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- University for the Creative Arts Research Centre (15)
- Creative Technologies Research Centre (15)
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.
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)
Kerim, Abdulrahman and C. Chamone, Felipe and Ramos, Washington and Soriano Marcolino, Leandro and Nascimento, Erickson R. and Jiang, Richard
(2022)
Semantic segmentation under adverse conditions: a weather and nighttime-aware synthetic data-based approach.
In: 33rd British Machine Vision Conference 2022, 21-24 November 2022, London, UK.
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.
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
Dashti, Sarah and Prakash, Edmond and Navarro-Newball, Andres and Hussain, Fiaz and Carroll, Fiona
(2022)
PotteryVR: virtual reality pottery.
The Visual Computer.
ISSN 1432-2315
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
Kerim, Abdulrahman and Aslan, Cem and Celikcan, Ufuk and Erdem, Erkut and Erdem, Aykut
(2021)
NOVA: rendering virtual worlds with humans for computer vision tasks.
Computer Graphics Forum, 40 (6).
pp. 258-272.
Kerim, Abdulrahman and Celikcan, Ufuk and Erdem, Erkut and Erdem, Aykut
(2021)
Using synthetic data for person tracking under adverse weather conditions.
Image and Vision Computing, 111 (104187).
ISSN 1872-8138
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