applications.
Proceedings of the SIGGRAPH Asia 2023 Courses, 2023

Comparing Serious Games and Video-Based Instructional Methods in Medical Education: A Randomized Controlled Trial.
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023

2022
Benchmark Evaluation of Counterfactual Algorithms for XAI: From a White Box to a Black Box.
CoRR, 2022

Design requirements to improve laparoscopy via XR.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

Improving X-ray Diagnostics through Eye-Tracking and XR.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

Anatomy Studio II A Cross-Reality Application for Teaching Anatomy.
Proceedings of the 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2022

Estimating Body Shapes from Measurements.
Proceedings of the 17th International Joint Conference on Computer Vision, 2022

2019
Evaluation of Antialiasing Techniques on Mobile Devices.
Proceedings of the International Conference on Graphics and Interaction, 2019

Acceleration Data Structures for Ray Tracing on Mobile Devices.
Proceedings of the 14th International Joint Conference on Computer Vision, 2019

2018
Stroke-based splatting: an efficient multi-resolution point cloud visualization technique.
Vis. Comput., 2018

A navigation paradigm driven classification for video-based rendering techniques.
Comput. Graph., 2018

Keep my head on my shoulders!: why third-person is bad for navigation in VR.
Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology, 2018

A Real-Time Terrain Ray-Tracing Engine.
Proceedings of the International Conference on Graphics and Interaction, 2018

2017
Bandwidth and Memory Efficiency in Real-Time Ray Tracing.
J. WSCG, 2017

Multiview Layered Depth Image.
J. WSCG, 2017

Hip-directed walking-in-place using a single depth camera.
Int. J. Hum. Comput. Stud., 2017

Efficient Hair Rendering with a GPU Cone Tracing Approach.
Int. J. Creative Interfaces Comput. Graph., 2017

3D Flashback: An Informative Application for Dance.
ERCIM News, 2017

Multireference Alignment is Easier with an Aperiodic Translation Distribution.
CoRR, 2017

Geometric Detection Algorithms for Cavities on Protein Surfaces in Molecular Graphics: A Survey.
Comput. Graph. Forum, 2017

Creepy Tracker Toolkit for Context-aware Interfaces.
Proceedings of the Interactive Surfaces and Spaces, 2017

Coherent Ray-Space Hierarchy Via Ray Hashing and Sorting.
Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2017) - Volume 1: GRAPP, Porto, Portugal, February 27, 2017

2016
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games.
Comput. Educ., 2016

Sepsis Fast Track: A simulation game for Clinical education based on the Sepsis Fast Track protocol.
Proceedings of the 2016 IEEE International Conference on Serious Games and Applications for Health, 2016

3D Annotation in Contemporary Dance: Enhancing the Creation-Tool Video Annotator.
Proceedings of the 3rd International Symposium on Movement and Computing, 2016

Remote Proxemics.
Proceedings of the Collaboration Meets Interactive Spaces, 2016

2015
Accelerating Occlusion Rendering on a GPU via Ray Classification.
Int. J. Creative Interfaces Comput. Graph., 2015

Eery Space: Facilitating Virtual Meetings Through Remote Proxemics.
Proceedings of the Human-Computer Interaction - INTERACT 2015, 2015

Virtual Agents and Multi-modality of Interaction in Multimedia Applications for Cultural Heritage - A Case Study.
Proceedings of the GRAPP 2015, 2015

2014
3D modelling of laser scanned and photogrammetric data for digital documentation: the Mosteiro da Batalha case study.
J. Real Time Image Process., 2014

Critical Transport: A Serious Game to Teach the Recommendations for the Transport of Critically Ill Patients.
Int. J. Game Based Learn., 2014

Gamifying requirement elicitation: Practical implications and outcomes in improving stakeholders collaboration.
Entertain. Comput., 2014

Using Serious Games for Cognitive Disabilities.
Proceedings of the Serious Games Development and Applications, 2014

Sepsis Fast Track: A Serious Game for Medical Decision Making.
Proceedings of the Serious Games Development and Applications, 2014

SeGTE: A Serious Game to Train and Evaluate Basic Life Support.
Proceedings of the GRAPP 2014, 2014

