Bruno Feijó

Orcid: 0000-0003-4441-2632

According to our database1, Bruno Feijó authored at least 96 papers between 1990 and 2023.

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

Timeline

Legend:

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Bibliography

2023
Managing the plot structure of character-based interactive narratives in games.
Entertain. Comput., August, 2023

Negative effects of gamification in education software: Systematic mapping and practitioner perceptions.
Inf. Softw. Technol., April, 2023

ChatGeppetto - an AI-powered Storyteller.
Proceedings of the 22nd Brazilian Symposium on Games and Digital Entertainment, 2023

A Dynamic Difficulty Adjustment Algorithm With Generic Player Behavior Classification Unity Plugin In Single Player Games.
Proceedings of the 22nd Brazilian Symposium on Games and Digital Entertainment, 2023

Analyzing a Semantics-Aware Bug Seeding Tool's Efficacy: A qualitative study with the SemSeed tool.
Proceedings of the XXXVII Brazilian Symposium on Software Engineering, 2023

Semiotic Structuring in Movie Narrative Generation.
Proceedings of the Entertainment Computing - ICEC 2023, 2023

2022
Procedural generation of branching quests for games.
Entertain. Comput., 2022

An adaptive music generation architecture for games based on the deep learning Transformer mode.
CoRR, 2022

A Note on Process Modelling: Combining Situation Calculus and Petri Nets.
CoRR, 2022

An adaptive music generation architecture for games based on the deep learning Transformer model.
Proceedings of the 21st Brazilian Symposium on Computer Games and Digital Entertainment, 2022

A Character-based Model for Interactive Storytelling in Games.
Proceedings of the 21st Brazilian Symposium on Computer Games and Digital Entertainment, 2022

Plot Composition by Mapping Situation Calculus Schemas into Petri Net Representation.
Proceedings of the Entertainment Computing - ICEC 2022, 2022

2021
Adaptive Branching Quests Based on Automated Planning and Story Arcs.
Proceedings of the 20th Brazilian Symposium on Computer Games and Digital Entertainment, 2021

Computational Narrative Blending Based on Planning.
Proceedings of the Entertainment Computing - ICEC 2021, 2021

A Systematic Mapping of Negative Effects of Gamification in Education/Learning Systems.
Proceedings of the 47th Euromicro Conference on Software Engineering and Advanced Applications, 2021

2020
Adaptive storytelling based on personality and preference modeling.
Entertain. Comput., 2020

Symbiotic Trackers' Ensemble with Trackers' Re-initialization for Face Tracking.
Proceedings of the Information Management and Big Data, 2020

A Culture Model for Non-Player Characters' Behaviors in Role-Playing Games.
Proceedings of the 19th Brazilian Symposium on Computer Games and Digital Entertainment, 2020

2019
Procedural Generation of Quests for Games Using Genetic Algorithms and Automated Planning.
Proceedings of the 18th Brazilian Symposium on Computer Games and Digital Entertainment, 2019

A Game Analytics Model to Identify Player Profiles in Singleplayer Games.
Proceedings of the 18th Brazilian Symposium on Computer Games and Digital Entertainment, 2019

2018
A method to assess pervasive qualities in mobile games.
Pers. Ubiquitous Comput., 2018

Video-based interactive storytelling using real-time video compositing techniques.
Multim. Tools Appl., 2018

Pervasive virtuality in digital entertainment applications and its quality requirements.
Entertain. Comput., 2018

Player behavior and personality modeling for interactive storytelling in games.
Entertain. Comput., 2018

Persona: A Method for Facial Analysis in Video and Application in Entertainment.
Comput. Entertain., 2018

Personality and Preference Modeling for Adaptive Storytelling.
Proceedings of the 17th Brazilian Symposium on Computer Games and Digital Entertainment, SBGames 2018, Foz do Iguaçu, Brazil, October 29, 2018

2017
Mapping quality requirements for pervasive mobile games.
Requir. Eng., 2017

A Fast Approach for Automatic Generation of Populated Maps with Seed and Difficulty Control.
Proceedings of the 16th Brazilian Symposium on Computer Games and Digital Entertainment, 2017

Network Traversal as an Aid to Plot Analysis and Composition.
Proceedings of the 16th Brazilian Symposium on Computer Games and Digital Entertainment, 2017

Dealing with the Emotions of Non Player Characters.
Proceedings of the 16th Brazilian Symposium on Computer Games and Digital Entertainment, 2017

2016
Storytelling variants based on semiotic relations.
Entertain. Comput., 2016

Notes on Pervasive Virtuality.
CoRR, 2016

Live-action Virtual Reality Games.
CoRR, 2016

Distributed Virtual Reality for Collaborative Backlot Visualization.
Proceedings of the XVIII Symposium on Virtual and Augmented Reality, 2016

Real time 360° video stitching and streaming.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

2015
Exploring Parallel Game Architectures with Tardiness Policy.
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015

An Indoor Navigation System for Live-Action Virtual Reality Games.
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015

Storytelling Variants: The Case of Little Red Riding Hood.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

Adaptive Automated Storytelling Based on Audience Response.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

Personality traits in plots with nondeterministic planning for interactive storytelling.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

2014
Draw your own story: Paper and pencil interactive storytelling.
Entertain. Comput., 2014

Building Keyword-Indexed Virtual Libraries in a Logic Programming Environment.
Proceedings of the 20th Brazilian Symposium on Multimedia and the Web, 2014

