Marcos Alves Vieira

dblp:190/1341 · DBLP profile ↗
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8ranked-venue papers
2as first author
6since 2021 · last 2026
0000-0002-5498-5015ORCID · corroborated

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

Software engineering, systems software and programming languages · 7 · 2 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 6 · 1 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 1
YearPublicationVenuePosition
2026 A Deck-Based Gamified Environment for Programming Education: Design and Evaluation
Vitor Ferreira, Marcos Alves Vieira, Deborah S. A. Fernandes, Juliana Paula Felix, Fabrízzio Alphonsus A. M. N. Soares, Thamer H. Nascimento
COMPSAC2
2026 Evaluating Gesture Recognition Robustness on Smartwatches: A Comparison Between User-Dependent and User-Independent Protocols
Thamer H. Nascimento, Marcos Alves Vieira, Deborah S. A. Fernandes, Juliana Paula Felix, Fabrízzio Alphonsus A. M. N. Soares
COMPSAC3
2026 A Low-Cost Interactive System for Molecular Visualization Based on Smartwatch Interaction and Google Cardboard
Jamilly Santos, Marcos Alves Vieira, Juliana Paula Felix, Fabrízzio Alphonsus A. M. N. Soares, Thamer H. Nascimento
COMPSAC2
2026 A Graphical Tool for Provenance Template Authoring: Visual Modeling and Automated PROV-N Generation
Marcos Alves Vieira, Sérgio T. Carvalho, Thamer H. Nascimento
COMPSAC1
2025 Letter Explorers: Investigating Mobile-Assisted Writing in Preschool Education
abstract
This paper presents the "Letter Explorers" platform, an educational tool designed to support preschool children in their writing acquisition process. The platform was designed based on recognized pedagogical guidelines, structuring its activities into progressive levels of difficulty. The main focus is on learning letters and encouraging independent writing, respecting the motor and cognitive development of young children. Its features include real-time visual and auditory feedback, which helps correct and reinforce learning, as well as the possibility of personalizing activities based on the child’s name, a factor that contributes to motivation and engagement. The proposal aims to serve, especially, educational contexts in the interior of emerging countries, where access to quality digital solutions may be limited. Preliminary results indicate the potential of the tool to promote an interactive, inclusive and contextualized environment for learning to write in preschool education.
Kaique Carvalho, Thamer H. Nascimento, Camila Horbylon, Heder Santos, João Primo, Juliana Paula Felix, Marcos Alves Vieira, Fabrízzio Alphonsus A. M. N. Soares
COMPSAC7
2024 MDE-Based Graphical Tool for Modeling Data Provenance According to the W3C PROV Standard
Marcos Alves Vieira, Sérgio T. Carvalho
MODELSWARD1
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
EATIS2
2019 Using Smartwatches as an Interactive Movie Controller: A Case Study with the Bandersnatch Movie
abstract
This work proposes the development of a method that allows the use of smartwatch as a control for interactive films using continuous recognition of gestures and conducts a case study with the film "Black Mirror: Bandersnatch". We developed two prototypes to interact with interactive movies. The first one uses gesture recognition on the smartwatch screen. Thus, we created a set of gestures composed of straight lines that represent the actions in the interactive movie. In this prototype, the recognition of gestures is performed by the algorithm of continuous recognition of gestures, in this way, a gesture can be recognized before the user finalize, and action is sent quickly to the movie. The second prototype uses a touch of pressure in the smartwatch to control the film. Thus, the actions to be performed in the smartwatch that represents the actions in the interactive film is proposed, the recognition of the gestures is determined by the change of the values obtained by the accelerometer. The prototypes communicate with a simulation service responsible for running the movie. The prototypes were used in a study with users, as well as in usability and experience tests, and the results show that the method has the potential to be used in everyday users to control interactive films efficiently and effectively.
Thamer H. Nascimento, Fabrízzio Alphonsus A. M. N. Soares, Marcos Alves Vieira, Juliana Paula Felix, Jaline Mombach, Livia Mancine Coelho De Campos, Wellington Galvão Rodrigues, Wesley F. de Miranda, Ronaldo Martins da Costa
COMPSAC (2)3