Esteban Walter Gonzalez Clua

According to our database1, Esteban Walter Gonzalez Clua authored at least 127 papers between 1999 and 2018.

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Bibliography

2018
A Versatile Method for Depth Data Error Estimation in RGB-D Sensors.
Sensors, 2018

A method to assess pervasive qualities in mobile games.
Personal and Ubiquitous Computing, 2018

Multi-Device Classification Model for Game Interaction Techniques.
Int. J. Hum. Comput. Interaction, 2018

Filtering irrelevant sequential data out of game session telemetry though similarity collapses.
Future Generation Comp. Syst., 2018

Pervasive virtuality in digital entertainment applications and its quality requirements.
Entertainment Computing, 2018

Smart controller: Introducing a dynamic interface adapted to the gameplay.
Entertainment Computing, 2018

Understanding game sessions through provenance.
Entertainment Computing, 2018

Haptic forces and gamification on epidural anesthesia skill gain.
Entertainment Computing, 2018

Deep spherical harmonics light probe estimator for mixed reality games.
Computers & Graphics, 2018

BinG: A Framework for Dynamic Game Balancing using Provenance.
Proceedings of the 17th Brazilian Symposium on Computer Games and Digital Entertainment, SBGames 2018, Foz do Iguaçu, Brazil, October 29, 2018

Virtual and Real Body Experience Comparison Using Mixed Reality Cycling Environment.
Proceedings of the Entertainment Computing - ICEC 2018, 2018

Applying Design Thinking for Prototyping a Game Controller.
Proceedings of the Entertainment Computing - ICEC 2018, 2018

Deep Light Source Estimation for Mixed Reality.
Proceedings of the 13th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2018), 2018

PEEK - An LSTM Recurrent Network for Motion Classification from Sparse Data.
Proceedings of the 13th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2018), 2018

2017
Oh Gosh!! Why is this game so hard? Identifying cycle patterns in 2D platform games using provenance data.
Entertainment Computing, 2017

Simulated Perceptions for Emergent Storytelling.
Computational Intelligence, 2017

Improving Accuracy of Automatic Fracture Detection in Borehole Images with Deep Learning and GPUs.
Proceedings of the 30th SIBGRAPI Conference on Graphics, Patterns and Images, 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

A virtual environment for breast exams practice with Haptics and gamification.
Proceedings of the 5th IEEE International Conference on Serious Games and Applications for Health, 2017

An Interaction Mechanism for Virtual Reality Based on Upper Limbs Motions Tracking Using Depth Cameras and Inertial Sensors.
Proceedings of the 16th Brazilian Symposium on Computer Games and Digital Entertainment, 2017

A New Method for Modeling Clouds Combining Procedural and Implicit Models.
Proceedings of the 16th Brazilian Symposium on Computer Games and Digital Entertainment, 2017

Capturing Game Telemetry with Provenance.
Proceedings of the 16th Brazilian Symposium on Computer Games and Digital Entertainment, 2017

Understanding User Experience with Game Controllers: A Case Study with an Adaptive Smart Controller and a Traditional Gamepad.
Proceedings of the Entertainment Computing - ICEC 2017, 2017

Designing Game Controllers in a Mobile Device.
Proceedings of the Design, User Experience, and Usability: Designing Pleasurable Experiences, 2017

Analysis and Characterization of GPU Benchmarks for Kernel Concurrency Efficiency.
Proceedings of the High Performance Computing - 4th Latin American Conference, 2017

2016
Efficient image-aware version control systems using GPU.
Softw., Pract. Exper., 2016

Force modeling and gamification for Epidural Anesthesia training.
Proceedings of the 2016 IEEE International Conference on Serious Games and Applications for Health, 2016

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

Prov Viewer: A Graph-Based Visualization Tool for Interactive Exploration of Provenance Data.
Proceedings of the Provenance and Annotation of Data and Processes, 2016

GPU Optimization for Data Analysis of Mario Schenberg Spherical Detector.
Proceedings of the International Conference on Computational Science 2016, 2016

Investigating Motivational Aspects of Brazilian Elderly to Interact with Digital Games.
Proceedings of the Universal Access in Human-Computer Interaction. Methods, Techniques, and Best Practices, 2016

Planning social actions through the others' eyes for emergent storytelling.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

2015
Programming in CUDA for Kepler and Maxwell Architecture.
RITA, 2015

Neighborhood grid: A novel data structure for fluids animation with GPU computing.
J. Parallel Distrib. Comput., 2015

A new stochastic cellular automata model for traffic flow simulation with drivers' behavior prediction.
J. Comput. Science, 2015

Multi-Perspective Exploratory Analysis of Software Development Data.
International Journal of Software Engineering and Knowledge Engineering, 2015

