Phil Lopes

Orcid: 0000-0002-9567-5806

According to our database1, Phil Lopes authored at least 21 papers between 2012 and 2024.

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

Timeline

Legend:

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In proceedings 
Article 
PhD thesis 
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Links

Online presence:

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Bibliography

2024
Modelling Physiological Sensor Noise to Movement-Based Virtual Reality Activities.
Proceedings of the 17th International Joint Conference on Biomedical Engineering Systems and Technologies, 2024

2023
Editorial: User states in extended reality media experiences for entertainment games.
Frontiers Virtual Real., March, 2023

Physiological-Based Difficulty Assessment for Virtual Reality Rehabilitation Games.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Behind the Door: Exploring Horror VR Game Interaction and its Influence on Anxiety.
Proceedings of the 18th International Conference on the Foundations of Digital Games, 2023

Early Playtesting with Clients and Therapists of More Game-Like Therapy.
Proceedings of the IEEE Conference on Games, 2023

Active Learning Prototypes for Teaching Game AI.
Proceedings of the IEEE Conference on Games, 2023

2022
A review of cybersickness in head-mounted displays: raising attention to individual susceptibility.
Virtual Real., 2022

Improving the CS Curriculum of a Top-Down Videogames BA.
Proceedings of the 11th Computer Science Education Research Conference, 2022

2021
Impact of Visual and Sound Orchestration on Physiological Arousal and Tension in a Horror Game.
IEEE Trans. Games, 2021

Towards Recognizing Emotion in the Latent Space.
Proceedings of the 19th IEEE International Conference on Pervasive Computing and Communications Workshops and other Affiliated Events, 2021

2020
Exploring Blink-Rate Behaviors for Cybersickness Detection in VR.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Eye Thought You Were Sick! Exploring Eye Behaviors for Cybersickness Detection in VR.
Proceedings of the MIG '20: Motion, 2020

User Evaluation of Affective Dynamic Difficulty Adjustment Based on Physiological Deep Learning.
Proceedings of the Augmented Cognition. Theoretical and Technological Approaches, 2020

Towards Designing Games for Experimental Protocols Investigating Human-Based Phenomena.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

On the Effect of the Vertical Axis Alignment on Cybersickness and Game Experience in a Supine Posture.
Proceedings of the IEEE Conference on Games, 2020

2019
Modelling Affect for Horror Soundscapes.
IEEE Trans. Affect. Comput., 2019

On the Influence of the Supine Posture on Simulation Sickness in Virtual Reality.
Proceedings of the IEEE Conference on Games, 2019

2018
Towards a Better Gold Standard: Denoising and Modelling Continuous Emotion Annotations Based on Feature Agglomeration and Outlier Regularisation.
Proceedings of the 2018 on Audio/Visual Emotion Challenge and Workshop, 2018

2015
The geometry friends game AI competition.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

2013
One for all, all for one: Agents with social identities.
Proceedings of the 35th Annual Meeting of the Cognitive Science Society, 2013

2012
The Traveling Percussionist.
Proceedings of the Evolutionary and Biologically Inspired Music, Sound, Art and Design, 2012


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