Extending Use Cases to Support Activity Design in Pervasive Mobile Games.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Hierarchical generation of dynamic and nondeterministic quests in games.
Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, 2014

2013
A cloud computing based framework for general 2D and 3D cellular automata simulation.
Adv. Eng. Softw., 2013

Real-Time Object Tracking in High-Definition Video Using Frame Segmentation and Background Integral Images.
Proceedings of the XXVI Conference on Graphics, Patterns and Images, 2013

A Nondeterministic Temporal Planning Model for Generating Narratives with Continuous Change in Interactive Storytelling.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

Non-branching Interactive Comics.
Proceedings of the Advances in Computer Entertainment - 10th International Conference, 2013

2012
Rendering Tubes from Discrete Curves Using Hardware Tessellation.
J. Graph. Tools, 2012

Automatic Video Editing for Video-Based Interactive Storytelling.
Proceedings of the 2012 IEEE International Conference on Multimedia and Expo, 2012

Information-Gathering Events in Story Plots.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Social Interaction for Interactive Storytelling.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

2011
Modeling alternatives for fuzzy Markov chain-based classification of multitemporal remote sensing data.
Pattern Recognit. Lett., 2011

A Distributed Architecture for Mobile Digital Games Based on Cloud Computing.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

Analysis and Implementation of Local Subdivision Algorithms in the GPU.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

Supporting Characters in Interactive Storytelling.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

Multimodal, Multi-user and Adaptive Interaction for Interactive Storytelling Applications.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

A Method to Check the Satisfaction of Continuous-Time Constraints by Nonlinear Stories.
Proceedings of the Interactive Storytelling, 2011

2010
LOD Terrain Rendering by Local Parallel Processing on GPU.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Director of Photography and Music Director for Interactive Storytelling.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

An Architecture with Automatic Load Balancing and Distribution for Digital Games.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

2009
Turn off the graphics: designing non-visual interfaces for mobile phone games.
J. Braz. Comput. Soc., 2009

Visualization, Digital Content, and Simulation.
IEEE Multim., 2009

A bidimensional data structure and spatial optimization for supermassive crowd simulation on GPU.
Comput. Entertain., 2009

Parallel culling and sorting based on adaptive static balancing.
Comput. Entertain., 2009

An adaptative game loop architecture with automatic distribution of tasks between CPU and GPU.
Comput. Entertain., 2009

Support Vector Machines for Cinematography Real-Time Camera Control in Storytelling Environments.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

A Neighborhood Grid Data Structure for Massive 3D Crowd Simulation on GPU.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

A Model for Interactive TV Storytelling.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

Virtual cinematography director for interactive storytelling.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009

2008
A game loop architecture for the GPU used as a math coprocessor in real-time applications.
Comput. Entertain., 2008

An exploratory study on non-visual mobile phone interfaces for games.
Proceedings of the VIII Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais (IHC 2008), 2008

Planning and Interaction Levels for TV Storytelling.
Proceedings of the Interactive Storytelling, 2008

Conciliating coherence and high responsiveness in interactive storytelling.
Proceedings of the Third International Conference on Digital Interactive Media in Entertainment and Arts, 2008

Automatic Dynamic Task Distribution between CPU and GPU for Real-Time Systems.
Proceedings of the 11th IEEE International Conference on Computational Science and Engineering, 2008

2006
Game and interactivity in computer science educationVideo presentations are available on the citation page.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006

A Computer-Assisted Colorization Algorithm based on Topological Difference.
Proceedings of the 19th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2006), 2006

Shot segmentation based on the encoder signature.
Proceedings of the 12th International Conference on Multi Media Modeling (MMM 2006), 2006

2005
An Image-Based Shading Pipeline for 2D Animation.
Proceedings of the 18th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2005), 2005

Kuaba Ontology: Design Rationale Representation and Reuse in Model-Based Designs.
Proceedings of the Conceptual Modeling, 2005

A Design Rationale Representation for Model-Based Designs in Software Engineering.
Proceedings of the 17th Conference on Advanced Information Systems Engineering (CAiSE '05), 2005

AI middleware as means for improving gameplay.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

A logic-based tool for interactive generation and dramatization of stories.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

2004
Software Shaders in Interactive Environments Using Relief Impostors.
Proceedings of the XVII Brazilian Symposium on Computer Graphics and Image Processing, 2004

Cross-Media and Elastic Time Adaptive Presentations: The Integration of a Talking Head Tool into a Hypermedia Formatter.
Proceedings of the Adaptive Hypermedia and Adaptive Web-Based Systems, 2004

2003
An Object Model for Collaborative CAD Environments.
Trans. SDPS, 2003

2002
An Object Model for Collaborative CAD Enviroments.
Proceedings of the Seventh International Conference on CSCW in Design, 2002

2001
Desenvolvimento de Jogos em Computadores e Celulares.
RITA, 2001

Goal-oriented dead reckoning for autonomous characters.
Comput. Graph., 2001

A Shading Model for Image-Based Rendering.
Proceedings of the 14th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2001), 2001

2000
A Framework for Networked Reactive Character.
Proceedings of the 13th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2000), 2000

1998
Distributed Agents Supporting Event-Driven Design Processes.
Proceedings of the Artificial Intelligence in Design '98, 1998

1997
An agent-based paradigm for building intelligent CAD systems.
Artif. Intell. Eng., 1997

1996
Agents with emotions in behavioral animation.
Comput. Graph., 1996

1990
Intelligent Hypertext for Normative Knowledge in Engineering.
Proceedings of the Hypertext: Concepts, 1990


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