2013
Fast Compression of Meshes for GPU Ray-Tracing.
Proceedings of the 21st International Conference in Central Europe on Computer Graphics, 2013

Serious Games in Formal Medical Education: An Experimental Study.
Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications, 2013

SimClinic - An Auxiliary Tool for Evaluation on Clinical Case Settings.
Proceedings of the Serious Games Development and Applications, 2013

A New Approach to Walking in Place.
Proceedings of the Human-Computer Interaction - INTERACT 2013, 2013

Creating Awareness of Emergency Departments Healthcare Values Using a Serious Game.
Proceedings of the Scaling up Learning for Sustained Impact, 2013

2012
iThink: A Game-Based Approach Towards Improving Collaboration and Participation in Requirement Elicitation.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012

Collision Detection on Point Clouds Using a 2.5+D Image-Based Approach.
J. WSCG, 2012

Collision Detection for Point Cloud Models With Bounding Spheres Hierarchies.
Int. J. Virtual Real., 2012

Using agent-based simulation to understand cooperation in business organizational settings.
Proceedings of the Winter Simulation Conference, 2012

A General Process for Developing Business Simulations Games.
Proceedings of the SIMULTECH 2012 - Proceedings of the 2nd International Conference on Simulation and Modeling Methodologies, Technologies and Applications, Rome, Italy, 28, 2012

Didactical Competence Modeller: Dynamic Story Creation for Serious Games.
Proceedings of the New Horizons in Web Based Learning, 2012

2011
Solis'Curse - A Cultural Heritage Game Using Voice Interaction with a Virtual Agent.
Proceedings of the Third International Conference on Games and Virtual Worlds for Serious Applications, 2011

The Use of Integrative Framework to Support the Development of Competences.
Proceedings of the Serious Games Development and Applications, 2011

Battle of the DJs: an HCI Perspective of Traditional, Virtual, Hybrid and Multitouch DJing.
Proceedings of the 11th International Conference on New Interfaces for Musical Expression, 2011

2010
Guest editorial of the special issue on improving display and rendering technologies for virtual environments.
J. Real Time Image Process., 2010

IMMIView: a multi-user solution for design review in real-time.
J. Real Time Image Process., 2010

An haptic-based immersive environment for shape analysis and modelling.
J. Real Time Image Process., 2010

Guest Editorial.
Comput. Graph. Forum, 2010

An Agent Framework for a Modular Serious Game.
Proceedings of the Second International Conference on Games and Virtual Worlds for Serious Applications, 2010

Digital Storytelling for Competence Development.
Proceedings of the New Horizons in Web-Based Learning - ICWL 2010 Workshops, 2010

Multi-level Grid Strategies for Ray Tracing - Improving Render Time Performance for Row Displacement Compressed Grids.
Proceedings of the GRAPP 2010, 2010

Multitouch interactive DJing surface.
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology, 2010

2009
Analysis Domain Model for Shared Virtual Environments.
Int. J. Virtual Real., 2009

GaDeVi - Game Development Integrating Tracking and Visualization Devices into Virtools.
Proceedings of the GRAPP 2009, 2009

A comparative study of interaction metaphors for large-scale displays.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

2007
Extensible middleware framework for multimodal interfaces in distributed environments.
Proceedings of the 9th International Conference on Multimodal Interfaces, 2007

Extensible Virtual Environment Systems Using System of Systems Engineering Approach.
Proceedings of the Advances in Artificial Reality and Tele-Existence, 2007


IMPROVE: Advanced Displays and Interaction Techniques for Collaborative Design Review.
Proceedings of the Virtual Reality, 2007

IMPROVE: Designing Effective Interaction for Virtual and Mixed Reality Environments.
Proceedings of the Human-Computer Interaction. Interaction Platforms and Techniques, 2007

2001
Dynamic Algorithm Binding for Interactive Walkthroughs.
Proceedings of the 14th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2001), 2001

1998
Virtual Worlds - A Virtual Environment Architecture.
Proceedings of the Computer Graphics International Conference, 1998

1988
Parallel Processing on a Transputer-based Graphics Board.
Proceedings of the Advances in Computer Graphics Hardware III (Eurographics'88 Workshop), 1988


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