Leonardo Cunha de Miranda

Orcid: 0000-0003-1929-9391

According to our database1, Leonardo Cunha de Miranda authored at least 50 papers between 2008 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Online presence:

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Bibliography

2024
The CoDIS Taxonomy for Brain-Computer Interface Games Controlled by Electroencephalography.
Int. J. Hum. Comput. Interact., August, 2024

Comparing users' performance and game experience between a competitive and collaborative brain-computer interface.
Behav. Inf. Technol., January, 2024

An Analysis of the Authorship and Co-authorship Networks of the Brazilian Human-Computer Interaction Conference.
J. Interact. Syst., 2024

2023
Heuristics to Support the Evaluation of Optimal Experience in Educational Games for Learning Japanese as a Second Language.
J. Interact. Syst., October, 2023

The Interactive Sphere for Three-Dimensional Control in Games and Virtual Reality.
J. Interact. Syst., October, 2023

The PGIRec Software to Support the Evaluation of User-System Interaction with a Synchronous and Multi-perspective Recording System.
J. Interact. Syst., September, 2023

Model, Taxonomy and Methodology for Research Employing EEG-based Brain-Computer Interface Games.
Proceedings of the XXII Brazilian Symposium on Human Factors in Computing Systems, 2023

An Analysis of Authorship and Co-authorship Networks in the Papers of Two Relevant Events in the Brazilian Computing Scenario.
Proceedings of the XXII Brazilian Symposium on Human Factors in Computing Systems, 2023

2022
Visualizing and analyzing the evolution of authorship and co-authorship networks of articles from the Brazilian symposium on human factors in computing systems.
Proceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems, 2022

2020
Brain-Computer Interface Games Based on Consumer-Grade EEG Devices: A Systematic Literature Review.
Int. J. Hum. Comput. Interact., 2020

A General Model for Electroencephalography-Controlled Brain-Computer Interface Games.
Proceedings of the Computational Science and Its Applications - ICCSA 2020, 2020

2019
The Effect of Auditory Stimuli on User's Meditation and Workload in a Brain-Computer Interface Game.
Interact. Comput., 2019

The influence of graphical elements on user's attention and control on a neurofeedback-based game.
Entertain. Comput., 2019

An intra and inter-conferences correlation analysis of the field of HCI: revealing new trends from the international and brazilian communities.
Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems, 2019

2018
Two HCI Communities in Perspective: Revealing and Contrasting Trends.
Proceedings of the 17th Brazilian Symposium on Human Factors in Computing Systems, 2018

Mental War: An Attention-Based Single/Multiplayer Brain-Computer Interface Game.
Proceedings of the Computational Science and Its Applications - ICCSA 2018, 2018

Zen Cat: A Meditation-Based Brain-Computer Interface Game.
Proceedings of the Computational Science and Its Applications - ICCSA 2018, 2018

Nihongo Kotoba Shiken: A Computerized Exam of Japanese Lexical Proficiency.
Proceedings of the XLIV Latin American Computer Conference, 2018

2017
Re-evaluating the First Five Years of the GrandIHC-Br-Challenge 3: Ubiquity, Multiple Devices and Tangibility.
Proceedings of the XVI Brazilian Symposium on Human Factors in Computing Systems, 2017

A methodology of contextualized educational robotics.
Proceedings of the 2017 IEEE Frontiers in Education Conference, 2017

2016
A Case Study of MasterMind Chess: Comparing Mouse/Keyboard Interaction with Kinect-Based Gestural Interface.
Adv. Hum. Comput. Interact., 2016

2015
Steering All: Infinite Racing Game Controlled by Haar Cascade through OpenCV.
Proceedings of the XVII Symposium on Virtual and Augmented Reality, 2015

Chronos Ações: Ferramenta para Apoiar a Tomada de Decisão de Investidores da Bolsa de Valores [Chronos Acoes: Tool to Support Decision Making for Investor of the Stock Exchange].
Proceedings of the annual conference on Brazilian Symposium on Information Systems, 2015

RateMyDay: Ferramenta Móvel para Acompanhar as Atividades do Cotidiano [RateMyDay: Mobile Tool to Follow the Daily Activities].
Proceedings of the annual conference on Brazilian Symposium on Information Systems, 2015

