Geber Ramalho

According to our database1, Geber Ramalho authored at least 64 papers between 1993 and 2017.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

Homepage:

On csauthors.net:

Bibliography

2017
A Method and Toolkit for Digital Musical Instruments: Generating Ideas and Prototypes.
IEEE MultiMedia, 2017

2016
Cross Task Study on MIREX Recent Results: An Index for Evolution Measurement and Some Stagnation Hypotheses.
Proceedings of the 17th International Society for Music Information Retrieval Conference, 2016

2015
Designing dmis for popular music in the brazilian northeast: lessons learned.
Proceedings of the 15th International Conference on New Interfaces for Musical Expression, 2015

2014
Resource Management in Complex Environments: Applying to Real Time Strategy Games.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Deepening the Understanding of Mobile Game.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Case Study of a Mobile HTML5 Multiplayer Game Portal.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Helping Developers to Look Deeper inside Game Sessions.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Challenges in Designing New Interfaces for Musical Expression.
Proceedings of the Design, User Experience, and Usability. Theories, Methods, and Tools for Designing the User Experience, 2014

2013
A Drawing-Based Digital Music Instrument.
Proceedings of the 13th International Conference on New Interfaces for Musical Expression, 2013

2012
Considering Audience's View Towards an Evaluation Methodology for Digital Musical Instruments.
Proceedings of the 12th International Conference on New Interfaces for Musical Expression, 2012

2011
Improving Digital Game Development with Software Product Lines.
IEEE Software, 2011

GPU Pathfinding Optimization.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

SharpLudus revisited: from ad hoc and monolithic digital game DSLs to effectively customized DSM approaches.
Proceedings of the Conference on Systems, 2011

The Open System Setting in Timed Multiagent Patrolling.
Proceedings of the 2011 IEEE/WIC/ACM International Conference on Intelligent Agent Technology, 2011

2010
Streamlining Domain Analysis for Digital Games Product Lines.
Proceedings of the Software Product Lines: Going Beyond - 14th International Conference, 2010

Simulating the Emergence of Social Relationship Networks in Groups of Believable Agents: The X-BARIM Model.
Proceedings of the Advances in Artificial Intelligence - SBIA 2010, 2010

The Gravitational Strategy for the Timed Patrolling.
Proceedings of the 22nd IEEE International Conference on Tools with Artificial Intelligence, 2010

2009
Improving audio files availability in file sharing networks.
Proceedings of the XV Brazilian Symposium on Multimedia and the Web, 2009

An Integrated Development Model for Character-Based Games.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

SimPatrol - Towards the Establishment of Multi-Agent Patrolling as a Benchmark for Multi-Agent Systems.
Proceedings of the ICAART 2009 - Proceedings of the International Conference on Agents and Artificial Intelligence, Porto, Portugal, January 19, 2009

2008
CinBalada: A Multiagent Rhythm Factory.
J. Braz. Comp. Soc., 2008

COCHONUT: Recognizing Complex Chords from MIDI Guitar Sequences.
Proceedings of the ISMIR 2008, 2008

On Rhythmic Pattern Extraction in Bossa Nova Music.
Proceedings of the ISMIR 2008, 2008

2007
Extracting and Evolving Code in Product Lines with Aspect-Oriented Programming.
Trans. Aspect-Oriented Software Development, 2007

Computer games software factory and edutainment platform for microsoft .NET.
IET Software, 2007

Challenges in Requirements Engineering for Mobile Games Development: The Meantime Case Study.
Proceedings of the 15th IEEE International Requirements Engineering Conference, 2007

Scenarios and Middleware Services for Pervasive Multiplatform Networked Games.
Proceedings of the Fifth Annual IEEE International Conference on Pervasive Computing and Communications, 2007

Evaluating a middleware for crossmedia games.
Proceedings of the 5th International Workshop on Middleware for Pervasive and Ad-hoc Computing (MPAC 2007), held at the ACM/IFIP/USENIX 8th International Middleware Conference, November 26, 2007

Evaluation of Multiagent Teams via a New Approach for Strategic Game Simulator.
Proceedings of the GAMEON'2007, 2007

2006
Scenarios and middleware services for pervasive multiplatform networked games.
Proceedings of the 12th Brazilian Symposium on Multimedia and the Web, 2006

Middleware services for pervasive multiplatform networked games.
Proceedings of the 5th Workshop on Network and System Support for Games, 2006

Negotiator Agents for the Patrolling Task.
Proceedings of the Advances in Artificial Intelligence, 2006

Designing a Reinforcement Learning-based Adaptive AI for Large-Scale Strategy Games.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

