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Outputs (81)

NeFT-Net: N-window Extended Frequency Transformer for Rhythmic Motion Prediction (2025)
Journal Article
Ademola, A., Sinclair, D., Koniaris, B., Hannah, S., & Mitchell, K. (in press). NeFT-Net: N-window Extended Frequency Transformer for Rhythmic Motion Prediction. Computers and Graphics,

Advancements in prediction of human motion sequences are critical for enabling online virtual reality (VR) users to dance and move in ways that accurately mirror real-world actions, delivering a more immersive and connected experience. However, laten... Read More about NeFT-Net: N-window Extended Frequency Transformer for Rhythmic Motion Prediction.

HoloJig: Interactive Spoken Prompt Specified Generative AI Environments (2025)
Journal Article
Casas, L., Hannah, S., & Mitchell, K. (online). HoloJig: Interactive Spoken Prompt Specified Generative AI Environments. IEEE Computer Graphics and Applications, https://doi.org/10.1109/mcg.2025.3553780

HoloJig offers an interactive, speech-to-VR, virtual reality experience that generates diverse environments in real-time based on live spoken descriptions. Unlike traditional VR systems that rely on pre-built assets, HoloJig dynamically creates perso... Read More about HoloJig: Interactive Spoken Prompt Specified Generative AI Environments.

Machine learning for animatronic development and optimization (2025)
Patent
Mitchell, K., Castellon, J., Bacher, M., McCrory, M., Stolarz, J., & Ayala, A. (2025). Machine learning for animatronic development and optimization. US12236168B2

Techniques for animatronic design are provided. A plurality of simulated meshes is generated using a physics simulation model, where the plurality of simulated meshes corresponds to a plurality of actuator configurations for an animatronic mechanical... Read More about Machine learning for animatronic development and optimization.

Audio Occlusion Experiment Data (2025)
Data
McSeveney, S., Tamariz, M., McGregor, I., Koniaris, B., & Mitchell, K. (2025). Audio Occlusion Experiment Data. [Data]

This dataset comprises anonymous user study participant responses of audio occlusion to investigate presence response of body occlusions in the presence of sound sources in the direct path between the person and the audio driver speaker.

DeFT-Net: Dual-Window Extended Frequency Transformer for Rhythmic Motion Prediction (2024)
Presentation / Conference Contribution
Ademola, A., Sinclair, D., Koniaris, B., Hannah, S., & Mitchell, K. (2024, September). DeFT-Net: Dual-Window Extended Frequency Transformer for Rhythmic Motion Prediction. Presented at EG UK Computer Graphics & Visual Computing (2024), London, UK

Enabling online virtual reality (VR) users to dance and move in a way that mirrors the real-world necessitates improvements in the accuracy of predicting human motion sequences paving way for an immersive and connected experience. However, the drawba... Read More about DeFT-Net: Dual-Window Extended Frequency Transformer for Rhythmic Motion Prediction.

Virtual Rehabilitation: XR Design for Senior Users in Immersive Exergame Environments (2024)
Presentation / Conference Contribution
Charisis, V., Khan, S., AlTarteer, S., & Lagoo, R. (2024, June). Virtual Rehabilitation: XR Design for Senior Users in Immersive Exergame Environments. Presented at 2024 IEEE Gaming, Entertainment, and Media Conference (GEM), Turin, Italy

The global ageing population presents significant challenges, with healthcare systems strained to meet the needs of an increasingly elderly demographic. Societies face issues related to healthcare costs, caregiving, and maintaining quality of life fo... Read More about Virtual Rehabilitation: XR Design for Senior Users in Immersive Exergame Environments.

DanceMark: An open telemetry framework for latency sensitive real-time networked immersive experiences (2024)
Presentation / Conference Contribution
Koniaris, B., Sinclair, D., & Mitchell, K. (2024, March). DanceMark: An open telemetry framework for latency sensitive real-time networked immersive experiences. Presented at IEEE VR Workshop on Open Access Tools and Libraries for Virtual Reality, Orlando, FL

DanceMark is an open telemetry framework designed for latency-sensitive real-time networked immersive experiences, focusing on online dancing in virtual reality within the DanceGraph platform. The goal is to minimize end-to-end latency and enhance us... Read More about DanceMark: An open telemetry framework for latency sensitive real-time networked immersive experiences.

Method and system for visually seamless grafting of volumetric data (2024)
Patent
Mitchell, K. J. (2024). Method and system for visually seamless grafting of volumetric data

Visually seamless grafting of volumetric data. In some implementations, a method includes obtaining volumetric data that represents a first volume including one or more three-dimensional objects. Planar slices of the first volume are determined and f... Read More about Method and system for visually seamless grafting of volumetric data.

