Bruno Feijó

dblp:36/3530 · DBLP profile ↗
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26ranked-venue papers
0as first author
7since 2021 · last 2025
0000-0003-4441-2632ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 18 · 5 since 2021Human-computer interaction and ubiquitous computing · 15 · 5 since 2021Software engineering, systems software and programming languages · 3 · 2 since 2021Databases, data management, data science and information retrieval · 2Artificial intelligence and machine learning · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 From News to Stories via an AI-Supported Retelling Process
Edirlei Soares de Lima, Marco A. Casanova, Bruno Feijó, António L. Furtado 0001
ICEC3
2024 A Pattern-Oriented AI-Powered Approach to Story Composition
Edirlei Soares de Lima, Margot M. E. Neggers, Marco A. Casanova, Bruno Feijó, António L. Furtado 0001
ICEC4
2023 Semiotic Structuring in Movie Narrative Generation
Edirlei Soares de Lima, Marco A. Casanova, Bruno Feijó, António L. Furtado 0001
ICEC3
2023 Negative effects of gamification in education software: Systematic mapping and practitioner perceptions
Cláuvin Almeida, Marcos Kalinowski, Anderson G. Uchôa, Bruno Feijó
Inf. Softw. Technol.4
2022 Plot Composition by Mapping Situation Calculus Schemas into Petri Net Representation
Edirlei Soares de Lima, António L. Furtado 0001, Bruno Feijó, Marco A. Casanova
ICEC3
2021 A Systematic Mapping of Negative Effects of Gamification in Education/Learning Systems
abstract
While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller. Having this in mind, we conducted a systematic mapping study of the negative effects of game design elements on education/learning systems. The study revealed 77 papers reporting undesired effects of game design elements. We found that badges, competitions, Ieaderboards, and points are the game design elements most often reported as causing negative effects. The most cited negative effects were lack of effect, lack of understanding, irrelevance, motivational issues, and worsened performance. The ethical issue of cheating was also often reported. As part of our results, we map the relations between game design elements and the negative effects that they may cause. Our mapping study can help gamification designers make more informed decisions when selecting game design elements to be included in education/learning systems, raising awareness on potential negative effects.
Cláuvin Almeida, Marcos Kalinowski, Bruno Feijó
SEAA3
2021 Computational Narrative Blending Based on Planning
Edirlei Soares de Lima, Bruno Feijó, António L. Furtado 0001
ICEC2
2018 Video-based interactive storytelling using real-time video compositing techniques
Edirlei Soares de Lima, Bruno Feijó, António L. Furtado 0001
Multim. Tools Appl.2
2018 A method to assess pervasive qualities in mobile games
Luís Valente, Bruno Feijó, Julio César Sampaio do Prado Leite, Esteban Walter Gonzalez Clua
Pers. Ubiquitous Comput.2
2017 Mapping quality requirements for pervasive mobile games
Luís Valente, Bruno Feijó, Julio César Sampaio do Prado Leite
Requir. Eng.2
2016 The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems
Luís Valente, Bruno Feijó, Alexandre Ribeiro Silva, Esteban Walter Gonzalez Clua
ICEC2
2015 Adaptive Automated Storytelling Based on Audience Response
Augusto Baffa, Marcus Poggi de Aragão, Bruno Feijó
ICEC3
2015 Storytelling Variants: The Case of Little Red Riding Hood
Edirlei Soares de Lima, António L. Furtado 0001, Bruno Feijó
ICEC3
2014 Hierarchical generation of dynamic and nondeterministic quests in games
abstract
Quests are a fundamental storytelling mechanism used by computer role-playing games to engage players in the game's narrative. Although role-playing games have evolved in many different ways in the last years, their basic narrative structure is still based on static plots manually created by game designers. In this paper, we present a method for the generation of dynamic quests based on hierarchical task decomposition and planning under non-determinism. The proposed approach combines planning, execution, and monitoring to efficiently handle nondeterministic events and support quests with multiple endings that affect the game's narrative and create interactive and dynamic story plots. These plots are directly or indirectly affected by player's actions and decisions. Furthermore, this paper presents the concept of hierarchical quests.
