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A methodology for reducing the time necessary to generate virtual electric substations.

, , , , , , , and . VR, page 163-164. IEEE Computer Society, (2016)

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A System for Statistical Contextual Structure of Representation for Game Studies., , and . IEEE Access, (2018)From Strategy to Solution: A Lightweight Semi-prescriptive Approach for Software Development Lifecycle with Outsourcing Support., , , and . SEKE, page 672-675. Knowledge Systems Institute Graduate School, (2009)Strategy to optimize the creation of arrangements in virtual electric power substations., , , , and . CLEI, page 1-8. IEEE, (2017)A Proposed Architecture to Support Multidisciplinary Learning through Virtual Environment Distribution., , and . IASTED PDCS, page 427-432. IASTED/ACTA Press, (2005)Virtual Reality in Postural Therapy: a Systematic Review., , , , and . SVR, page 363-370. IEEE, (2020)A Software Architecture for Adapting Virtual Reality Content to Mobile Devices., , , , , and . FMN, volume 6157 of Lecture Notes in Computer Science, page 167-180. Springer, (2010)Recovery and coping stress supported by serious games., , , and . SeGAH, page 1-7. IEEE Computer Society, (2014)A methodology for optimized generation of virtual environments based on hydroelectric power plants., , , , and . VR, page 403-404. IEEE Computer Society, (2017)An middleware for motion capture devices applied to virtual rehab., , and . VR, page 171-172. IEEE Computer Society, (2013)Grab the Life: Serious Game to Support Physical Rehabilitation Using Virtual Reality and Wearable Myo., , , , , and . SVR, page 145-149. IEEE Computer Society, (2016)