Luciana Porcher Nedel

Orcid: 0000-0002-2390-1392

According to our database1, Luciana Porcher Nedel authored at least 123 papers between 1998 and 2024.

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

Timeline

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Bibliography

2024
Reimagining TaxiVis through an Immersive Space-Time Cube metaphor and reflecting on potential benefits of Immersive Analytics for urban data exploration.
Proceedings of the IEEE Conference Virtual Reality and 3D User Interfaces, 2024

2023
An enhanced interactive endoscope model based on position-based dynamics and Cosserat rods for colonoscopy simulation.
Comput. Graph., November, 2023

Comparing Scatterplot Variants for Temporal Trends Visualization in Immersive Virtual Environments.
Proceedings of the IEEE Conference Virtual Reality and 3D User Interfaces, 2023

Immersive Data Analysis for Planning Military Operations: Design and Think-Aloud Study.
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 2023

Design and Think-Aloud Study of an Immersive Interface for Training Health Professionals in Clinical Skills.
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 2023

Immersive Visualization Interface for Endoscopy Analytics and Debriefing.
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 2023

DeAR: Combining Desktop and Augmented Reality for Visual Data Analysis.
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 2023

Realidade Virtual: Potencialidades de uma Nova Plataforma Interativa.
Proceedings of the Escola de Computação PPGC/UFRGS 50 Anos: Transformando Desafios em Oportunidades Para o Futuro, 2023

2022
IEEE VR 2022 Message from the Journal Paper Chairs and Guest Editors.
IEEE Trans. Vis. Comput. Graph., 2022

The Effect of Exploration Mode and Frame of Reference in Immersive Analytics.
IEEE Trans. Vis. Comput. Graph., 2022

Measuring Presence in Virtual Environments: A Survey.
ACM Comput. Surv., 2022

The effects of VR in training simulators: Exploring perception and knowledge gain.
Comput. Graph., 2022

2021
VR Neuro Game: a Virtual Reality Game to Support Neuroanatomy Teaching and Learning.
J. Interact. Syst., November, 2021

Comparing and Combining Virtual Hand and Virtual Ray Pointer Interactions for Data Manipulation in Immersive Analytics.
IEEE Trans. Vis. Comput. Graph., 2021

Vibrotactile Data Physicalization: Exploratory Insights for Haptization of Low-resolution Images.
Proceedings of the SVR'21: 23rd Symposium on Virtual and Augmented Reality, Virtual Event, Brazil, October 18, 2021

An Immersive Approach Based on Two Levels of Interaction for Exploring Multiple Coordinated 3D Views.
Proceedings of the Human-Computer Interaction - INTERACT 2021 - 18th IFIP TC 13 International Conference, Bari, Italy, August 30, 2021

Cooking in the Dark: Exploring Spatial Audio as MR Assistive Technology for the Visually Impaired.
Proceedings of the Human-Computer Interaction - INTERACT 2021 - 18th IFIP TC 13 International Conference, Bari, Italy, August 30, 2021

2020
Evaluating an Immersive Space-Time Cube Geovisualization for Intuitive Trajectory Data Exploration.
IEEE Trans. Vis. Comput. Graph., 2020

E-mpathy and the Phantom Limb Sensation: A Multisensory Experience for Embodiment of Amputation.
XCR, 2020

Musical Brush: Exploring Creativity in an AR-based Tool Combining Music and Drawing Generation.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

A Usability Assessment of Augmented Situated Visualization.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

3DUI and the Phantom Limb: multisensory experience for embodiment of amputation.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

The Effect of Virtual Reality on Knowledge Transfer and Retention in Collaborative Group-Based Learning for Neuroanatomy Students.
Proceedings of the 22nd Symposium on Virtual and Augmented Reality, 2020

Musical Brush: Exploring Creativity Through an AR-Based Tool for Sketching Music and Drawings.
Proceedings of the Advances in Computer Graphics, 2020

Comparing Physical and Immersive VR Prototypes for Evaluation of an Industrial System User Interface.
Proceedings of the Advances in Computer Graphics, 2020

Augmented Situated Visualization for Spatial and Context-Aware Decision-Making.
Proceedings of the AVI '20: International Conference on Advanced Visual Interfaces, Island of Ischia, Italy, September 28, 2020