Dynamic Game Balancing: An Evaluation of User Satisfaction.
Proceedings of the Second Artificial Intelligence and Interactive Digital Entertainment Conference, 2006

2005
Extracting and Evolving Mobile Games Product Lines.
Proceedings of the Software Product Lines, 9th International Conference, 2005

Automating Functional Harmonic Analysis: The Funchal System.
Proceedings of the Seventh IEEE International Symposium on Multimedia (ISM 2005), 2005

Comparative Analysis of Porting Strategies in J2ME Games.
Proceedings of the 21st IEEE International Conference on Software Maintenance (ICSM 2005), 2005

Generating Adequate Representations for Learning from Interaction in Complex Multiagent Simulations.
Proceedings of the 2005 IEEE/WIC/ACM International Conference on Intelligent Agent Technology, 2005

Challenge-Sensitive Action Selection: an Application to Game Balancing.
Proceedings of the 2005 IEEE/WIC/ACM International Conference on Intelligent Agent Technology, 2005

Automatic computer game balancing: a reinforcement learning approach.
Proceedings of the 4th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2005), 2005

2004
Sequential Bilateral Negotiation.
Proceedings of the Advances in Artificial Intelligence - SBIA 2004, 17th Brazilian Symposium on Artificial Intelligence, São Luis, Maranhão, Brazil, September 29, 2004

Recent Advances on Multi-agent Patrolling.
Proceedings of the Advances in Artificial Intelligence - SBIA 2004, 17th Brazilian Symposium on Artificial Intelligence, São Luis, Maranhão, Brazil, September 29, 2004

Automatic Discovery of Right Hand Fingering in Guitar Accompaniment.
Proceedings of the 2004 International Computer Music Conference, 2004

Adding Personality to Chatterbots Using the Persona-AIML Architecture.
Proceedings of the Advances in Artificial Intelligence, 2004

Multi-Agent Patrolling with Reinforcement Learning.
Proceedings of the 3rd International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2004), 2004

Persona-AIML: An Architecture Developing Chatterbots with Personality.
Proceedings of the 3rd International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2004), 2004

A Theoretical Analysis of Multi-Agent Patrolling Strategies.
Proceedings of the 3rd International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2004), 2004

2002
ActiveCP: A Method for Speeding up User Preferences Acquisition in Collaborative Filtering Systems.
Proceedings of the Advances in Artificial Intelligence, 2002

Making Recommendations for Groups Using Collaborative Filtering and Fuzzy Majority.
Proceedings of the Advances in Artificial Intelligence, 2002

Speeding up Recommender Systems with Meta-prototypes.
Proceedings of the Advances in Artificial Intelligence, 2002

Multi-agent Patrolling: An Empirical Analysis of Alternative Architectures.
Proceedings of the Multi-Agent-Based Simulation, Third International Workshop, 2002

Steps toward Building of a Good AI for Complex Wargame-Type Simulation Games.
Proceedings of the 3rd International Conference on Intelligent Games and Simulation (GAME-ON 2002), 2002

Modular definition of agent-oriented languages using action semantics.
Proceedings of the First International Joint Conference on Autonomous Agents & Multiagent Systems, 2002

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

Ant system for the set covering problem.
Proceedings of the IEEE International Conference on Systems, 2001

KSACI: A Handheld Device Infrastructure for Agents Communication.
Proceedings of the Intelligent Agents VIII, 8th International Workshop, 2001

2000
A Synthetic Actor model for long-term computer games.
Virtual Reality, 2000

JEOPS - The Java Embedded Object Production System.
Proceedings of the Advances in Artificial Intelligence, 2000

Bilateral Negotiation for Agent-Mediated Electronic Commerce.
Proceedings of the Agent-Mediated Electronic Commerce III, 2000

1999
Athena: An User-Centered Adaptive Interface.
Proceedings of the Human-Computer Interaction: Ergonomics and User Interfaces, 1999

Cyber Rally: An experience of democratic use of the internet.
Proceedings of the Human-Computer Interaction: Communication, 1999

1994
DICE: A Discovery Environment Integrating Inductive Bias.
Proceedings of the Knowledge Discovery in Databases: Papers from the 1994 AAAI Workshop, 1994

Simulating Creativity in Jazz Performance.
Proceedings of the 12th National Conference on Artificial Intelligence, Seattle, WA, USA, July 31, 1994

1993
The Role of Musical Memory in Creativity and Learning: A Study of Jazz Performance.
Proceedings of the Music Education: An Artificial Intelligence Approach, 1993


  Loading...