25 citations · 42 across the 8 of their papers we have counts for
5 papers · 1 filter
Using the gameplay and user data to predict and identify causes of cybersickness manifestation in virtual reality games
Thiago Porcino, Erick Oliveira Rodrigues, Alexandre Silva +2
Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is accessible to everyone. Whil…
Automatic Recommendation of Strategies for Minimizing Discomfort in Virtual Environments
Thiago Porcino, Esteban Clua, Daniela Trevisan +2
Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is becoming accessible to the m…
Minimizing cyber sickness in head mounted display systems: design guidelines and applications
Thiago M. Porcino, Esteban W. Clua, Cristina N. Vasconcelos +2
We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While…
Notes on Pervasive Virtuality
Luis Valente, Bruno Feijo, Alexandre Ribeiro Silva +1
This paper summarizes current notes about a new mixed-reality paradigm that we named as "pervasive virtuality". This paradigm has emerged recently in industry and academia through…
Live-action Virtual Reality Games
Luis Valente, Esteban Clua, Alexandre Ribeiro Silva +1
This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awa…