Browse > Research Centre

Number of items at this level: 15.

Shahaj, Emily Rosa and Goncu-Berk, Gozde (2024) Wearable tech, virtual fashion, and immersive technologies. In: Accelerating sustainability in fashion, clothing and textiles. Routledge, London.

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Kerim, Abdulrahman and Ramos, Washington and Leandro, Soriano Marcolino and Nascimento, Erickson and Jiang, Richard (2023) Leveraging synthetic data to learn video stabilization under adverse conditions. In: IEEE/CVF Winter Conference on Applications of Computer Vision (WACV), 4-8 January 2024, Waikoloa, Hawaii, USA. (In Press)

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Dashti, Sarah and Hussain, Fiaz and Carroll, Fiona and Prakash, Edmond and Navarro-Newball, Andres (2022) Role of intricate pottery visualization in ceramic manufacturing. IEEE Computer Graphics and Applications. ISSN 1558-1756 (In Press) Item availability restricted.

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Dashti, Sarah and Prakash, Edmond and Navarro-Newball, Andres Adolfo and Hussain, Fiaz and Carroll, Fiona (2022) Chladni plate visualisation. In: Computer Graphics and Visual Computing (CGVC). The Eurographics Association, Geneva. ISBN 9783038681885

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Kerim, Abdulrahman and Genç, Burkay (2022) Mobile games success and failure: mining the hidden factors. Neural Computing and Applications. ISSN 1433-3058

Sezen, Tonguc and Sezen, Digdem (2021) Longform video essays as critical retellings of video game narratives. In: Games and narrative: theory and practice. International Series on Computer Entertainment and Media Technology (ISCEMT) . Springer, pp. 267-279. ISBN 9783030815387

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Sezen, Digdem and Sezen, Tonguc (2021) Video games. In: The Routledge encyclopedia of citizen media. Routledge. ISBN 9781317215073

Sezen, Digdem (2020) Machine gaze on women: how machine vision technologies see women in films. In: Female agency and subjectivities in film and television. Palgrave Macmillan, Cham. ISBN 9783030561000

Vallard, Nina (2019) For the love of it: zines. Mslexia (84). p. 13. ISSN 1473-9399

Sezen, Tonguc and Iurgel, Ido and Fischöder, Nicholas and Sezen, Digdem (2019) Interactive narrative design for geographically dispersed points of interest. In: Making smart cities more playable. Gaming Media and Social Effects (GMSE) . Springer, Singapore, pp. 261-277. ISBN 9789811397653

Sezen, Digdem and Sezen, Tonguc (2019) Press start to remember the martyrs: on video games commemorating the 2016 coup attempt in Turkey. In: The dubious case of a failed coup: militarism, masculinities, and 15 July in Turkey. Palgrave Macmillan, Singapore, pp. 123-139. ISBN 9789811311406

This list was generated on Fri Jan 17 21:23:11 2025 UTC.