Thiago Malheiros Porcino

Orcid: 0000-0002-0281-4580

According to our database1, Thiago Malheiros Porcino authored at least 24 papers between 2014 and 2024.

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

Timeline

Legend:

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Bibliography

2024
Analysis of Cybersickness through Biosignals: an approach with Symbolic Machine Learning.
Proceedings of the 26th Symposium on Virtual and Augmented Reality, 2024

The challenge of stress induction in serious games, considering gameplay.
Proceedings of the 26th Symposium on Virtual and Augmented Reality, 2024

Examining Pair Dynamics in Shared, Co-located Augmented Reality Narratives.
Proceedings of the 2024 ACM Symposium on Spatial User Interaction, 2024

Challenges in Data Visualization with Extended Reality Devices.
Proceedings of the Entertainment Computing - ICEC 2024, 2024

2023
Non-homogeneous denoising for virtual reality in real-time path tracing rendering.
Graph. Model., October, 2023

Modeling and Designing Clinical Sessions with Hybrid Environments in the Metaverse.
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 2023

Redefining Redirected Movement for Wheelchair Based Interaction for Virtual Reality.
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023

Challenges for XR Experiences in Industry 4.0: A Preliminary Study.
Proceedings of the Entertainment Computing - ICEC 2023, 2023

Is Foveated Rendering Perception Affected by Users' Motion?
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2023

2022
Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms.
Entertain. Comput., 2022

Design of an XR Collab. Arch. for Mixed Immersive and MS Interaction.
CoRR, 2022

A guideline proposal for minimizing cybersickness in VR-based serious games and applications.
Proceedings of the 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH), 2022

Design of an Extended Reality Collaboration Architecture for Mixed Immersive and Multi-surface Interaction.
Proceedings of the Entertainment Computing - ICEC 2022, 2022

2021
A cybersickness review: causes, strategies, and classification methods.
J. Interact. Syst., November, 2021

A Symbolic Machine Learning Approach for Cybersickness Potential-Cause Estimation.
Proceedings of the Entertainment Computing - ICEC 2021, 2021

Workshop: Challenges for XR in Digital Entertainment.
Proceedings of the Entertainment Computing - ICEC 2021, 2021

Challenges for XR in Games.
Proceedings of the Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030, 2021

2020
Automatic Recommendation of Strategies for Minimizing Discomfort in Virtual Environments.
CoRR, 2020

Minimizing cybersickness in head-mounted display systems: causes and strategies review.
Proceedings of the 22nd Symposium on Virtual and Augmented Reality, 2020

Using the gameplay and user data to predict and identify causes of cybersickness manifestation in virtual reality games.
Proceedings of the 8th IEEE International Conference on Serious Games and Applications for Health, 2020

2017
Minimizing cyber sickness in head mounted display systems: Design guidelines and applications.
Proceedings of the 5th IEEE International Conference on Serious Games and Applications for Health, 2017

2016
A simple approach for biometrics: Finger-knuckle prints recognition based on a Sobel filter and similarity measures.
Proceedings of the International Conference on Systems, Signals and Image Processing, 2016

2015
A Participatory Approach for Game Design to Support the Learning and Communication of Autistic Children.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

2014
Hugo against dengue: a serious game to educate people about dengue fever prevention.
Proceedings of the 3nd IEEE International Conference on Serious Games and Applications for Health, 2014


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