Marcelo da Silva Hounsell

Orcid: 0000-0002-9700-0909

According to our database1, Marcelo da Silva Hounsell authored at least 36 papers between 2006 and 2024.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

On csauthors.net:

Bibliography

2024
Evaluating Usability, User Experience, and Playability of a Puzzle Game in Mixed Reality.
Proceedings of the 26th Symposium on Virtual and Augmented Reality, 2024

Towards Game Design Elements on the Perception of a Fun Game: An Exergame Case Study.
Proceedings of the Entertainment Computing - ICEC 2024, 2024

2023
A Multimodal Software Architecture for Serious Exergames and Its Use in Respiratory Rehabilitation.
Sensors, October, 2023

Manual Assembly Augmented Reality Systems Implementation: A Systematic Literature Mapping.
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 2023

Augmented Reality for Assembly Training in Industry: A Systematic Literature Mapping.
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 2023

2022
Constructs and Outcomes of Fun in Digital Serious Games: The State of the Art.
J. Interact. Syst., December, 2022

2021
A Metodologia ABCDE: Enfatizando a Criatividade no Game Design de Jogos Sérios.
Braz. J. Inf. Syst., 2021

CNC-C2: an ISO14649 and IEC61499 compliant controller.
Int. J. Comput. Integr. Manuf., 2021

Fault prognosis of discrete event systems: An overview.
Annu. Rev. Control., 2021

Development and Evaluation of a PCB's Manual Assembly system using Augmented Reality and Total Quality.
Proceedings of the SVR'21: 23rd Symposium on Virtual and Augmented Reality, Virtual Event, Brazil, October 18, 2021

Integrating Service Design and Gamification: A Systematic Literature Mapping.
Proceedings of the 21st International Conference on Advanced Learning Technologies, 2021

The Pursuit of Fun in Digital Games: From the Sandpit to the Console and Beyond.
Proceedings of the Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030, 2021

2020
Um Modelo para Inter-relação entre Funções Executivas e Elementos de Jogos Digitais.
Revista Brasileira de Informática na Educ., 2020

Manual PCB assembly using Augmented Reality towards Total Quality.
Proceedings of the 22nd Symposium on Virtual and Augmented Reality, 2020

Augmented Reality for Manual Assembly in Industry 4.0: Gathering Guidelines.
Proceedings of the 22nd Symposium on Virtual and Augmented Reality, 2020

2019
Serious Game Design for Children: A Set of Guidelines and their Validation.
J. Educ. Technol. Soc., 2019

Test-Retest Reliability and Clinical Feasibility of a Motion-Controlled Game to Enhance the Literacy and Numeracy Skills of Young Individuals with Intellectual Disability.
Cyberpsychology Behav. Soc. Netw., 2019

Crowd Generation using Morphological Obesity Criteria.
Proceedings of the 18th Brazilian Symposium on Computer Games and Digital Entertainment, 2019

Serious Game Design for Children: Validating a Set of Guidelines.
Proceedings of the 19th IEEE International Conference on Advanced Learning Technologies, 2019

Detailing Motivation in a Gamification Process.
Proceedings of the 19th IEEE International Conference on Advanced Learning Technologies, 2019

2018
Guidelines for designing and using collaborative-competitive serious games.
Comput. Educ., 2018

2017
Uma Revisão Sistemática sobre Abordagens em Organizações Virtuais no Contexto de Confiança, Reputação e Computação em Nuvem.
RITA, 2017

Augmented Reality and Serious Games: A Systematic Literature Mapping.
Proceedings of the 19th Symposium on Virtual and Augmented Reality, 2017

2016
Digital Games for Math Literacy: A Systematic Literature Mapping on Brazilian Publications.
Proceedings of the New Advances in Information Systems and Technologies, 2016

Serious Games for Balance Improvement: A Systematic Literature Mapping.
Proceedings of the New Advances in Information Systems and Technologies, 2016

Avaliação de Usabilidade de Sistemas de Gerenciamento de Referências Bibliográficas [Usability Evaluation of Reference Management Systems].
Proceedings of the XII Brazilian Symposium on Information Systems on Brazilian Symposium on Information Systems: Information Systems in the Cloud Computing Era, 2016

Motivação e jogos digitais para o processo de ensino-aprendizagem: um estudo sobre suas relações.
Proceedings of the Anais do VII Workshop sobre Aspectos da Interação Humano-Computador na Web Social (WAIHCWS'16) co-located with XV Simpósio Brasileiro sobre Fatores Humanos em Sistemas Computacionais (IHC 2016), 2016

POP: An Instrument to Decide on the Adoption of Participatory Design.
Proceedings of the Human-Computer Interaction. Theory, Design, Development and Practice, 2016

2015
Uso de Pesquisa Bibliográfica em Informática na Educacão: um Mapeamento Sistemático.
Revista Brasileira de Informática na Educ., 2015

2014
3D Reconstruction from Planar Contours: Analysis of Heuristic Tiling Approaches.
Trans. Comput. Sci., 2014

Virtual Reality Evolution in Brazil: A Survey over the Papers in the "Symposium on Virtual and Augmented Reality".
Proceedings of the 16th Symposium on Virtual and Augmented Reality, 2014

2012
Dance2Rehab3D: A 3D Virtual Rehabilitation Game.
Proceedings of the 14th Symposium on Virtual and Augmented Reality, 2012

2011
Design and Implementation of a 3D Collaborative Telerobotic Simulator.
Proceedings of the Collaboration and Technology - 17th International Conference, 2011

2010
Análise do Controle Motor com Interações usando Dispositivos Convencionais e Realidade Aumentada.
RITA, 2010

2009
Supervisory Control Implementation into Programmable Logic Controllers.
Proceedings of 12th IEEE International Conference on Emerging Technologies and Factory Automation, 2009

2006
A virtual reality system for hydroelectric generating unit maintenance training and understanding.
Proceedings of the ISCA 19th International Conference on Computer Applications in Industry and Engineering, 2006


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