Luís Valente

Orcid: 0000-0001-8264-953X

According to our database1, Luís Valente authored at least 23 papers between 1996 and 2018.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

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

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

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

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

2016
Notes on Pervasive Virtuality.
CoRR, 2016

Live-action Virtual Reality Games.
CoRR, 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

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

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

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

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

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

What if You Created Your Own Digital Adventurers' Park?.
Proceedings of the Seventh International Conference on Creating, 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

Squeak, an Invisible Laboratory for Teachers as Learners.
Proceedings of the Pervasive Collaborative Networks, 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

1996
Mobile Agent Security and Telescript.
Proceedings of the Forty-First IEEE Computer Society International Conference: Technologies for the Information Superhighway, 1996


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