2019
Running Wheel: How an exergame can motivate people to perform repetitive, tedious exercises.
XRDS, 2019

Comfortable Immersive Analytics With the VirtualDesk Metaphor.
IEEE Computer Graphics and Applications, 2019

eSTIMe: Towards an All-in-One Geovisualization Environment for Daily Mobility Analysis.
Proceedings of the 32nd SIBGRAPI Conference on Graphics, Patterns and Images, 2019

Instant Rephotography.
Proceedings of the Human-Computer Interaction - INTERACT 2019, 2019

Phys-Sketch: Sketching 3D Dynamic Objects in Immersive Virtual Reality.
Proceedings of the Advances in Computer Graphics, 2019

Towards Moving Virtual Arms Using Brain-Computer Interface.
Proceedings of the Advances in Computer Graphics, 2019

Broker-Insights: An Interactive and Visual Recommendation System for Insurance Brokerage.
Proceedings of the Advances in Computer Graphics, 2019

2018
VirtualDesk: A Comfortable and Efficient Immersive Information Visualization Approach.
Comput. Graph. Forum, 2018

An Analysis of VR Technology Used in Immersive Simulations with a Serious Game Perspective.
IEEE Computer Graphics and Applications, 2018

Heat-based bidirectional phase shifting simulation using position-based dynamics.
Comput. Graph., 2018

Assessment of an articulatory interface for tactile intercommunication in immersive virtual environments.
Comput. Graph., 2018

Foreword to the Special Section on SVR 2018.
Comput. Graph., 2018

3DAthlon: 3D Gestural Interfaces to Support a 3-Stage Contest in VR.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Design and Assessment of a Collaborative 3D Interaction Technique for Handheld Augmented Reality.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Immersive Visualization of Abstract Information: An Evaluation on Dimensionally-Reduced Data Scatterplots.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

Evaluation of Visual, Auditory and Vibro-Tactile Alerts in Supervised Interfaces.
Proceedings of the 20th Symposium on Virtual and Augmented Reality, 2018

The Effects of Physiologically-Adaptive Virtual Environment on User's Sense of Presence.
Proceedings of the 20th Symposium on Virtual and Augmented Reality, 2018

Visualization and Interaction in Immersive Virtual Reality Games: A User Evaluation Study.
Proceedings of the 20th Symposium on Virtual and Augmented Reality, 2018

Anti-Veering Vibrotactile HMD for Assistance of Blind Pedestrians.
Proceedings of the Haptics: Science, Technology, and Applications, 2018

Assessing Articulatory Modalities for Intercommunication Using Vibrotactile HMDs.
Proceedings of the Haptics: Science, Technology, and Applications, 2018

Exploring Shifting Densities through a Movement-based Cartographic Interface (Short Paper).
Proceedings of the 10th International Conference on Geographic Information Science, 2018

2017
Designing a Vibrotactile Head-Mounted Display for Spatial Awareness in 3D Spaces.
IEEE Trans. Vis. Comput. Graph., 2017

Experiencing guidance in 3D spaces with a vibrotactile head-mounted display.
Proceedings of the 2017 IEEE Virtual Reality, 2017

An Immersive Visualization Study on Molecules Manipulation.
Proceedings of the 19th Symposium on Virtual and Augmented Reality, 2017

Reever control: A biosignal controlled interface.
Proceedings of the 2017 39th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC), 2017

Design and Evaluation of a Handheld-based 3D User Interface for Collaborative Object Manipulation.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Collaborative manipulation of 3D virtual objects in augmented reality scenarios using mobile devices.
Proceedings of the 2017 IEEE Symposium on 3D User Interfaces, 2017

2016
Using Immersive Virtual Reality to Reduce Work Accidents in Developing Countries.
IEEE Computer Graphics and Applications, 2016

Speaking Haptics: Proactive haptic articulation for intercommunication in virtual environments.
Proceedings of the 2016 IEEE Virtual Reality, 2016

A Study for Postural Evaluation and Movement Analysis of Individuals.
Proceedings of the XVIII Symposium on Virtual and Augmented Reality, 2016

Lossless Multitasking: Using 3D Gestures Embedded in Mouse Devices.
Proceedings of the XVIII Symposium on Virtual and Augmented Reality, 2016

