Ezequiel Santos

Ezequiel Santos
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Ezequiel verified their affiliation via an institutional email.
Verified
Ezequiel verified their affiliation via an institutional email.
  • 🎓 IADE
  • PhD Candidate at Instituto de Artes Visuais, Design e Marketing

About

13
Publications
2,825
Reads
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9
Citations
Introduction
Ph.D. candidate in Digital Game Development at IADE, European University of Lisbon. Holds a Master’s in Digital Game Development (PUC-SP, Brazil) and a graduate specialization in Computing Applied to Education (ICMC-USP, Brazil). Specialized in Software Engineering. Senior SDK Developer at Miniclip.
Current institution
Instituto de Artes Visuais, Design e Marketing
Current position
  • PhD Candidate
Additional affiliations
January 2020 - January 2022
University of São Paulo
Position
  • Student
Description
  • Specialization in Applied Computing in Education and Educational Technologies
January 2020 - February 2022
Pontifical Catholic University of São Paulo
Position
  • Master's Student
January 2016 - December 2018
Education
September 2024
Instituto de Artes Visuais, Design e Marketing
Field of study
  • Digital Games Development
January 2022 - January 2025
University of São Paulo
Field of study
  • Applied Computing in Education and Educational Technologies
January 2020 - January 2022
Pontifical Catholic University of São Paulo
Field of study
  • Games Development

Publications

Publications (13)
Conference Paper
Full-text available
User input in Virtual Reality (VR) mobile games on the touch screen have been a problem in the gaming industry for many years. Some solutions using timers, waiting to look at something to act, have been proposed and used in several games. Some VR Headsets models had a magnetic button on the side. However, this button caused interference in the magn...
Article
Full-text available
Household food waste poses significant environmental, social, and financial challenges. This systematic literature review examines the role of games and gamification in mitigating food waste, addressing four key research questions: how these interventions are applied, their impact on attitudes and behaviors, the specific mechanisms employed, and th...
Conference Paper
This study explores the assesses the relationship between internet gaming disorder and loneliness with sociodemographic and academic variables, as well identify predictors of loneliness, in a group of Portuguese higher education students. The preliminary results presented in this study, show that students who live with their parents, present lower...
Conference Paper
Full-text available
Rising complexity in iOS development necessitates robust depen-dency management tools, facilitating efficient integration of third-party and open-source libraries. This study explores current trendsamongst iOS developers, focusing on their preferred tools, challengesencountered, and potential shifts in tool usage. A survey revealedSwift Package Man...
Conference Paper
Full-text available
The challenge of managing household food waste has garnered significant attention due to its environmental and economic impacts. This study evaluates the performance of OpenAI's GPT-4, Google's Gemini, Mistral, and Anthropic Claude APIs in classifying food ingredients into food loss groups, providing compositional details, and suggesting relevant r...
Conference Paper
This paper introduces the WatchShaker project, an experimental API designed to detect shake gestures on the Apple Watch-a feature that is notably absent in the device's native functionality. Unlike existing gesture recognition tools, WatchShaker focuses on simplicity and ease of integration, offering developers a straightforward solution that lever...
Conference Paper
Full-text available
O ensino tradicional de engenharia de software é focado em competências técnicas. Estratégias ativas, onde os alunos vivenciam conteúdos e manipulam a realidade, são eficazes. O mercado exige novas competências na transformação digital, lidando com a complexidade de modelar negócios e a interconexão entre pessoas, sistemas e tecnologias. A transiçã...
Preprint
Full-text available
This paper objectively analyzes the emerging discourse surrounding the application of Apple Vision Pro in healthcare and medical education. Released in June 2023, Apple Vision Pro represents a significant advancement in spatial computing by combining augmented and virtual reality to create new possibilities for digital interaction. We aim to compil...
Article
Full-text available
This paper objectively analyzes the emerging discourse surrounding the application of Apple Vision Pro in healthcare and medical education. Released in June 2023, Apple Vision Pro represents a significant advancement in spatial computing by combining augmented and virtual reality to create new possibilities for digital interaction. We aim to compil...
Thesis
Full-text available
This research has as general objective to develop a study on the use of wearables in games, particularly the detection of gestures to use as input devices in games, contemplating the fundamentals involved, algorithms used, and game design analysis, ergonomics, and social aspects in the approach. We present the modelling of the gesture detection alg...
Conference Paper
Full-text available
O Cordel Aumentado é um aplicativo de realidade aumentada que tem como objetivo ser uma ferramenta auxiliar de ensino de literatura, no contexto da literatura de cordel. O aplicativo busca estimular os alunos a explorarem os elementos da literatura de cordel, possibitando-os criarem varais de cordeis digitais e interativos, em um ambiente de mundo...
Poster
Full-text available
Um aplicativo mobile foi desenvolvido para consulta do CIAP2, que é utilizado no e-SUS. O objetivo principal do aplicativo foi dispor ao profissional da atenção primária o acesso rápido e eficaz ao CIAP2, com possibilidade de uso offline. Desta forma facilitando uma melhor gestão da informação do paciente com a visão de cuidado integral, em ambient...
Poster
Full-text available
A Classificação Internacional da Atenção Primária – Segunda Edição (CIAP2) é uma forma de codificação do atendimento ao paciente por parte de um profissional de saúde, que permite classificar não só os problemas diagnosticados, mas principalmente os motivos da consulta e as intervenções acordadas seguindo o método clínico centrado na pessoa (MCCP)...

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