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:
Collaborative distances:
Timeline
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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
Proceedings of the 26th Symposium on Virtual and Augmented Reality, 2024
Proceedings of the 2024 ACM Symposium on Spatial User Interaction, 2024
Proceedings of the Entertainment Computing - ICEC 2024, 2024
2023
Graph. Model., October, 2023
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 2023
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023
Proceedings of the Entertainment Computing - ICEC 2023, 2023
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
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
J. Interact. Syst., November, 2021
Proceedings of the Entertainment Computing - ICEC 2021, 2021
Proceedings of the Entertainment Computing - ICEC 2021, 2021
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
Proceedings of the 3nd IEEE International Conference on Serious Games and Applications for Health, 2014