Research
Selected publications and research artifacts from my work in games, VR/AR, human-computer interaction, computer vision, image processing, and educational technology.
2024
Extracting Learning Analytics from Lightbot GameplaySessions
Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 2024
Uses Lightbot gameplay sessions as a source of learning analytics, connecting game interactions with evidence about computational thinking and player progress.
2022
Youkai: A cross-platform framework for testing VR/AR apps
International Conference on Human-Computer Interaction, 2022
Presents a framework for making VR/AR application tests more repeatable across platforms, reducing friction around immersive app validation.
2021
Method for controlling animation's process running on electronic devices
US Patent 11,093,117, 2021
Describes a device-side method for controlling animation processes, extending the research thread around graphics and interactive systems.
2020
Automated test of VR applications
International Conference on Human-Computer Interaction, 2020
Explores automated validation for VR applications, focusing on practical testability in systems where interaction, rendering, and device behavior meet.
Video player architecture for virtual reality on mobile devices
International Conference on Human-Computer Interaction, 2020
Defines a mobile VR video player architecture aimed at making immersive media playback more structured and maintainable on constrained devices.
A Shader-Based Architecture for Virtual Reality Applications on Mobile Devices
International Conference on Human-Computer Interaction, 2020
Investigates shader-centered architecture decisions for mobile VR applications, balancing rendering flexibility with mobile performance needs.
Automatic contrast evaluation for Android themes
International Conference on Human-Computer Interaction, 2020
Automates contrast checks for Android themes, turning accessibility-sensitive visual review into a repeatable validation workflow.
An Automatic Contrast Validation Approach for Smartphone Themes
Conference on Graphics, Patterns and Images (SIBGRAPI), 2020
Extends the theme-validation work with an approach focused on automatically detecting contrast issues in smartphone visual themes.
2019
Visual assessment of equirectangular images for virtual reality applications in Unity
Conference on Graphics, Patterns and Images (SIBGRAPI), 2019
Builds a Unity-centered workflow for assessing equirectangular image quality in VR applications, with attention to visual inspection and production use.
Themes validation tool
International Conference on Human-Computer Interaction, 2019
Introduces tooling for validating visual themes, especially where interface consistency and accessibility checks need to be automated.
Equirectangular image quality assessment tool integrated into the Unity editor
International Conference on Human-Computer Interaction, 2019
Integrates image quality assessment into the Unity editor, bringing research inspection closer to the practical workflow of VR content creation.
Manipulação de Malhas 3D em uma aplicação de Realidade Aumentada utilizando o framework SXR
Simpósio de Realidade Virtual e Aumentada (SVR), 2019
Studies 3D mesh manipulation in an augmented reality application, using SXR as the framework for immersive interaction experiments.
2018
Ferramenta de Avaliação de Qualidade de Imagens Equiretangulares Integrada no Editor Unity
ENCOSIS, 2018
An earlier version of the Unity editor tooling for evaluating equirectangular images, tying VR content quality to daily development practice.
2015
Agentes Evolutivos com Personalidade para o Jogo de Dominó de 4 pontas
I Congresso Amazônico de Computação e Sistemas Inteligentes, 2015
Applies evolutionary agents and personality modeling to a four-ended domino game, connecting game AI with behavior variation.
2014
Handwritten digit recognition using SVM binary classifiers and unbalanced decision trees
International Conference Image Analysis and Recognition, 2014
Combines binary SVM classifiers with unbalanced decision trees for handwritten digit recognition, focusing on classifier structure and hit rate.
Unity3D-based neuro-evolutive architecture to simulate player
XIII Brazilian Symposium on Computer Games and Digital Entertainment, 2014
Uses Unity3D as the base for neuro-evolution experiments that simulate player behavior, an early thread in my game AI work.
Reconhecimento de dígitos manuscritos: busca de um classificador com máxima taxa de acerto
Universidade Federal do Amazonas, 2014
Master's dissertation on handwritten digit recognition, classifier search, and maximum recognition accuracy.
2013
Ensino de Física com abordagem CTS através de jogos educativos
Latin-American Journal of Physics Education, 2013
Connects physics education, science-technology-society framing, and educational games as a strategy for classroom learning.
2011
Upgrading the Training of Undergraduate Students by Addressing Market Demands
IASTED International Conference Technology for Education, 2011
Looks at undergraduate training through the lens of market demands, connecting curriculum and practical technology education.