Sérgio T. Carvalho

dblp:78/7564 · also Sérgio Teixeira de Carvalho · DBLP profile ↗
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12ranked-venue papers
0as first author
7since 2021 · last 2026
0000-0002-4191-5173ORCID · verified

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

Human-computer interaction and ubiquitous computing · 8 · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 since 2021Software engineering, systems software and programming languages · 3 · 2 since 2021Artificial intelligence and machine learning · 2Applied, interdisciplinary, general and emerging computing · 2 · 1 since 2021Databases, data management, data science and information retrieval · 1
YearPublicationVenuePosition
2026 A Graphical Tool for Provenance Template Authoring: Visual Modeling and Automated PROV-N Generation
Marcos Alves Vieira, Sérgio T. Carvalho, Thamer H. Nascimento
COMPSAC2
2025 Player Experience Evaluation in Digital Games: A Multidimensional Model
Daniela Fernandes Do Nascimento, Gislainy Crisostomo Velasco, Bruna Barbosa, Sérgio T. Carvalho, Luciana de Oliveira Berretta
INTERACT (1)4
2025 See Through My Eyes: Using Multimodal Large Language Model for Describing Rendered Environments to Blind People
abstract
Extended Reality (XR) is quickly expanding "as the next major technology wave in personal computing".Nevertheless, this expansion and adoption could also exclude certain disabled users, particularly people with visual impairment (VIP).According to the World Health Organization (WHO) in their 2019 publication, there were at least 2.2 billion people with visual impairment, a number that is also estimated to have increased in recent years.Therefore, it is important to include disabled users, especially visually impaired people, in the design of Head-Mounted Displays and Extended Reality environments.Indeed, this objective can be pursued by incorporating Multimodal Large Language Model (MLLM) technology, which can assist visually impaired people.As a case study, this study employs different prompts that result in environment descriptions from an MLLM integrated into a virtual reality (VR) escape room.Therefore, six potential prompts were engineered to generate valuable outputs for visually impaired users inside a VR environment.These outputs were evaluated using the G-Eval, and VIEScore metrics.Even though, the results show that the prompt patterns provided a description that aligns with the user's point of view, it is highly recommended to evaluate these outputs through "expected outputs" from Orientation and Mobility Specialists, and Sighted Guides.Furthermore, the subsequent step in the process is to evaluate these outputs by visually impaired people themselves to identify the most effective prompt pattern.
Angelo Coronado, Sérgio T. Carvalho, Luciana de Oliveira Berretta
IMX2
2024 A Multiplayer Cloud Gaming Architecture for Scalable Physics
abstract
Utilizing cloud computing resources, cloud gaming, or Games-as-a-Service (GaaS), has become a novel game delivery approach, offering gaming accessibility across various devices anytime. It involves shifting computation-intensive tasks to the cloud, addressing hardware limitations. However, due to a monolithic design, many proposed cloud gaming architectures face challenges in fully exploiting cloud computing resources for scalable systems. Additionally, there is a lack of consideration for how multiplayer games could harness the potential advantages of this innovative paradigm. This paper proposes a multiplayer cloud gaming architecture that leverages a service-oriented design to provide scalable physics. As a contribution, our work considers multiplayer cloud games while also provisioning the physics engine as a decoupled service that can be scaled according to the game’s physics workload. By implementing a proof-of-concept, we could observe that the service-oriented approach resulted in better game server performance, in which one experiment produced approximately $68 \%$ lower total physics processing time. This happens because the more physics services added, the more significant the performance gains were. This indicates the benefits of decoupling the game engine physics system, scaling better both vertically and horizontally.
Saulo Soares de Oliveira, Carlos Henrique Rorato Souza, Sérgio T. Carvalho
CoG3
2024 Accessible Heads-Up Computing
Angelo Coronado, Sérgio T. Carvalho, Luciana de Oliveira Berretta
ICEC2
2024 Escape-INF-VR: An Accessible VR Escape Game Proposal for Blind Individuals
Angelo Coronado, Sérgio T. Carvalho, Luciana de Oliveira Berretta
ICEC2
2024 MDE-Based Graphical Tool for Modeling Data Provenance According to the W3C PROV Standard
Marcos Alves Vieira, Sérgio T. Carvalho
MODELSWARD2
2020 A Gamification-Based Framework for mHealth Developers in the Context of Self-Care
abstract
This work investigates how gamification is used in self-care applications. Evidence in the literature indicates that the development of gamified mobile health applications has not taken into account the user's profile in order to correctly use the game elements in the solution; there also cases in which the use of gamification goes beyond the main purpose of the application, which is to treat health. This results in inefficiency in the use of the gamification strategy. To overcome this problem, this paper presents a gamification-based Framework, called Framework L, a method which incorporates concepts and practices in terms of two dimensions, Self-Care and Gamification, so that an mobile health application developer can design his application. In this context, adaptive gamification experiments were carried out in different ways. The first aims to improve the user experience when performing a manual test for the player profile. The second experiment uses machine learning to classify the user by player profile. These aspects make up the adaptive gamification cycle. The framework evaluation used the mixed method composed of a questionnaire and an online interview with experts. The results indicate that the framework helps developers marshal mobile health applications, primarily by encouraging user engagement.
Luma Wanderley de Oliveira, Sérgio T. Carvalho
CBMS2
2020 A gamification experiment of the marczewski's typology test
abstract
The Marczewski's Typology differs from other types of player profiles by addressing the gamification context. One form of self-evaluation to discover your player profile is through a simple questionnaire. So, in order to explore ways to increase user experience, this paper reports an experiment to develop an alternative test for self-evaluation by this typology. Named a Gamified Test, it is based on RPG genre and was compared to the original test. There was a quantitative and qualitative evaluation performed by computer students that showed differences and similarities between them.
Luma Wanderley de Oliveira, Marcos Alves Vieira, Sérgio T. Carvalho
EATIS3
2019 Comparing sighted and blind users task performance in responsive and non-responsive web design
Tiago do Carmo Nogueira, Deller James Ferreira, Sérgio T. Carvalho, Luciana de Oliveira Berretta, Mycke R. Guntijo
Knowl. Inf. Syst.3
2018 Workflow Management Platform for Orchestration of Ubiquitous Care Plan Services
abstract
A care plan is a set of information that links patients to their therapy. This paper proposes modeling ubiquitous care plans as a set of patient-centered computing resources. These resources are modeled as services that are orchestrated from workflows. In order to evaluate our proposal, we present a platform design. This platform receives the workflows described using a DSL, orchestrates the services specified in the DSL script and publishes the workflows as a new service.
Eliseu Germano, Bruno Silvestre, Hugo A. Ribeiro, Sérgio T. Carvalho
EATIS4
2013 Runtime Monitoring and Auditing of Self-Adaptive Systems (S)
Daniel H. Carmo, Sérgio T. Carvalho, Leonardo Murta 0001, Orlando Loques
SEKE2