{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,3,27]],"date-time":"2025-03-27T05:46:19Z","timestamp":1743054379383,"version":"3.40.3"},"publisher-location":"Cham","reference-count":15,"publisher":"Springer International Publishing","isbn-type":[{"type":"print","value":"9783030599898"},{"type":"electronic","value":"9783030599904"}],"license":[{"start":{"date-parts":[[2020,1,1]],"date-time":"2020-01-01T00:00:00Z","timestamp":1577836800000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.springernature.com\/gp\/researchers\/text-and-data-mining"},{"start":{"date-parts":[[2020,1,1]],"date-time":"2020-01-01T00:00:00Z","timestamp":1577836800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.springernature.com\/gp\/researchers\/text-and-data-mining"}],"content-domain":{"domain":["link.springer.com"],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2020]]},"DOI":"10.1007\/978-3-030-59990-4_9","type":"book-chapter","created":{"date-parts":[[2020,10,7]],"date-time":"2020-10-07T07:02:59Z","timestamp":1602054179000},"page":"101-111","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":1,"title":["A Shader-Based Architecture for Virtual Reality Applications on Mobile Devices"],"prefix":"10.1007","author":[{"given":"Adriano M.","family":"Gil","sequence":"first","affiliation":[]},{"given":"Thiago S.","family":"Figueira","sequence":"additional","affiliation":[]}],"member":"297","published-online":{"date-parts":[[2020,10,8]]},"reference":[{"key":"9_CR1","doi-asserted-by":"publisher","DOI":"10.1007\/978-1-4302-0713-9","volume-title":"Advanced Java Game Programming","author":"DW Croft","year":"2004","unstructured":"Croft, D.W.: Advanced Java Game Programming. Apress, New York (2004)"},{"key":"9_CR2","volume-title":"Game Engine Architecture","author":"J Gregory","year":"2019","unstructured":"Gregory, J.: Game Engine Architecture, 3rd edn. CRC Press, Taylor & Francis Group, Boca Raton (2019)","edition":"3"},{"issue":"10","key":"9_CR3","doi-asserted-by":"publisher","first-page":"527","DOI":"10.1007\/s003710050084","volume":"12","author":"JC Hart","year":"1996","unstructured":"Hart, J.C.: Sphere tracing: a geometric method for the antialiased ray tracing of implicit surfaces. Vis. Comput. 12(10), 527\u2013545 (1996)","journal-title":"Vis. Comput."},{"key":"9_CR4","unstructured":"Joselli, M., et al.: An architecture for mobile games with cloud computing module. In: XI Brazilian Symposium on Computer Games and Digital Entertainment. SBGames 2012 - Computing Track (2012)"},{"key":"9_CR5","doi-asserted-by":"crossref","unstructured":"Joselli, M., Clua, E.: GpuWars: design and implementation of a GPGPU game. In: 2009 VIII Brazilian Symposium on Games and Digital Entertainment, pp. 132\u2013140. IEEE (2009)","DOI":"10.1109\/SBGAMES.2009.23"},{"key":"9_CR6","series-title":"Lecture Notes in Computer Science","doi-asserted-by":"publisher","first-page":"75","DOI":"10.1007\/978-3-642-41106-9_9","volume-title":"Entertainment Computing \u2013 ICEC 2013","author":"M Joselli","year":"2013","unstructured":"Joselli, M., Silva, J.R., Clua, E., Soluri, E.: MobileWars: a mobile GPGPU game. In: Anacleto, J.C., Clua, E.W.G., da Silva, F.S.C., Fels, S., Yang, H.S. (eds.) ICEC 2013. LNCS, vol. 8215, pp. 75\u201386. Springer, Heidelberg (2013). https:\/\/doi.org\/10.1007\/978-3-642-41106-9_9"},{"key":"9_CR7","unstructured":"Joselli, M., et al.: A game loop architecture with automatic distribution of tasks and load balancing between processors. In: Proceedings of the VIII Brazilian Symposium on Computer Games and Digital Entertainment, January 2009"},{"key":"9_CR8","volume-title":"Game Coding Complete","author":"M McShaffry","year":"2009","unstructured":"McShaffry, M.: Game Coding Complete, 3rd edn. Course Technology PTR, Boston (2009)","edition":"3"},{"key":"9_CR9","unstructured":"OVR Metrics Tool. https:\/\/developer.oculus.com\/downloads\/package\/ovr-metrics-tool\/"},{"key":"9_CR10","unstructured":"Portales, R.: Mastering android game development. https:\/\/www.packtpub.com\/game-development\/mastering-android-game-development"},{"key":"9_CR11","unstructured":"Pruett, C.: Squeezing performance out of your unity gear VR game, May 2015. https:\/\/developer.oculus.com\/blog\/squeezing-performance-out-of-your-unity-gear-vr-game\/"},{"key":"9_CR12","unstructured":"Unity for all (2019). https:\/\/unity.com\/"},{"key":"9_CR13","unstructured":"Valente, L., Conci, A., Feijo, B.: Real time game loop models for single-player computer games (2005)"},{"key":"9_CR14","unstructured":"Welch, G., Bishop, G.: An Introduction to the Kalman Filter. University of North Carolina, Department of Computer Science (1995)"},{"key":"9_CR15","doi-asserted-by":"crossref","unstructured":"Z\u00fcnd, F., et al.: Unfolding the 8-bit era. In: Proceedings of the 12th European Conference on Visual Media Production, p. 9. ACM (2015)","DOI":"10.1145\/2824840.2824848"}],"container-title":["Lecture Notes in Computer Science","HCI International 2020 \u2013 Late Breaking Papers: Virtual and Augmented Reality"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/link.springer.com\/content\/pdf\/10.1007\/978-3-030-59990-4_9","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2024,10,7]],"date-time":"2024-10-07T00:02:23Z","timestamp":1728259343000},"score":1,"resource":{"primary":{"URL":"https:\/\/link.springer.com\/10.1007\/978-3-030-59990-4_9"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2020]]},"ISBN":["9783030599898","9783030599904"],"references-count":15,"URL":"https:\/\/doi.org\/10.1007\/978-3-030-59990-4_9","relation":{},"ISSN":["0302-9743","1611-3349"],"issn-type":[{"type":"print","value":"0302-9743"},{"type":"electronic","value":"1611-3349"}],"subject":[],"published":{"date-parts":[[2020]]},"assertion":[{"value":"8 October 2020","order":1,"name":"first_online","label":"First Online","group":{"name":"ChapterHistory","label":"Chapter History"}},{"value":"HCII","order":1,"name":"conference_acronym","label":"Conference Acronym","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"International Conference on Human-Computer Interaction","order":2,"name":"conference_name","label":"Conference Name","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"Copenhagen","order":3,"name":"conference_city","label":"Conference City","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"Denmark","order":4,"name":"conference_country","label":"Conference Country","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"2020","order":5,"name":"conference_year","label":"Conference Year","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"19 July 2020","order":7,"name":"conference_start_date","label":"Conference Start Date","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"24 July 2020","order":8,"name":"conference_end_date","label":"Conference End Date","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"22","order":9,"name":"conference_number","label":"Conference Number","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"hcii2020","order":10,"name":"conference_id","label":"Conference ID","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"http:\/\/2020.hci.international\/","order":11,"name":"conference_url","label":"Conference URL","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"This content has been made available to all.","name":"free","label":"Free to read"}]}}