Niche vs. breadth: Calculating expertise over time through a fine-grained analysis.
Proceedings of the 22nd IEEE International Conference on Software Analysis, 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

Sensor Data Fusion for Full Arm Tracking Using Myo Armband and Leap Motion.
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015

Dynamic Game Difficulty Balancing in Real Time Using Evolutionary Fuzzy Cognitive Maps.
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015

NGrid: a proximity data structure for fluids animation with GPU computing.
Proceedings of the 30th Annual ACM Symposium on Applied Computing, 2015

A Mobile Game Controller Adapted to the Gameplay and User's Behavior Using Machine Learning.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

A Real Time Lighting Technique for Procedurally Generated 2D Isometric Game Terrains.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 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

Observed Interaction in Games for Down Syndrome Children.
Proceedings of the 48th Hawaii International Conference on System Sciences, 2015

Evaluating and Customizing User Interaction in an Adaptive Game Controller.
Proceedings of the Design, User Experience, and Usability: Interactive Experience Design, 2015

Perception simulation in social planning for emergent storytelling.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

A real-time game streaming optimization technique based on layer caching.
Proceedings of the 12th Annual IEEE Consumer Communications and Networking Conference, 2015

2014
M5AIE - A Method for Body Part Detection and Tracking using RGB-D Images.
Proceedings of the VISAPP 2014, 2014

Towards a Heuristic based Real Time Hybrid Rendering - A Strategy to Improve Real Time Rendering Quality using Heuristics and Ray Tracing.
Proceedings of the VISAPP 2014, 2014

AdaptControl: an adaptive mobile touch control for games.
Proceedings of the SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications, 2014

A Semantic Analyzer for Simple Games Source Codes to Programming Learning.
Proceedings of the 26th International Conference on Software Engineering and Knowledge Engineering, 2014

Exploratory Data Analysis of Software Repositories via GPU Processing.
Proceedings of the 26th International Conference on Software Engineering and Knowledge Engineering, 2014

Evaluation between humans and affective NPC in digital gaming scenario.
Proceedings of the 3nd IEEE International Conference on Serious Games and Applications for Health, 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

Jecripe: how a serious game project encouraged studies in different computer science areas.
Proceedings of the 3nd IEEE International Conference on Serious Games and Applications for Health, 2014

Structural Analysis for Simple Games Source Codes Applied to Programming Learning.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Creating and Designing Customized and Dynamic Game Interfaces Using Smartphones and Touchscreen.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

An Architecture for Real Time Crowd Simulation Using Multiple GPUs.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Mindninja: Concept, Development and Evaluation of a Mind Action Game Based on EEGs.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

A Non-intrusive Approach for 2D Platform Game Design Analysis Based on Provenance Data Extracted from Game Streaming.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Ray-Traced Reflections in Real-Time Using Heuristic Based Hybrid Rendering.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Reinforcing Software Engineering Learning through Provenance.
Proceedings of the 2014 Brazilian Symposium on Software Engineering, Maceió, Brazil, September 28, 2014

Efficient dynamic scheduling of heterogeneous applications in hybrid architectures.
Proceedings of the Symposium on Applied Computing, 2014

Implementation Aspects of the 3D Wave Propagation in Semi-infinite Domains Using the Finite Difference Method on a GPU Based Cluster.
Proceedings of the Computational Science and Its Applications - ICCSA 2014 - 14th International Conference, Guimarães, Portugal, June 30, 2014

A Strategy to Workload Division for Massively Particle-Particle N-body Simulations on GPUs.
Proceedings of the Computational Science and Its Applications - ICCSA 2014 - 14th International Conference, Guimarães, Portugal, June 30, 2014

2013
Real Time Pixel Art Remasterization on GPUs.
Proceedings of the XXVI Conference on Graphics, Patterns and Images, 2013

Dynamic Per Object Ray Caching Textures for Real-Time Ray Tracing.
Proceedings of the XXVI Conference on Graphics, Patterns and Images, 2013

Parallel Image Segmentation Using Reduction-Sweeps on Multicore Processors and GPUs.
Proceedings of the XXVI Conference on Graphics, Patterns and Images, 2013

A Knowledge Modeling System for Semantic Analysis of Games Applied to Programming Education.
Proceedings of the 25th International Conference on Software Engineering and Knowledge Engineering, 2013

An Artificial Emotional Agent-Based Architecture for Games Simulation.
Proceedings of the Entertainment Computing - ICEC 2013 - 12th International Conference, 2013

MobileWars: A Mobile GPGPU Game.
Proceedings of the Entertainment Computing - ICEC 2013 - 12th International Conference, 2013

Game Flux Analysis with Provenance.
Proceedings of the Advances in Computer Entertainment - 10th International Conference, 2013

