VLDB 2026 Research / reviewers in the wild / expert
João Miguel Cunha
dblp:172/3695
· DBLP profile ↗
17ranked-venue papers
8as first author
7since 2021 · last 2026
0000-0001-6502-3500ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Applied, interdisciplinary, general and emerging computing · 13 · 7 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Generative AI in Game Development: A Qualitative Research SynthesisabstractGenerative Artificial Intelligence (GenAI) is currently reshaping game development practices, production pipelines, and value networks in an unprecedentedly pervasive manner with cascading consequences remaining unclear. In the last five years since GenAI’s inception, a growing body of qualitative research has explored these early transformations from different settings and demographic angles. However, these studies often contextualise and consolidate their findings weakly with related work; for research to keep up with and support stakeholders in this development, the current moment calls for a synthesis of the findings emerged thus far. Here, we address this need through a qualitative research synthesis via meta-ethnography. We followed PRISMA-S to systematically search the relevant literature from 2020-2025, including major HCI and games research databases. We then synthesised the ten eligible studies, conducting reciprocal translation and line-of-argument synthesis guided by eMERGe, informed by CASP quality appraisal. We identified nine overarching themes, provide recommendations, and contextualise our insights in wider game production trajectories. With this work, we seek to provide practitioners, researchers and policy-makers with grounded insights to guide practice, research and governance. Alexandru Ternar, Alena Denisova, João Miguel Cunha, Annakaisa Kultima, Christian Guckelsberger |
CHI | 3 |
| 2025 | Generative Models as Co-Creative Partners in Visual HumourabstractThis paper presents a co-creative system, designed to assist users in the ideation and generation of visual and textual humour using generative models. Our system employs a 2D-spatial interface, where the user interacts with blocks in an infinite canvas, allowing for the exploration and merge of multiple ideas at the same time. We also present some of the outputs generated by user during preliminary testing. José P. Lopes, João Miguel Cunha, Pedro Martins 0003 |
HAI | 2 |
| 2024 | Computational Creativity in Meme Generation: A Multimodal Approach
José Lopes 0003, João Miguel Cunha, Pedro Martins 0003 |
ICCC | 2 |
| 2024 | PatternPursuit: Pattern Generation using Libraries Built on Graphic Decomposition
Joana Rovira Martins, João Miguel Cunha, Pedro Martins 0003, Ana Boavida |
ICCC | 2 |
| 2024 | From Pixels to Metal: AI-Empowered Numismatic Art
Penousal Machado, Tiago Martins 0003, João Correia 0001, Luís Espírito Santo, Nuno Lourenço 0002, João Miguel Cunha, Sérgio M. Rebelo, Pedro Martins 0003, João Bicker |
IJCAI | 6 |
| 2023 | Stonkinator: An Automatic Generator of Memetic Images
José Lopes 0003, João Miguel Cunha, Pedro Martins 0003 |
ICCC | 2 |
| 2021 | Towards a Visual Language Using Neural Networks
Luís Gonçalo, João Miguel Cunha, Penousal Machado |
ICCC | 2 |
| 2020 | Emojinating Co-Creativity: Integrating Self-Evaluation and Context-Adaptation
João Miguel Cunha, Pedro Martins 0003, Nuno Lourenço 0002, Penousal Machado |
ICCC | 1 |
| 2020 | Ever-changing Flags: Impact and Ethics of Modifying National Symbols
João Miguel Cunha, Pedro Martins 0003, Penousal Machado |
ICCC | 1 |
| 2020 | Let's Figure This Out: A Roadmap for Visual Conceptual Blending
João Miguel Cunha, Pedro Martins 0003, Penousal Machado |
ICCC | 1 |
| 2020 | Understanding and Strengthening the Computational Creativity Community: A Report From The Computational Creativity Task Force
João Miguel Cunha, Sarah Harmon, Christian Guckelsberger, Anna Kantosalo, Paul M. Bodily, Kazjon Grace |
ICCC | 1 |
| 2020 | : books: : arrow_right: : slight_smile: An Approach for Text-to-Emoji Translation
Philipp Wicke, João Miguel Cunha |
ICCC | 2 |
| 2019 | Assessing Usefulness of a Visual Blending System: "Pictionary Has Used Image-making New Meaning Logic for Decades. We Don't Need a Computational Platform to Explore the Blending Phenomena", Do We?
João Miguel Cunha, Sérgio M. Rebelo, Pedro Martins 0003, Penousal Machado |
ICCC | 1 |
| 2018 | How Shell and Horn make a Unicorn: Experimenting with Visual Blending in Emoji
João Miguel Cunha, Pedro Martins 0003, Penousal Machado |
ICCC | 1 |
| 2018 | Computationally Generating Images for Music Albums
Paul Hardman, João Miguel Cunha |
ICCC | 3 |
| 2018 | The Many-Faced Plot: Strategy for Automatic Glyph GenerationabstractDespite some authors stating that data-relatedness helps interpretation, glyphs are often used unrelated to the represented data. In order to automatically produce data-related glyphs, a large visual repository is required, as well as, image structure suitable for data representation. In this paper, we propose a strategy that fulfills the two requirements and allows the production of glyphs related to the data thematic (literal and metaphorical). We compare used approach with current glyph techniques and discuss the results. João Miguel Cunha, Evgheni Polisciuc, Pedro Martins 0003, Penousal Machado |
IV | 1 |
| 2017 | A Pig, an Angel and a Cactus Walk Into a Blender: A Descriptive Approach to Visual Blending
João Miguel Cunha, Pedro Martins 0003, Penousal Machado, Amílcar Cardoso |
ICCC | 1 |