Ricardo Lopes

Orcid: 0009-0002-5808-1061

According to our database1, Ricardo Lopes authored at least 35 papers between 1999 and 2024.

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

Timeline

Legend:

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Bibliography

2024
Fine-Grained Food Image Recognition: A Study on Optimising Convolutional Neural Networks for Improved Performance.
J. Imaging, June, 2024

Volumetric Techniques for Product Routing and Loading Optimisation in Industry 4.0: A Review.
Future Internet, February, 2024

GlórIA: A Generative and Open Large Language Model for Portuguese.
Proceedings of the 16th International Conference on Computational Processing of Portuguese, 2024

A Systematic Approach to Derive Conceptual Models from BPMN Models.
Proceedings of the Business Modeling and Software Design - 14th International Symposium, 2024

2023
CogniChallenge: Multiplayer serious games' platform for cognitive and psychosocial rehabilitation.
Int. J. Serious Games, November, 2023

MultiTLS: using multiple and diverse ciphers for stronger secure channels.
Comput. Secur., September, 2023

On the conformance of Android applications with children's data protection regulations and safeguarding guidelines.
CoRR, 2023

2018
Authoring Adaptive Game World Generation.
IEEE Trans. Games, 2018

2014
Service Systems - Concepts, Modeling, and Programming
Springer Briefs in Computer Science, Springer, ISBN: 978-3-319-10813-1, 2014

Procedural Generation of Dungeons.
IEEE Trans. Comput. Intell. AI Games, 2014

The brain mapping of emotion in human faces: Clinical aplication in epilepsy.
Proceedings of the 2014 IEEE International Symposium on Medical Measurements and Applications, 2014

2013
Gameplay semantics for authoring adaptivity in mobile games.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Designing Procedurally Generated Levels.
Proceedings of the Artificial Intelligencein the Game Design Process 2, 2013

A Generic Method for Classification of Player Behavior.
Proceedings of the Artificial Intelligencein the Game Design Process 2, 2013

2012
A design and implementation of the Extended Andorra Model.
Theory Pract. Log. Program., 2012

Using gameplay semantics to procedurally generate player-matching game worlds.
Proceedings of the The third workshop on Procedural Content Generation in Games, 2012

2011
Generating Consistent Buildings: A Semantic Approach for Integrating Procedural Techniques.
IEEE Trans. Comput. Intell. AI Games, 2011

Adaptivity Challenges in Games and Simulations: A Survey.
IEEE Trans. Comput. Intell. AI Games, 2011

A semantic generation framework for enabling adaptive game worlds.
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology, 2011

2010
Scenario adaptivity in serious games.
Proceedings of the International Conference on the Foundations of Digital Games, 2010

2009
Calligraphic Shortcuts for Comics Creation.
Proceedings of the Smart Graphics, 9th International Symposium, SG 2009, Salamanca, 2009

Sketch-Based Interaction and Calligraphic Tags to Create Comics Online.
Proceedings of the 6th ACM SIGGRAPH / Eurographics Symposium on Sketch-Based Interfaces and Modeling, 2009

2007
Spatial-Yap: A Logic-Based Geographic Information System.
Proceedings of the Logic Programming, 23rd International Conference, 2007

On Applying Program Transformation to Implement Suspension-Based Tabling in Prolog.
Proceedings of the Logic Programming, 23rd International Conference, 2007

Demand-Driven Indexing of Prolog Clauses.
Proceedings of the Logic Programming, 23rd International Conference, 2007

2006
An External Module for Implementing Linear Tabling in Prolog.
Proceedings of the Logic Programming, 22nd International Conference, 2006

2005
Improving Memory Usage in the BEAM.
Proceedings of the Practical Aspects of Declarative Languages, 7th International Symposium, 2005

IMPACT: Innovative Models for Prolog with Advanced Control and Tabling.
Proceedings of the Logic Programming, 21st International Conference, 2005

2004
Exploiting parallelism in the extended andorra model.
Proceedings of the IASTED International Conference on Parallel and Distributed Computing and Networks, 2004

Pruning in the Extended Andorra Model.
Proceedings of the Practical Aspects of Declarative Languages, 6th International Symposium, 2004

2003
On Deterministic Computations in the Extended Andorra Model.
Proceedings of the Logic Programming, 19th International Conference, 2003

On the BEAM Implementation.
Proceedings of the Progress in Artificial Intelligence, 2003

2002
From simulation to practice: cache performance study of a Prolog system.
Proceedings of The Workshop on Memory Systems Performance (MSP 2002), 2002

2001
A Novel Implementation of the Extended Andorra Model.
Proceedings of the Practical Aspects of Declarative Languages, 2001

1999
The BEAM: A first EAM Implementation.
Proceedings of the 1999 Joint Conference on Declarative Programming, 1999


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