Expressive Talking Avatars (2024)
Journal Article
Pan, Y., Tan, S., Cheng, S., Lin, Q., Zeng, Z., & Mitchell, K. (2024). Expressive Talking Avatars. IEEE Transactions on Visualization and Computer Graphics, 30(5), 2538-2548. https://doi.org/10.1109/TVCG.2024.3372047

Stylized avatars are common virtual representations used in VR to support interaction and communication between remote collaborators. However, explicit expressions are notoriously difficult to create, mainly because most current methods rely on geome... Read More about Expressive Talking Avatars.

DanceGraph: A Complementary Architecture for Synchronous Dancing Online (2023)
Presentation / Conference Contribution
Sinclair, D., Ademola, A. V., Koniaris, B., & Mitchell, K. (2023, May). DanceGraph: A Complementary Architecture for Synchronous Dancing Online. Presented at 36th International Computer Animation & Social Agents (CASA) 2023, Limassol, Cyprus

DanceGraph is an architecture for synchronized online dancing overcoming the latency of net-worked body pose sharing. We break down this challenge by developing a real-time bandwidth-efficient architecture to minimize lag and reduce the timeframe of... Read More about DanceGraph: A Complementary Architecture for Synchronous Dancing Online.

Augmented Reality AI Co-Driver: Impact on Drivers Perceived Experience and Safety (2023)
Presentation / Conference Contribution
Charissis, V. (2023, December). Augmented Reality AI Co-Driver: Impact on Drivers Perceived Experience and Safety. Presented at 30th International Display Workshop, Niigata, Japan

This project investigates the use of an AI codriver that could support the driver's decision-making process. The information is presented through AR HUD and audio. The evaluation by 20 users in a VR driving simulator presented both encouraging outcom... Read More about Augmented Reality AI Co-Driver: Impact on Drivers Perceived Experience and Safety.

Real-time Facial Animation for 3D Stylized Character with Emotion Dynamics (2023)
Presentation / Conference Contribution
Pan, Y., Zhang, R., Wang, J., Ding, Y., & Mitchell, K. (2023, October). Real-time Facial Animation for 3D Stylized Character with Emotion Dynamics. Presented at 31st ACM International Conference on Multimedia, Ottawa, Canada

Our aim is to improve animation production techniques' efficiency and effectiveness. We present two real-time solutions which drive character expressions in a geometrically consistent and perceptually valid way. Our first solution combines keyframe a... Read More about Real-time Facial Animation for 3D Stylized Character with Emotion Dynamics.

Use and operational safety (2023)
Book Chapter
Reed, N., Charisis, V., & Cowper, S. (2023). Use and operational safety. In D. Ventriglia, & M. Kahl (Eds.), FISITA Intelligent Safety White Paper – The Safety of Electro-Mobility: Expert considerations on the Safety of an Electric Vehicle from concept through end of life (107-111). FISITA

Whether you are an individual buying your first car or replacing an existing vehicle, or if you are a fleet manager making vehicle purchase decisions on behalf of a company, the acquisition of a car is usually a highly significant purchase. Increasi... Read More about Use and operational safety.

Editorial: Games May Host the First Rightful AI Citizens (2023)
Journal Article
Mitchell, K. (2023). Editorial: Games May Host the First Rightful AI Citizens. Games: Research and Practice, 1(2), 1-7. https://doi.org/10.1145/3606834

GAMES creatively take place in imaginative worlds informed by, but often not limited by, real-world challenges, and this advantageously provides an accelerated environment for innovation, where concepts and ideas can be explored unencumbered by physi... Read More about Editorial: Games May Host the First Rightful AI Citizens.

Can Gamification Improve User Experience (UX) of Servitization in the Financial and Construction Sector? (2022)
Presentation / Conference Contribution
Khan, M. S., Charissis, V., & Harrison, D. K. (2022, June). Can Gamification Improve User Experience (UX) of Servitization in the Financial and Construction Sector?. Presented at International Conference on Human-Computer Interaction, Online

The monetisation of the provision of consumer services rather than products is advantageous and leads to higher profit margins for the providing companies in comparison to the sole manufacturing of consumer products. This business model has gradually... Read More about Can Gamification Improve User Experience (UX) of Servitization in the Financial and Construction Sector?.

Servitization Through VR Serious Games: From Manufacturing to Consumer Electronics (2022)
Presentation / Conference Contribution
Charissis, V., Khan, M. S., & Harrison, D. K. (2022, June). Servitization Through VR Serious Games: From Manufacturing to Consumer Electronics. Presented at 24th International Conference on Human-Computer Interaction (HCII 2022), Online

The provision of services instead of the actual products is becoming a major area of interest for the products provision companies involved in the manufacturing, electronics and construction industries amongst others. Current work in the disseminatio... Read More about Servitization Through VR Serious Games: From Manufacturing to Consumer Electronics.