About the Journal

Focus and Scope

The SBC Journal on Interactive Systems (JIS) is a publication of the Brazilian Computer Society (SBC), maintained and supported by the interest groups on Virtual Reality, Human-Computer Interaction and Games. The main goals of this publication include:

  • To disseminate original scientific works on the areas of virtual reality, augmented reality, human-computer interaction, games, and entertainment computing.
  • To introduce scientific projects under development by research groups focused on contributing to the state-of-the-art of the related themes
  • To provide a forum that allows the exchange of specialists' opinions about the main challenges in the area


Authors are invited to submit original contributions – written in English – presenting experimental or theoretical results, case studies, as well as new ideas and applications with advances in a broad spectrum of technical areas. Topics include but are not limited to:

Virtual Reality:

  • Artificial life
  • Augmented and mixed reality
  • Collaborative virtual environments
  • Hardware graphics acceleration
  • Innovative 3D input and output devices
  • Innovative 3D interaction techniques
  • Interactive modeling, rendering, and animation
  • Internet-based 3D applications
  • Multimodal interaction
  • Networked virtual environments
  • Non-conventional interaction
  • Real-time simulation, animation and visualization
  • Social, economical and technical impacts of virtual reality
  • Tele-collaboration and tele-operation
  • Video-based interaction
  • Virtual and augmented reality for scientific visualization
  • Virtual and augmented reality system development
  • Virtual and augmented reality applications in any area
  • Virtual humans and avatars
  • Architectures and Design Patterns
  • Artificial Intelligence
  • Camera Techniques
  • Cloud Gaming, Gaming as a Service
  • Computer Animation
  • Computer Graphics
  • Computational Visualization
  • Console Programming
  • Convergence of Areas in Game Development
  • Crowd Simulation
  • Dedicated Hardware
  • Deformable Models
  • Development Process and Tools
  • Emotional Agents
  • Facial Expression
  • Game Audio Techniques
  • Game Engines
  • Interactive and 3D Sound
  • Interactive Digital TV
  • Massive Multiplayer Games
  • Mobile Computing
  • Models and Infrastructure for Networked Games
  • Parallel Processing
  • Pervasive and Crossmedia Games
  • Physical Modeling
  • Procedural Modeling
  • Programming Languages and Techniques
  • Realistic Physics
  • Rendering
  • Sensors and Interface Hardware
  • Storytelling
  • Visibility Culling
Human-Computer Interaction
  • Accessibility
  • Adaptable interfaces, adaptive, intelligent and end user programming
  • Affective computing and emotional aspects computing
  • Cultural aspects of IHC
  • Context sensitive interaction: IHC for mobile devices, ubiquitous computing and ambient intelligence
  • Digital Literacy
  • Domain Analysis, and user tasks for IHC
  • Ecodesign
  • Education and IHC
  • Ergonomics in IHC
  • IHC and software engineering integration
  • IHC, gender and minorities
  • IHC, health and quality of life
  • IHC Theories
  • Information Visualization
  • Interaction with new devices
  • Interaction with posthumous or post-mortem data
  • Legal and ethical aspects of research and practice in HCI
  • Models, methods, formalisms, techniques and design tools
  • Models, methods, formalisms, techniques and evaluation tools
  • Natural Interfaces (NUI)
  • New interaction paradigms
  • Social aspects of IHC
  • Social interaction: virtual communities, online communities and social networks
  • Tangible Interfaces
  • Tutorials and help systems
Contributions are accepted as full papers or technical communications.


Full papers may present contributions on several manners:

  • Concluded scientific works presenting algorithms, concepts, new devices or techniques
  • On-going works presenting new ideas with preliminary results, addressing important problems, describing systems´ implementations, etc.
  • Surveys with a critical vision of a specific area, also including a complete revision of the state-of-the-art
  • Tutorials deeply covering a specific topic, from a theoretical or practical point of view


Technical communications are contributions typically shorter than full papers (no more than 5 pages) that may present: abstracts of concluded Master and PhD Thesis, results obtained from undergraduation final projects, independent works, reports about research projects (concluded or not), industry communications, books and conferences reviews, etc. The main objective of this type of communication is the advertisement.