2012
A Comparison between Background Subtraction Algorithms using a Consumer Depth Camera.
Proceedings of the VISAPP 2012, 2012

A Parallel Fipa Architecture Based on GPU for Games and Real Time Simulations.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

A Hybrid GPU Rasterized and Ray Traced Rendering Pipeline for Real Time Rendering of Per Pixel Effects.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

An architecture for game interaction using mobile.
Proceedings of the 2012 IEEE International Games Innovation Conference, 2012

Techniques for designing GPGPU games.
Proceedings of the 2012 IEEE International Games Innovation Conference, 2012

A GPU-based Architecture for Parallel Image-aware Version Control.
Proceedings of the 16th European Conference on Software Maintenance and Reengineering, 2012

A Novel Cellular Automaton Model for Traffic Freeway Simulation.
Proceedings of the Cellular Automata, 2012

2011
CATRA: interactive measuring and modeling of cataracts.
ACM Trans. Graph., 2011

Using graph cuts in GPUs for color based human skin segmentation.
Integrated Computer-Aided Engineering, 2011

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

Turning Real-World Software Development into a Game.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

Real Time Pathfinding with Genetic Algorithm.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

SDM - An Educational Game for Software Engineering.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

GPU-Based Data Structure for a Parallel Ray Tracing Illumination Algorithm.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

Two-Way Real Time Fluid Simulation Using a Heterogeneous Multicore CPU and GPU Architecture.
Proceedings of the 25th ACM/IEEE/SCS Workshop on Principles of Advanced and Distributed Simulation, 2011

2010
A probabilistic cellular automata model for highway traffic simulation.
Proceedings of the International Conference on Computational Science, 2010

An adaptive graph for volumetric mesh visualization.
Proceedings of the International Conference on Computational Science, 2010

Fluid simulation with rigid body triangle accuracy collision using an heterogeneous GPU/CPU hardware system.
Proceedings of the 2010 Symposium on Interactive 3D Graphics, 2010

A framework of intentional characters for simulation of social behavior.
Proceedings of the SummerSim '10, 2010

Sound Wave Propagation Applied in Games.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Fast Polygonization and Texture Map Extraction from Volumetric Objects Based on Surface Fairing Using a Modified Discrete Laplacian Operator.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

A Method for Generating Emergent Behaviors Using Machine Learning to Strategy Games.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Fluid Simulation with Two-Way Interaction Rigid Body Using a Heterogeneous GPU and CPU Environment.
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

Semiotic Inspection of a Game for Children with Down Syndrome.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

A Simple Architecture for Digital Games on Demand Using Low Performance Resources under a Cloud Computing Paradigm.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Performance Evaluation of Optimized Implementations of Finite Difference Method for Wave Propagation Problems on GPU Architecture.
Proceedings of the 22nd International Symposium on Computer Architecture and High Performance Computing Workshops, 2010

JECRIPE: stimulating cognitive abilities of children with Down Syndrome in pre-scholar age using a game approach.
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology, 2010

2009
A progressive vector map browser for the web.
J. Braz. Comp. Soc., 2009

Video interviews.
Computers in Entertainment, 2009

Smart composition of game objects using dependency injection.
Computers in Entertainment, 2009

Neuronal editor agent for scene cutting in game cinematography.
Computers in Entertainment, 2009

A bidimensional data structure and spatial optimization for supermassive crowd simulation on GPU.
Computers in Entertainment, 2009

An adaptative game loop architecture with automatic distribution of tasks between CPU and GPU.
Computers in Entertainment, 2009

A Novel Algorithm to Verify the Solution of Geometric Puzzle Games.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

Hierarchical PNF Networks - A Temporal Model of Events for the Representation and Dramatization of Storytelling.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

A novel multithreaded rendering system based on a deferred approach.
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

gRmobile: A Framework for Touch and Accelerometer Gesture Recognition for Mobile Games.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

GpuWars: Design and Implementation of a GPGPU Game.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

Ginga Game: A Framework for Game Development for the Interactive Digital Television.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

Objects Visualization in Digital Terrains using Adaptive View-dependent Techniques.
Proceedings of the GRAPP 2009, 2009

2008
Introdução ao XNA.
RITA, 2008

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

A Progressive Vector Map Browser.
Proceedings of the X Brazilian Symposium on Geoinformatics, 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

2007
Parallel processing between GPU and CPU: Concepts in a game architecture.
Proceedings of the 4th International Conference on Computer Graphics, 2007

2006
Game and interactivity in computer science educationVideo presentations are available on the citation page.
Proceedings of the 33. International Conference on Computer Graphics and Interactive Techniques, 2006

2004
Impostores com Relevo.
PhD thesis, 2004

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

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

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

1999
2D Texture Refinement Using Procedural Functions.
Proceedings of the International Conference on Information Visualisation, 1999


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