Esteban Walter Gonzalez Clua
Orcid: 0000-0001-5650-1718Affiliations:
- Universidade Federal, Fluminense (UFF), Niterói, Brazil
According to our database1,
Esteban Walter Gonzalez Clua
authored at least 209 papers
between 1999 and 2025.
Collaborative distances:
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Bibliography
2025
Entertain. Comput., 2025
Game provenance graph-based representation learning vs metrics-based machine learning: An empirical comparison on predictive game analytics tasks.
Entertain. Comput., 2025
Entertain. Comput., 2025
2024
GPU parallel processing to enable extensive criticality analysis in state estimation.
Concurr. Comput. Pract. Exp., September, 2024
General System Architecture and COTS Prototyping of an AIoT-Enabled Sailboat for Autonomous Aquatic Ecosystem Monitoring.
IEEE Internet Things J., February, 2024
Entertain. Comput., January, 2024
Foveated Path Culling: A mixed path tracing and radiance field approach for optimizing rendering in XR Displays.
J. Interact. Syst., 2024
Proceedings of the 26th Symposium on Virtual and Augmented Reality, 2024
2023
Encoding feature set information in heterogeneous graph neural networks for game provenance.
Appl. Intell., December, 2023
Graph. Model., October, 2023
Proceedings of the Body of Knowledge for Modeling and Simulation: A Handbook by the Society for Modeling and Simulation International, 2023
Guest Editorial: Special issue on selected papers from the Brazilian Symposium on Games and Digital Entertainment (SBGames 2019-2020).
Entertain. Comput., 2023
Benchmarking Person Re-Identification Datasets and Approaches for Practical Real-World Implementations.
Proceedings of the 18th International Joint Conference on Computer Vision, 2023
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 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 22nd Brazilian Symposium on Games and Digital Entertainment, 2023
Proceedings of the Latin American Robotics Symposium, 2023
SLAYO-RL: A Target-Driven Deep Reinforcement Learning Approach with SLAM and YoLo for an Enhanced Autonomous Agent.
Proceedings of the Latin American Robotics Symposium, 2023
On the Use of Autonomous Sailboats as Learning Tools in Computer Science and Engineering Undergraduate Courses.
Proceedings of the Latin American Robotics Symposium, 2023
Semantic Segmentation and Regions of Interest for Obstacles Detection and Avoidance in Autonomous Surface Vessels.
Proceedings of the Latin American Robotics Symposium, 2023
Proceedings of the LAK 2023: 13th International Learning Analytics and Knowledge Conference, 2023
Proceedings of the 30th International Conference on Systems, Signals and Image Processing, 2023
Prov-Replay: A Qualitative Analysis Framework for Gameplay Sessions Using Provenance and Replay.
Proceedings of the Entertainment Computing - ICEC 2023, 2023
Proceedings of the Entertainment Computing - ICEC 2023, 2023
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2023
2022
IEEE Trans. Software Eng., 2022
Sustainable Solutions for Sea Monitoring With Robotic Sailboats: N-Boat and F-Boat Twins.
Frontiers Robotics AI, 2022
Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms.
Entertain. Comput., 2022
An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environment.
Entertain. Comput., 2022
Concurr. Comput. Pract. Exp., 2022
Spatially and color consistent environment lighting estimation using deep neural networks for mixed reality.
Comput. Graph., 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
Proceedings of the 21st Brazilian Symposium on Computer Games and Digital Entertainment, 2022
Proceedings of the 21st Brazilian Symposium on Computer Games and Digital Entertainment, 2022
OptimizingMARL: Developing Cooperative Game Environments Based on Multi-agent Reinforcement Learning.
Proceedings of the Entertainment Computing - ICEC 2022, 2022
Proceedings of the 21st IEEE International Conference on Machine Learning and Applications, 2022
2021
J. Interact. Syst., November, 2021
Sensors, 2021
Proceedings of the 20th Brazilian Symposium on Computer Games and Digital Entertainment, 2021
Proceedings of the Latin American Robotics Symposium, 2021
Proceedings of the Latin American Robotics Symposium, 2021
Proceedings of the Entertainment Computing - ICEC 2021, 2021
AI Game Agents Based on Evolutionary Search and (Deep) Reinforcement Learning: A Practical Analysis with Flappy Bird.
Proceedings of the Entertainment Computing - ICEC 2021, 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
Towards practical implementations of person re-identification from full video frames.
Pattern Recognit. Lett., 2020
J. Real Time Image Process., 2020
Proposal and study of statistical features for string similarity computation and classification.
Int. J. Data Min. Model. Manag., 2020
Using machine learning techniques to analyze the performance of concurrent kernel execution on GPUs.
Future Gener. Comput. Syst., 2020
Automatic Recommendation of Strategies for Minimizing Discomfort in Virtual Environments.
CoRR, 2020
Accelerating simulations of cardiac electrical dynamics through a multi-GPU platform and an optimized data structure.
Concurr. Comput. Pract. Exp., 2020
Clust. Comput., 2020
Astron. Comput., 2020
Minimizing cybersickness in head-mounted display systems: causes and strategies review.
Proceedings of the 22nd Symposium on Virtual and Augmented Reality, 2020
Investigating Users' Natural Engagement with a 3D Design Approach in an Egocentric Vision Scenario.
Proceedings of the 22nd Symposium on Virtual and Augmented Reality, 2020
Proceedings of the 8th IEEE International Conference on Serious Games and Applications for Health, 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
Proceedings of the 19th Brazilian Symposium on Computer Games and Digital Entertainment, 2020
Proceedings of the 19th Brazilian Symposium on Computer Games and Digital Entertainment, 2020
Automatic Sinusoidal Curves Detection in Borehole Images Using the Iterated Local Search Algorithm.
