VLDB 2026 Research / reviewers in the wild / expert
Bruno Feijó
dblp:36/3530
· DBLP profile ↗
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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | From News to Stories via an AI-Supported Retelling Process
Edirlei Soares de Lima, Marco A. Casanova, Bruno Feijó, António L. Furtado 0001 |
ICEC | 3 |
| 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 |
ICEC | 4 |
| 2023 | Semiotic Structuring in Movie Narrative Generation
Edirlei Soares de Lima, Marco A. Casanova, Bruno Feijó, António L. Furtado 0001 |
ICEC | 3 |
| 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 |
ICEC | 3 |
| 2021 | A Systematic Mapping of Negative Effects of Gamification in Education/Learning SystemsabstractWhile 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 |
SEAA | 3 |
| 2021 | Computational Narrative Blending Based on Planning
Edirlei Soares de Lima, Bruno Feijó, António L. Furtado 0001 |
ICEC | 2 |
| 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 |
ICEC | 2 |
| 2015 | Adaptive Automated Storytelling Based on Audience Response
Augusto Baffa, Marcus Poggi de Aragão, Bruno Feijó |
ICEC | 3 |
| 2015 | Storytelling Variants: The Case of Little Red Riding Hood
Edirlei Soares de Lima, António L. Furtado 0001, Bruno Feijó |
ICEC | 3 |
| 2014 | Hierarchical generation of dynamic and nondeterministic quests in gamesabstractQuests 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 Entertainment | 2 |
| 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 Entertainment | 2 |
| 2012 | Automatic Video Editing for Video-Based Interactive StorytellingabstractThe 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 |
ICME | 2 |
| 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 |
ICIDS | 4 |
| 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 |
ICEC | 2 |
| 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 |
ICIDS | 6 |
| 2006 | Shot segmentation based on the encoder signatureabstractThis 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 |
MMM | 2 |
| 2005 | Kuaba Ontology: Design Rationale Representation and Reuse in Model-Based Designs
Adriana Pereira de Medeiros, Daniel Schwabe 0001, Bruno Feijó |
ER | 3 |
| 2002 | An Object Model for Collaborative CAD EnviromentsabstractThis 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 |
CSCWD | 2 |
| 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 |