SO
Publications
- Developing gamified elements to influence positive behavioural change towards organisational energy efficiency
- A perceptual study into the behaviour of autonomous agents within a virtual urban environment
- Identifying Parkinson's Disease through the Classification of Audio Recording Data
- Assessing the perceived realism of agent grouping dynamics for adaptation and simulation
- Fostering engagement with cultural heritage through immersive vr and gamification
- I-Ulysses: A technical report
- A Neural Network for Interpolating Light-Sources
- Perceived realism of crowd behaviour with social forces
- An initial study to assess the perceived realism of agent crowd behaviour in a virtual city
- A Proposed VR Platform for Supporting Blended Learning Post COVID-19
- SCIPS: A serious game using a guidance mechanic to scaffold effective training for cyber security
- EmotiMask: Mapping Mouth Movements to an LED Matrix for Improving Recognition When Teaching With a Face Mask