Research

This is a list of my most relevant research publications and projects. For a complete list of all my academic activities, check my Lattes CV or my Google Scholar profile.

Publications

Papers in journals

Efficient medical image access in diagnostic environments with limited resources

VENSON, J. E.; BEVILACQUA, F.; ONUKI, F.; D’ORNELLAS, M. C.; MACIEL, A.. Efficient medical image access in diagnostic environments with limited resources. Research on Biomedical Engineering, Epub January 12, 2017. [DOI]


Papers in conferences

Variations of Facial Actions While Playing Games with Inducing Boredom and Stress

BEVILACQUA, F.; BACKLUND, P.; ENGSTROM, H.. Variations of Facial Actions While Playing Games with Inducing Boredom and Stress. In: VS-Games 2016, 2016, Barcelona. 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), 2016. [DOI] NOTE: Awarded best student paper of the conference.

Dynamic Optimization for Fast Image Transfer and Visualization for Mobile and Stationary Devices: A Performance Evaluation Using Animati Viewer

VENSON, J. E.; BEVILACQUA, F.; MAIA, C. E. S.; DORNELLAS, M. C.. Dynamic Optimization for Fast Image Transfer and Visualization for Mobile and Stationary Devices: A Performance Evaluation Using Animati Viewer. In: XV Workshop de Informática Médica, 2015, Recife. Anais do XV Workshop de Informática Médica, 2015.

Procedural Generation of 3D Canyons

CARLI, D. M.; POZZER, C. T.; BEVILACQUA, F.; SCHETINGER, V.. Procedural Generation of 3D Canyons. In: 2014 27th SIBGRAPI Conference on Graphics, Patterns and Images (SIBGRAPI), 2014, Brazil. 2014 27th SIBGRAPI Conference on Graphics, Patterns and Images. v. 27. p. 103. [DOI]

A Survey of Procedural Content Generation Techniques Suitable to Game Development

CARLI, D. M.; BEVILACQUA, F. ; POZZER, C. T.; DORNELLAS, M. C.. A Survey of Procedural Content Generation Techniques Suitable to Game Development. In: 2011 Brazilian Symposium on Games and Digital Entertainment (SBGAMES), 2011, Salvador. 2011 Brazilian Symposium on Games and Digital Entertainment. v. X. p. 26. [DOI]

Charack: Tool for Real-Time Generation of Pseudo-Infinite Virtual Worlds for 3D Games

BEVILACQUA, F.; POZZER, C. T.; D’ORNELLAS, M. C.. Charack: Tool for Real-Time Generation of Pseudo-Infinite Virtual Worlds for 3D Games. In: VIII Brazilian Symposium on Games and Digital Entertainment (SBGAMES), 2009, Rio de Janeiro. p. 111. [DOI]


Short papers in conferences


Book chapters or complete books


Research projects

READMINDS: REmote Analysis and Detection of Multifactorial INputs for Discovery of Stress

Date: 2015 - present

Website: click here to visit the projects website.

Sponsorship: CNPq, Conselho Nacional de Desenvolvimento Científico e Tecnológico - Brasil; University of Skövde; EU Interreg ÖKS project Game Hub Scandinavia; UFFS, Federal University of Fronteira Sul.

Abstract: Improve the research in games by creating a model/software that is able to tell if a player is stressed/bored while playing a game. The process involves the analysis of information from the player (e.g. heart rate, respiratory rate, facial expressions) which are obtained by processing a video of the player. The procedure is completely remote, so the user does not wear physical sensors nor is interrupted during the game play.

Readminds