Edirlei Soares de Lima, Bruno Feijó, António L. Furtado 0001
Advances in Computer Entertainment2
2013 Non-branching Interactive Comics
Edirlei Soares de Lima, Bruno Feijó, António L. Furtado 0001, Simone D. J. Barbosa, Cesar Tadeu Pozzer, Angelo E. M. Ciarlini
Advances in Computer Entertainment2
2012 Automatic Video Editing for Video-Based Interactive Storytelling
abstract
The development of interactive narratives with the quality of feature films is the central challenge of what we can name Video-Based Interactive Storytelling. A promising approach to this question is the use of prerecorded videos with real actors. Amongst several technical challenges, this approach firstly requires automatic video editing methods for interactive narratives. However, this is a critical issue not fully covered in the literature. In this paper, we present a real-time editing method for interactive storytelling systems, which automatically generates the most adequate shot transitions, swaps video segments to avoid jump cuts, and creates adequate looping scenes. Moreover, these features consider the characteristics of the ongoing story.
Edirlei Soares de Lima, Bruno Feijó, António L. Furtado 0001, Angelo E. M. Ciarlini, Cesar Tadeu Pozzer
ICME2
2011 A Method to Check the Satisfaction of Continuous-Time Constraints by Nonlinear Stories
Eric T. Araujo, Angelo E. M. Ciarlini, Cesar Tadeu Pozzer, Bruno Feijó
ICIDS4
2011 Draw Your Own Story: Paper and Pencil Interactive Storytelling
Edirlei Soares de Lima, Bruno Feijó, Simone D. J. Barbosa, António L. Furtado 0001, Angelo E. M. Ciarlini, Cesar Tadeu Pozzer
ICEC2
2011 Modeling alternatives for fuzzy Markov chain-based classification of multitemporal remote sensing data
Raul Queiroz Feitosa, Gilson Alexandre Ostwald Pedro da Costa, Guilherme Lúcio Abelha Mota, Bruno Feijó
Pattern Recognit. Lett.4
2008 Planning and Interaction Levels for TV Storytelling
Angelo E. M. Ciarlini, Marcelo de Melo Camanho, Thiago R. Dória, António L. Furtado 0001, Cesar Tadeu Pozzer, Bruno Feijó
ICIDS6
2006 Shot segmentation based on the encoder signature
abstract
This paper presents a new approach for finding camera shot transitions in the compressed stream of MPEG-1 and MPEG-2 videos. False transitions patterns on the compressed data are considered to be related to the choices made by the encoder, which has the freedom of making several decisions without violating the MPEG-1 and MPEG-2 standards. These choices contaminate the similarity metrics with patterns that are called encoder signatures in this paper. The present work proposes a video segmentation method that filters the encoder signatures, through a step-wise refinement process using multiple similarity metrics. This process is general and can be easily adapted to MPEG-4 videos
Cristina Nader Vasconcelos, Bruno Feijó, Dilza Szwarcman, Mónica Costa
MMM2
2005 Kuaba Ontology: Design Rationale Representation and Reuse in Model-Based Designs
Adriana Pereira de Medeiros, Daniel Schwabe 0001, Bruno Feijó
ER3
2002 An Object Model for Collaborative CAD Enviroments
abstract
This paper presents a distributed dynamic object model that is aligned with the concept of design history in the context of design problem solving activities. A distributed object model is proposed as an enabling feature for distributed CAD (computer-aided design) allowing teams to work cooperatively, accessing and exchanging information at run time in a distributed engineering environment. The architecture of the proposed CAD environment allows for the artefact properties to be associated with any relevant aspect of the design process, including those related with the artefact specification, but also with the organisation hierarchy, planning and process workflow.
C. A. M. Barbosa, Bruno Feijó, Marcelo Dreux, Rubens Melo, João Bento 0001, Sérgio Scheer
CSCWD2
2001 Goal-oriented dead reckoning for autonomous characters
Dilza Szwarcman, Bruno Feijó, Mónica Costa
Comput. Graph.2
1997 An agent-based paradigm for building intelligent CAD systems
João Bento 0001, Bruno Feijó
Artif. Intell. Eng.2
1996 Agents with emotions in behavioral animation
Mónica Costa, Bruno Feijó
Comput. Graph.2