Affordable content creation for free-viewpoint video and VR/AR applications. | 6 | 0.62 | 2018 |
Beckett in VR: exploring narrative using free viewpoint video | 0 | 0.34 | 2018 |
Enriching The Fan Experience In A Smart Stadium Using Internet Of Things Technologies | 2 | 0.44 | 2017 |
Virtual Play in Free-Viewpoint Video: Reinterpreting Samuel Beckett for Virtual Reality | 1 | 0.48 | 2017 |
A Demonstration of the PATHway System for Technology-enabled Exercise-based Cardiac Rehabilitation. | 0 | 0.34 | 2016 |
A Multimodal Gamified Platform for Real-Time User Feedback in Sports Performance. | 0 | 0.34 | 2016 |
A Technology Platform for Enabling Behavioural Change as a "PATHway" Towards Better Self-management of CVD. | 1 | 0.35 | 2016 |
Designing a Topological Algorithm for 3D Activity Recognition. | 0 | 0.34 | 2016 |
HeartHealth: New Adventures in Serious Gaming | 0 | 0.34 | 2015 |
The Real Time Rolling Shutter | 0 | 0.34 | 2015 |
Autonomous agents and avatars in REVERIE's virtual environment | 4 | 0.53 | 2015 |
HeartHealth: A cardiovascular disease home-based rehabilitation system | 4 | 0.39 | 2015 |
A Low-Cost Head and Eye Tracking System for Realistic Eye Movements in Virtual Avatars | 1 | 0.37 | 2014 |
Real-Time Gaze Estimation Using a Kinect and a HD Webcam | 6 | 0.54 | 2014 |
Kinect vs. Low-cost Inertial Sensing for Gesture Recognition | 7 | 1.10 | 2014 |
Tools for User Interaction in Immersive Environments | 1 | 0.39 | 2014 |
Blending real with virtual in 3DLife | 1 | 0.39 | 2013 |
Real-time head nod and shake detection for continuous human affect recognition | 4 | 0.50 | 2013 |
Classification of sporting activities using smartphone accelerometers. | 39 | 1.67 | 2013 |
Dynamic Voxel Carving In Tennis Based On Player Localisation Using A Low Cost Camera Network | 2 | 0.38 | 2011 |
Quantifying human reconstruction accuracy for voxelcarving in a sporting environment | 3 | 0.41 | 2011 |
Digital Holographic Capture and Optoelectronic Reconstruction for 3D Displays | 3 | 0.88 | 2010 |