Localized Magnification in Vibrotactile HMDs for Accurate Spatial Awareness.
Proceedings of the Haptics: Perception, Devices, Control, and Applications, 2016

Spatial discrimination of vibrotactile stimuli around the head.
Proceedings of the 2016 IEEE Haptics Symposium, 2016

Tactile Treasure Map: Integrating Allocentric and Egocentric Information for Tactile Guidance.
Proceedings of the Haptic Interaction, 2016

Proactive haptic articulation for intercommunication in collaborative virtual environments.
Proceedings of the 2016 IEEE Symposium on 3D User Interfaces, 2016

Collaborative 3D manipulation using mobile phones.
Proceedings of the 2016 IEEE Symposium on 3D User Interfaces, 2016

3D gesture mouse: Being multitask without losing the focus.
Proceedings of the 2016 IEEE Symposium on 3D User Interfaces, 2016

2015
Does vibrotactile intercommunication increase collaboration?
Proceedings of the 2015 IEEE Virtual Reality, 2015

Blind Guardian: A Sonar-Based Solution for Avoiding Collisions with the Real World.
Proceedings of the XVII Symposium on Virtual and Augmented Reality, 2015

Guidelines for Designing Dynamic Applications with Second Screen.
Proceedings of the XVII Symposium on Virtual and Augmented Reality, 2015

2014
Improving Gameplay in First Person 3-D Games using Multiple Displays.
Comput. Entertain., 2014

Measuring the collaboration degree in immersive 3D collaborative virtual environments.
Proceedings of the Second IEEE VR International Workshop on Collaborative Virtual Environments, 2014

Mobile Simulator for Risk Analysis.
Proceedings of the 16th Symposium on Virtual and Augmented Reality, 2014

Motivating people to perform better in exergames: competition in virtual environments.
Proceedings of the Symposium on Applied Computing, 2014

The point walker multi-label approach.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2014

2013
Interacting with danger in an immersive environment: issues on cognitive load and risk perception.
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology, 2013

Awareness of other: Evaluating the impact of proximity cues in collaborative tasks.
Proceedings of the 2013 IEEE Virtual Reality, 2013

Towards a disambiguation canvas.
Proceedings of the 2013 IEEE Virtual Reality, 2013

Motivating people to perform better in exergames: Collaboration vs. competition in virtual environments.
Proceedings of the 2013 IEEE Virtual Reality, 2013

AES-risk: An environment for simulation of risk perception.
Proceedings of the 2013 IEEE Virtual Reality, 2013

What is the effect of interface complexity on risk perception tasks?
Proceedings of the 2013 IEEE Virtual Reality, 2013

Correcting User's Head and Body Orientation Using a Comfort Pose Function.
Proceedings of the 15th Symposium on Virtual and Augmented Reality, 2013

Deviceless Gestural Interaction for Public Displays.
Proceedings of the 15th Symposium on Virtual and Augmented Reality, 2013

Study of Sensors Embedded in Smartphones for Use in Indoor Localization.
Proceedings of the 15th Symposium on Virtual and Augmented Reality, 2013

Assessment of a user centered interface for teleoperation and 3D environments.
Proceedings of the 28th Annual ACM Symposium on Applied Computing, 2013

Disambiguation Canvas: A Precise Selection Technique for Virtual Environments.
Proceedings of the Human-Computer Interaction - INTERACT 2013, 2013

2012
Simulation of the human TMJ behavior based on interdependent joints topology.
Comput. Methods Programs Biomed., 2012

Preface to CLEI 2011 Special Issue.
CLEI Electron. J., 2012

Gestural interaction for manipulating graphs in a large screen using the Kinect integrated to the Browser.
Proceedings of the 2012 XXXVIII Conferencia Latinoamericana En Informatica (CLEI), 2012

LOP-cursor: Fast and precise interaction with tiled displays using one hand and levels of precision.
Proceedings of the IEEE Symposium on 3D User Interfaces 2012, 2012

2011
Semi-automatic Navigation on 3D Triangle Meshes Using BVP Based Path-Planning.
Proceedings of the 24th SIBGRAPI Conference on Graphics, 2011

Why Not with the Foot?
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

Inclusive Games: A Multimodal Experience for Blind Players.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

The cube of doom: A bimanual perceptual user experience.
Proceedings of the IEEE Symposium on 3D User Interfaces, 2011

