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Luis Valente
Luis Valente
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Verified email at ic.uff.br
Title
Cited by
Cited by
Year
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
1502017
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
762005
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
522015
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
512008
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
362008
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
302009
Guff: Um sistema para desenvolvimento de jogos
L Valente
UFF, 2005
282005
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
272010
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
222015
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
202016
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
182011
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
172007
Guff: A game development tool
L Valente, A Conci
Digital version of the proceedings of XVIII Brazilian Symposium on Computer …, 2005
162005
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
152014
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
152010
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
152007
An indoor navigation system for live-action virtual reality games
AR Silva, E Clua, L Valente, B Feijo
SBGames 2015, 84-93, 2015
142015
Features and checklists to assist in pervasive mobile game development
L Valente, B Feijó, J Leite
Proceedings of SBGames 2013, 90-99, 2013
142013
Pervasive virtuality in digital entertainment applications and its quality requirements
L Valente, B Feijó, A Ribeiro, E Clua
Entertainment computing 26, 139-152, 2018
102018
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Articles 1–20