Karuta Kanji: Jogo educacional para estudar e praticar vocabulário com Kanjis da lingua japonesa.
Proceedings of the 2015 Latin American Computing Conference, 2015

Sumo Sensei: Design, implementação e teste com usuários de uma ferramenta móvel para apoiar o estudo de kanjis básicos.
Proceedings of the 2015 Latin American Computing Conference, 2015

Katakana Star Samurai: A mobile tool to support learning of a basic Japanese alphabet.
Proceedings of the 2015 Latin American Computing Conference, 2015

2014
Evaluating Multiple Aspects of Educational Computer Games: Literature Review and Case Study.
Int. J. Comput. Games Technol., 2014

Home Control via Mobile Devices: State of the Art and HCI Challenges under the Perspective of Diversity.
Proceedings of the Universal Access in Human-Computer Interaction. Aging and Assistive Environments, 2014

M4REMAIP: Method for Requirements Elicitation Based on Mobile Applications under an Interaction Perspective.
Proceedings of the Design, User Experience, and Usability. Theories, Methods, and Tools for Designing the User Experience, 2014

Recommendations for Gesture-Based Residential Interactive Systems Inspired by Diversity.
Proceedings of the Universal Access in Human-Computer Interaction. Design and Development Methods for Universal Access, 2014

Syntactic/Semantic Formalizations and Metrics of Residential Applications Based on Gestural Interface.
Proceedings of the Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments, 2014

2013
Gesture-Based Interaction in Domotic Environments: State of the Art and HCI Framework Inspired by the Diversity.
Proceedings of the Human-Computer Interaction - INTERACT 2013, 2013

Exploring Adjustable Interactive Rings in Game Playing: Preliminary Results.
Proceedings of the Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience, 2013

2012
Laptops Educacionais em Escolas Públicas: Primeiros Resultados de uma Abordagem Socio-técnica.
Revista Brasileira de Informática na Educ., 2012

TrueSight A Pedestrian Navigation System Based in Automatic Landmark Detection and Extraction on Android Smartphone.
Proceedings of the 14th Symposium on Virtual and Augmented Reality, 2012

Identificando barreiras de acessibilidade web em dispositivos móveis: resultados de um estudo de caso orientado pela engenharia de requisitos.
Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems, 2012

Prototipação de interfaces de aplicativos para dispositivos móveis: estado da arte e desafios de IHC.
Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems, 2012

Prototipação de interfaces tangíveis de produtos interativos: estado da arte e desafios da plataforma arduino.
Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems, 2012

Interfaces cérebro-computador de sistemas interativos: estado da arte e desafios de IHC.
Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems, 2012

Japanese language learning supported by computational tools: State of the art and challenges for the Latin America community.
Proceedings of the 2012 XXXVIII Conferencia Latinoamericana En Informatica (CLEI), 2012

2011
Collective Construction of Meaning and System for an Inclusive Social Network.
Int. J. Inf. Syst. Soc. Chang., 2011

Prospecting a New Physical Artifact of Interaction for iDTV: Results of Participatory Practices.
Proceedings of the Design, User Experience, and Usability. Theory, Methods, Tools and Practice, 2011

Adjustable Interactive Rings for iDTV: First Results of an Experiment with End-Users.
Proceedings of the Human Centered Design, 2011

2010
Artifacts and languages of interaction with contemporary digital systems: the adjustable interactive rings for interactive digital television.
PhD thesis, 2010

Adjustable interactive rings for iDTV.
IEEE Trans. Consumer Electron., 2010

RoboFácil: Especificação e Implementação de um Kit de Robótica para a Realidade Educacional Brasileira.
Revista Brasileira de Informática na Educ., 2010

2009
Identifying Interaction Barriers in the Use of Remote Controls.
Proceedings of the 2009 Latin American Web Congress, 2009

Designing Inclusive Social Networks: A Participatory Approach.
Proceedings of the Online Communities and Social Computing, 2009

2008
Artefatos físicos de interação com a TVDI: desafios e diretrizes para o cenário brasileiro.
Proceedings of the VIII Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais (IHC 2008), 2008


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