2010
Natural steering behaviors for virtual pedestrians.
Vis. Comput., 2010

Efficient Collision Detection and Physics-Based Deformation for Haptic Simulation with Local Spherical Hash.
Proceedings of the SIBGRAPI 2010, 2010

Desktop-CAVE for First Person Shooter Games.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Collaborative interaction through spatially aware moving displays.
Proceedings of the 2010 ACM Symposium on Applied Computing (SAC), 2010

Reality cues-based interaction using whole-body awareness.
Proceedings of the 2010 ACM Symposium on Applied Computing (SAC), 2010

Path-Planning for RTS Games Based on Potential Fields.
Proceedings of the Motion in Games - Third International Conference, 2010

Fast path planning using multi-resolution boundary value problems.
Proceedings of the 2010 IEEE/RSJ International Conference on Intelligent Robots and Systems, 2010

2009
Edge Transformations for Improving Mesh Quality of Marching Cubes.
IEEE Trans. Vis. Comput. Graph., 2009

Volume sculpting based on geometric tools.
J. Braz. Comput. Soc., 2009

Marching Cubes without Skinny Triangles.
Comput. Sci. Eng., 2009

GPU Accelerated Path-Planning for Multi-agents in Virtual Environments.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

2008
Edge Groups: An Approach to Understanding the Mesh Quality of Marching Methods.
IEEE Trans. Vis. Comput. Graph., 2008

A Conceptual Image-Based Data Glove for Computer-Human Interaction.
RITA, 2008

Managing coherent groups.
Comput. Animat. Virtual Worlds, 2008

Towards an integrated system for planning and assisting maxillofacial orthognathic surgery.
Comput. Methods Programs Biomed., 2008

Augmented vision for medical applications.
Proceedings of the 2008 ACM Symposium on Applied Computing (SAC), 2008

2007
A Multimodal Medical Sculptor.
Proceedings of the Human-Computer Interaction, 2007

2006
Erasing, digging and clipping in volumetric datasets with one or two hands.
Proceedings of the Proceedings VRCIA 2006 ACM International Conference on Virtual Reality Continuum and its Applications, 2006

Simulating Pedestrian Behavior with Potential Fields.
Proceedings of the Advances in Computer Graphics, 2006

2005
A Formal Description of Multimodal Interaction Techniques for Immersive Virtual Reality Applications.
Proceedings of the Human-Computer Interaction, 2005

2004
Beyond user experimentation: notational-based systematic evaluation of interaction techniques in virtual reality environments.
Virtual Real., 2004

Real-time interactive visualization and manipulation of the volumetric data using GPU-based methods.
Proceedings of the Medical Imaging 2004: Visualization, 2004

2003
Introdução aos Tutoriais do SIBGRAPI 2003.
RITA, 2003

Using the BDI Architecture to Produce Autonomous Characters in Virtual Worlds.
Proceedings of the Intelligent Agents, 4th International Workshop, 2003

Testing the Use of Egocentric Interactive Techniques in Immersive Virtual Environments.
Proceedings of the Human-Computer Interaction INTERACT '03: IFIP TC13 International Conference on Human-Computer Interaction, 2003

Formal description of a multimodal interaction technique in an immersive virtual reality application.
Proceedings of the 15th French-speaking conference on human-computer interaction on 15eme Conference Francophone sur l'Interaction Homme-Machine, 2003

2002
Anatomy-Based Joint Models for Virtual Human Skeletons.
Proceedings of the Computer Animation 2002, 2002

On evaluating information visualization techniques.
Proceedings of the Working Conference on Advanced Visual Interfaces, 2002

2001
A Framework to Interact and Visualize with Multimodal Medical Images (ST).
Proceedings of the 2nd IEEE TCVG / Eurographics International Workshop on Volume Graphics, 2001

2000
Anatomic modeling of deformable human bodies.
Vis. Comput., 2000

A Multimodal Visualization Framework for Medical Data.
Proceedings of the 13th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2000), 2000

1998
Real Time Muscle Deformations using Mass-Spring Systems.
Proceedings of the Computer Graphics International Conference, 1998

Modeling and Deformation of the Human Body using an Anatomically-Based Approach.
Proceedings of the Computer Animation 1998, 1998


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