Minimizing cyber sickness in head mounted display systems: design guidelines and applications TM Porcino, E Clua, D Trevisan, CN Vasconcelos, L Valente 2017 IEEE 5th international conference on serious games and applications for …, 2017 | 150 | 2017 |
Real time game loop models for single-player computer games L Valente, A Conci, B Feijó Proceedings of the IV Brazilian Symposium on Computer Games and Digital …, 2005 | 76 | 2005 |
A game loop architecture for the GPU used as a math coprocessor in real-time applications MPM Zamith, EWG Clua, A Conci, A Montenegro, RCP Leal-Toledo, ... Computers in Entertainment (CIE) 6 (3), 42, 2008 | 55* | 2008 |
Mapping quality requirements for pervasive mobile games L Valente, B Feijó, JCSP Leite Requirements Engineering, 1-29, 2015 | 52 | 2015 |
Automatic dynamic task distribution between cpu and gpu for real-time systems M Joselli, M Zamith, E Clua, A Montenegro, A Conci, R Leal-Toledo, ... 2008 11th IEEE International Conference on Computational Science and …, 2008 | 51 | 2008 |
An exploratory study on non-visual mobile phone interfaces for games L Valente, CS de Souza, B Feijó Proceedings of the VIII Brazilian Symposium on Human Factors in Computing …, 2008 | 36 | 2008 |
Turn off the graphics: designing non-visual interfaces for mobile phone games L Valente, CS de Souza, B Feijó Journal of the Brazilian Computer Society 15, 45-58, 2009 | 30 | 2009 |
Guff: Um sistema para desenvolvimento de jogos L Valente UFF, 2005 | 28 | 2005 |
An architeture with automatic load balancing for real-time simulation and visualization systems M Joselli, M Zamith, E Clua, R Leal-Toledo, A Montenegro, L Valente, ... JCIS-Journal of Computational Interdisciplinary Sciences 1 (3), 207-224, 2010 | 27 | 2010 |
Dynamic game difficulty balancing in real time using evolutionary fuzzy cognitive maps LJF Pérez, LAR Calla, L Valente, AA Montenegro, EWG Clua 2015 14th Brazilian Symposium on Computer Games and Digital Entertainment …, 2015 | 22 | 2015 |
The concept of pervasive virtuality and its application in digital entertainment systems L Valente, B Feijó, A Ribeiro, E Clua Entertainment Computing-ICEC 2016: 15th IFIP TC 14 International Conference …, 2016 | 20 | 2016 |
A distributed architecture for mobile digital games based on cloud computing M Zamith, M Joselli, EWG Clua, A Montenegro, RCP Leal-Toledo, ... 2011 Brazilian Symposium on Games and Digital Entertainment, 79-88, 2011 | 18 | 2011 |
The GPU Used as a Math Co-Processor in Real Time Applications M Zamith, E Clua, P Pagliosa, A Conci, A Montenegro, L Valente VI Brazilian Symposium on Computer Games and Digital Entertainment, 37-43, 2007 | 17 | 2007 |
Guff: A game development tool L Valente, A Conci Digital version of the proceedings of XVIII Brazilian Symposium on Computer …, 2005 | 16 | 2005 |
Extending use cases to support activity design in pervasive mobile games L Valente, B Feijó 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 193-201, 2014 | 15 | 2014 |
An architecture with automatic load balancing and distribution for digital games M Joselli, M Zamith, EWG Clua, A Montenegro, RCP Leal-Toledo, ... 2010 Brazilian Symposium on Games and Digital Entertainment, 59-70, 2010 | 15 | 2010 |
Parallel processing between GPU and CPU: Concepts in a game architecture M Zamith, E Clua, A Conci, A Montenegro, PA Pagliosa, L Valente Computer Graphics, Imaging and Visualisation (CGIV 2007), 115-120, 2007 | 15 | 2007 |
An indoor navigation system for live-action virtual reality games AR Silva, E Clua, L Valente, B Feijo SBGames 2015, 84-93, 2015 | 14 | 2015 |
Features and checklists to assist in pervasive mobile game development L Valente, B Feijó, J Leite Proceedings of SBGames 2013, 90-99, 2013 | 14 | 2013 |
Pervasive virtuality in digital entertainment applications and its quality requirements L Valente, B Feijó, A Ribeiro, E Clua Entertainment computing 26, 139-152, 2018 | 10 | 2018 |