VLDB 2026 Research / reviewers in the wild / expert
Filipe Pinto 0002
dblp:23/4002-2
· DBLP profile ↗
3ranked-venue papers
2as first author
3since 2021 · last 2026
0000-0002-0527-4655ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Complicit by Design: Convergence and Alienation in Interactive Fourth Wall BreaksabstractFourth wall breaks are commonly understood as reflexive techniques that disrupt immersion by foregrounding the constructed nature of a fictional work. While this account holds for non-interactive media, it does not fully explain how fourth wall breaks function in video games, where events unfold through player action. This paper argues that interactivity enables fourth wall breaks to operate in two distinct experiential directions. Filipe Pinto 0002, Filipe Costa Luz |
FDG | 1 |
| 2025 | Designing for Engagement: A Co-Created VR Game for Upper Limb RehabilitationabstractThis paper presents the iterative design of Druida, a virtual reality (VR) game for upper limb rehabilitation tailored for adults with intellectual disabilities. The game integrates therapeutic exercises into a fantasy-based narrative to enhance motivation and emotional engagement. Using a cocreation methodology involving therapists and clients, interviews, usability tests, and heuristic validation were conducted to identify usability barriers and redesign the game interface, instructions, and feedback mechanisms. Results revealed crucial usability barriers and opportunities for game design iteration to align with users' cognitive profiles, thereby enhancing engagement. Andreia Pinto de Sousa, Teresa Freitas, José Karnikowski, Leonor Oliveira, Phil Lopes, Filipe Pinto 0002, Maria Micaela Fonseca |
CoG | 6 |
| 2024 | The Invisible Wall: A Critical Examination of Fourth Wall Breaks in Video GamesabstractThis paper explores how the fourth wall concept has evolved from traditional media to video games, focusing on its influence on player experience. Video game players, as active participants, prompt a reevaluation of the fourth wall by engaging directly with the narrative. We analyze the use of complex narrative techniques, especially fourth wall breaks, to enhance player immersion and agency. Recognizing players as essential components of the game’s architecture highlights the need for updated theoretical frameworks that address the intricate interactions between game narratives and player engagement. This research demonstrates that fourth wall breaks not only enrich narrative involvement but also fundamentally transform player participation, providing new insights into the narrative dynamics of video games and their impact on player experience. Filipe Pinto 0002, Filipe Costa Luz |
CoG | 1 |