Jose Ricardo da Silva Jr.

Orcid: 0000-0003-2586-1870

Affiliations:
  • Instituto Federal de Educação, Ciência e Tecnologia do Rio de Janeiro - IFRJ, Brazil


According to our database1, Jose Ricardo da Silva Jr. authored at least 23 papers between 2010 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Online presence:

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Bibliography

2024
Prov-Dominoes: An approach for knowledge discovery from provenance data.
Expert Syst. Appl., 2024

2023
Encoding feature set information in heterogeneous graph neural networks for game provenance.
Appl. Intell., December, 2023

2022
Dominoes: An Interactive Exploratory Data Analysis Tool for Software Relationships.
IEEE Trans. Software Eng., 2022

An Approach for Sensory Effects Dispersion Simulation with Computational Fluid Dynamics.
Proceedings of the WebMedia '22: Brazilian Symposium on Multimedia and Web, Curitiba, Brazil, November 7, 2022

A Model for Dynamic Game Content Using Semantic Web and Prolog.
Proceedings of the 21st Brazilian Symposium on Computer Games and Digital Entertainment, 2022

2020
Applying Hidden Markov Model for Dynamic Game Balancing.
Proceedings of the 19th Brazilian Symposium on Computer Games and Digital Entertainment, 2020

2018
Understanding game sessions through provenance.
Entertain. Comput., 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

2016
Efficient image-aware version control systems using GPU.
Softw. Pract. Exp., 2016

2015
Neighborhood grid: A novel data structure for fluids animation with GPU computing.
J. Parallel Distributed Comput., 2015

Multi-Perspective Exploratory Analysis of Software Development Data.
Int. J. Softw. Eng. Knowl. Eng., 2015

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

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

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

An Architecture for Real Time Crowd Simulation Using Multiple GPUs.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 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
MobileWars: A Mobile GPGPU Game.
Proceedings of the Entertainment Computing - ICEC 2013 - 12th International Conference, 2013

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

A GPU-based Architecture for Parallel Image-aware Version Control.
Proceedings of the 16th European Conference on Software Maintenance and Reengineering, 2012

2011
Two-Way Real Time Fluid Simulation Using a Heterogeneous Multicore CPU and GPU Architecture.
Proceedings of the 25th ACM/IEEE/SCS Workshop on Principles of Advanced and Distributed Simulation, 2011

2010
Fluid simulation with rigid body triangle accuracy collision using an heterogeneous GPU/CPU hardware system.
Proceedings of the 2010 Symposium on Interactive 3D Graphics, 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


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