Now showing items 1-11 of 11

    • Adi's Maze and the Research Arcade: A Long-term Study on the Impact of Gendered Representation on Player Preferences 

      Headleand, Christopher J.; Davies, Bethany; Williams, Benjamin (The Eurographics Association, 2021)
      Gender representation in games is a much discussed topic in the field of games design. A number of papers have explored the issues around sexist, and sexualised representation, and there even evidence that the assumed ...
    • Can Augmented Reality Enhance to a Greater Visitor Satisfaction of Historical Landmarks? 

      Wakefield, Connor; Simons, Alain; John, David (The Eurographics Association, 2019)
      Augmented reality (AR) is gradually becoming more common for marketing of tourist locations to enhance the visitor experience. But do visitors of historical events value the use of this technology and if so, are they willing ...
    • Educational Virtual Reality Visualisations of Heritage Sites 

      John, David; Shaw, Lawrence; Cheetham, Paul; Manley, Harry; Stone, Aaron A.; Blakeburn, Michaela; Gosling, Karl (The Eurographics Association, 2017)
      This paper discusses the use of games engines to create virtual heritage applications. The use of 3D software for cultural or heritage applications is discussed with reference to the capabilities and potential of games ...
    • Evaluating Models for Virtual Forestry Generation and Tree Placement in Games 

      Williams, Benjamin; Ritsos, Panagiotis; Headleand, Christopher (The Eurographics Association, 2019)
      A handful of approaches have been previously proposed to generate procedurally virtual forestry for virtual worlds and computer games, including plant growth models and point distribution methods. However, there has been ...
    • A Gesture Recognition Model for Virtual Reality Motion Controllers 

      Headleand, Chris; Williams, Benjamin; Holopainen, Jussi; Gilliam, Marlon (The Eurographics Association, 2020)
      In this paper we discuss gesture recognition in the domain of Virtual Reality (VR) video games. We begin by presenting a detailed review of the literature. Furthermore, we discuss some of the specific opportunities and ...
    • Post-RenderWarp with Late Input Sampling Improves Aiming Under High Latency Conditions 

      Kim, Joohwan; Knowles, Pyarelal; Spjut, Josef; Boudaoud, Ben; Mcguire, Morgan (ACM, 2020)
      End-to-end latency in remote-rendering systems can reduce user task performance. This notably includes aiming tasks on game streaming services, which are presently below the standards of competitive first-person desktop ...
    • A Somatic Approach to Combating Cybersickness Utilising Airflow Feedback 

      Harrington, Jake; Williams, Benjamin; Headleand, Christopher (The Eurographics Association, 2019)
      Abstract This paper presents a novel somatosensory approach towards reducing the risk of cybersickness during virtual reality locomotion in a 3D environment. We start by presenting theories regarding the cause of cybersickness ...
    • Towards Ceramics Inspired Physiotherapy for Recovering Stroke Patients 

      Hajzer, Sándor P.; Jones, Andra; Jones, David E.; Miles, Helen C.; Ellis, Victoria; Povina, Federico V.; Sganga, Magalí; Swain, Martin T.; Bennett-Gillison, Sophie (The Eurographics Association, 2023)
      People prescribed physiotherapy exercises can struggle to engage with exercises due to a lack of mental stimulation in the repetitive tasks. The introduction of VR to motion-based physiotherapy can be beneficial, however, ...
    • Virtual Creature Morphology - A Review 

      Lai, Gorm; Leymarie, Frederic Fol; Latham, William; Arita, Takaya; Suzuki, Reiji (The Eurographics Association and John Wiley & Sons Ltd., 2021)
      We present a review of methods for procedurally generating the morphology of virtual creatures. We include a range of methods, with the main groups being from ALife over art to video games. Even though at times these groups ...
    • Visiting Ancient Rome with a Serious Game 

      Galí, Carlos; Remolar, Inmaculada; Rebollo, Cristina (The Eurographics Association, 2019)
      The current rise of video games has made that different fields of research feel attracted to these new technologies in order to enhance their works and make their results more attractive. It is for this reason that so-called ...
    • Visualising Dudsbury Hillfort: Using Immersive Virtual Reality to Engage the Public with Cultural Heritage 

      John, David; Hurst, David; Cheetham, Paul; Manley, Harry (The Eurographics Association, 2018)
      Whilst computer visualisation is an established method of presenting cultural heritage, the use of game engines to provide a full immersive virtual reality experience is less well developed. This research documents the ...