Demo Data from EDBT 2026 / reviewers in the wild / expert
Fernando Mattioli
dblp:117/3043 · also Fernando E. R. Mattioli
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2014
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging computing · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Health and well-being technologies · 50% Collaborative and social computing · 50% |
Topics — the 2 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
augmented reality |
0.2 | 1 | 2014 | On the use of augmented reality techniques in a telerehabilitation environment for wheelchair users' training · ISMAR 2014 |
Virtual and augmented reality › augmented reality
augmented reality applications |
0.2 | 1 | 2014 | On the use of augmented reality techniques in a telerehabilitation environment for wheelchair users' training · ISMAR 2014 |
Methods — techniques the papers use, named apart from their topics
unconventional devices · 0.4augmented reality · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | On the use of augmented reality techniques in a telerehabilitation environment for wheelchair users' trainingabstractThis work's purpose is to investigate the use of Augmented Reality techniques on telerehabilitation, applied to wheelchair users training. In this scenario, using a computer with unconventional devices, the user will be connected to a remote training space and will be able to issue commands, in order to accomplish the execution of training exercises. The telerehabilitation environment should reproduce the main challenges faced by wheelchair users in their daily activities. Daniel Caetano, Fernando Mattioli, Edgard Lamounier, Alexandre Cardoso |
ISMAR | 2 |
| 2012 | Comparison between MLP and LVQ Neural Networks for Virtual Upper Limb Prosthesis Control
Daniel Caetano, Fernando Mattioli, Kenedy Lopes Nogueira, Edgard Lamounier, Alexandre Cardoso |
IDEAL | 2 |