Proceedings of the 2020 International Conference on Systems, Signals and Image Processing, 2020
Proceedings of the Entertainment Computing - ICEC 2020, 2020
A Parallel Method for Anatomical Structure Segmentation based on 3D Seeded Region Growing.
Proceedings of the 2020 International Joint Conference on Neural Networks, 2020
GPU Memory Access Optimization for 2D Electrical Wave Propagation Through Cardiac Tissue and Karma Model Using Time and Space Blocking.
Proceedings of the Computational Science and Its Applications - ICCSA 2020, 2020
Proceedings of the Computational Science and Its Applications - ICCSA 2020, 2020
Proceedings of the Virtual, Augmented and Mixed Reality. Design and Interaction, 2020
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020
2019
Detecting long-range cause-effect relationships in game provenance graphs with graph-based representation learning.
Entertain. Comput., 2019
Concurr. Comput. Pract. Exp., 2019
Proceedings of the 18th Brazilian Symposium on Computer Games and Digital Entertainment, 2019
Virtual and Real Body Representation in Mixed Reality: An Analysis of Self-presence and Immersive Environments.
Proceedings of the Entertainment Computing and Serious Games, 2019
Proceedings of the Entertainment Computing and Serious Games, 2019
Proceedings of the Entertainment Computing and Serious Games, 2019
Proceedings of the 11th International Conference on Agents and Artificial Intelligence, 2019
2018
Pers. Ubiquitous Comput., 2018
Int. J. Hum. Comput. Interact., 2018
Filtering irrelevant sequential data out of game session telemetry though similarity collapses.
Future Gener. Comput. Syst., 2018
Pervasive virtuality in digital entertainment applications and its quality requirements.
Entertain. Comput., 2018
Entertain. Comput., 2018
Entertain. Comput., 2018
Comput. Graph., 2018
Proceedings of the 17th Brazilian Symposium on Computer Games and Digital Entertainment, SBGames 2018, Foz do Iguaçu, Brazil, October 29, 2018
Proceedings of the Entertainment Computing - ICEC 2018, 2018
Proceedings of the Entertainment Computing - ICEC 2018, 2018
Proceedings of the 13th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2018), 2018
Proceedings of the 13th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2018), 2018
Proceedings of the 44th Graphics Interface Conference, Toronto, Canada, May 8-11, 2018., 2018
2017
Oh Gosh!! Why is this game so hard? Identifying cycle patterns in 2D platform games using provenance data.
Entertain. Comput., 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
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
Proceedings of the 16th Brazilian Symposium on Computer Games and Digital Entertainment, 2017
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
Proceedings of the Design, User Experience, and Usability: Designing Pleasurable Experiences, 2017
Proceedings of the High Performance Computing - 4th Latin American Conference, 2017
2016
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
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
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016
2015
J. Parallel Distributed Comput., 2015
A new stochastic cellular automata model for traffic flow simulation with drivers' behavior prediction.
J. Comput. Sci., 2015
Int. J. Softw. Eng. Knowl. Eng., 2015
Proceedings of the 22nd IEEE International Conference on Software Analysis, 2015
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015
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
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
Proceedings of the 48th Hawaii International Conference on System Sciences, 2015
Proceedings of the Design, User Experience, and Usability: Interactive Experience Design, 2015
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015
Proceedings of the 12th Annual IEEE Consumer Communications and Networking Conference, 2015
2014
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
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
Proceedings of the 3nd IEEE International Conference on Serious Games and Applications for Health, 2014
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
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
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014
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
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014
Proceedings of the 2014 Brazilian Symposium on Software Engineering, Maceió, Brazil, September 28, 2014
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
Proceedings of the XXVI Conference on Graphics, Patterns and Images, 2013
Proceedings of the XXVI Conference on Graphics, Patterns and Images, 2013
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
Proceedings of the Entertainment Computing - ICEC 2013 - 12th International Conference, 2013
Proceedings of the Entertainment Computing - ICEC 2013 - 12th International Conference, 2013
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
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
Proceedings of the 2012 IEEE International Games Innovation Conference, 2012
Proceedings of the 2012 IEEE International Games Innovation Conference, 2012
Proceedings of the 16th European Conference on Software Maintenance and Reengineering, 2012
Proceedings of the Cellular Automata, 2012
2011
Integr. Comput. Aided Eng., 2011
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011
An Architecture Using a Finite Difference Method to Calculate Realistic Sound Equalization in Games.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011
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
Proceedings of the International Conference on Computational Science, 2010
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
Proceedings of the SummerSim '10, 2010
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
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
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010
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
Comput. Entertain., 2009
Comput. Entertain., 2009
A bidimensional data structure and spatial optimization for supermassive crowd simulation on GPU.
Comput. Entertain., 2009
An adaptative game loop architecture with automatic distribution of tasks between CPU and GPU.
Comput. Entertain., 2009
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
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009
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
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009
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
A game loop architecture for the GPU used as a math coprocessor in real-time applications.
Comput. Entertain., 2008
Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, 2008
Proceedings of the X Brazilian Symposium on Geoinformatics, 2008
Proceedings of the 11th IEEE International Conference on Computational Science and Engineering, 2008
2007
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 International Conference on Computer Graphics and Interactive Techniques, 2006
2004
Proceedings of the XVII Brazilian Symposium on Computer Graphics and Image Processing, 2004
2001
Desenvolvimento de Jogos em Computadores e Celulares.
RITA, 2001
Proceedings of the 14th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2001), 2001
2000
Proceedings of the 21st Annual Conference of the European Association for Computer Graphics, 2000
1999
Proceedings of the International Conference on Information Visualisation, 1999