Tiago Barros Pontes e Silva

Orcid: 0000-0003-2149-5973

According to our database1, Tiago Barros Pontes e Silva authored at least 14 papers between 2014 and 2024.

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

Timeline

2014
2016
2018
2020
2022
2024
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Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2024
Worldbuilding: o metadesign como ferramenta de gestão de complexidade.
Proceedings of the 23rd Brazilian Symposium on Games and Digital Entertainment, 2024

Ferramenta lúdica para aprendizagem de Português como Língua Estrangeira.
Proceedings of the 23rd Brazilian Symposium on Games and Digital Entertainment, 2024

2023
Dynamic Difficulty Adjustment by Performance and Player Profile in Platform Game.
Proceedings of the Entertainment Computing - ICEC 2023, 2023

Applicability of Psychophysiological and Perception Data for Mapping Strategies in League of Legends - An Exploratory Study.
Proceedings of the HCI in Games, 2023

2022
Dynamic Difficulty Adjustment in Digital Games: Comparative Study Between Two Algorithms Using Electrodermal Activity Data.
Proceedings of the HCI in Games, 2022

2021
Species in Morphogenesis: Introducing Symbiogenesis as an Additional Method for the Evolutionary Process of an Artwork.
Proceedings of the 2021 Conference on Artificial Life, 2021

Game Design, Creativity and e-Learning: The Challenges of Beginner Level Immersive Language Learning Games.
Proceedings of the HCI in Games: Serious and Immersive Games, 2021

Dynamic Difficulty Adjustment Using Performance and Affective Data in a Platform Game.
Proceedings of the HCI International 2021 - Late Breaking Papers: Design and User Experience, 2021

2020
A Tool to Support Players Affective States Assessment Based on Facial Expressions Analysis.
Proceedings of the HCI in Games, 2020

Analysis of Clustering Techniques in MMOG with Restricted Data: The Case of Final Fantasy XIV.
Proceedings of the Design, User Experience, and Usability. Design for Contemporary Interactive Environments, 2020

2019
Computational Evolutionary Art: Artificial Life and Effective Complexity.
Proceedings of the Design, User Experience, and Usability. User Experience in Advanced Technological Environments, 2019

2017
Biofeedback Sensors in Electronic Games: A Practical Evaluation.
Proceedings of the 16th Brazilian Symposium on Computer Games and Digital Entertainment, 2017

2014
Morfogênese: sistema autopoiético emergente de vida artificial.
PhD thesis, 2014

Reconfigurable Games: Games that Change with the Environment.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014


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