activity
20162026
most citedUsing the gameplay and user data to predict and identify causes of cybersickness manifestation in virtual reality games

25 citations · 42 across the 8 of their papers we have counts for

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Showing cs.HCShow all

5 papers · 1 filter

cs.HC2026★ 25 cited

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…

cs.HC2020★ 3 cited

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…

cs.HC2016★ 2 cited

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…

cs.HC2016★ 2 cited

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…

cs.HC2016★ 3 cited

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…