Publications and Presentations
- Specific Areas
Below is a subset of publications with key word(s): games|hardware. Click here to SHOW ALL PUBLICATIONS
| Augmented reality exergames training for osteoporosis patients to improve balance, flexibility, muscle strength and engagement. Thuilier, Eléa, Dingliana, John, Carey, John J., Dempsey, Mary, Biggins, Shane, Whelan, Bryan and Brennan, Attracta. In World Congress in Virtual Rehabilitation - XR4Rehab Posters. 2024. |
| Virtual Rehabilitation for Patients with Osteoporosis: Translating Physiotherapy Exercises into Exergames. In IMVIP 2023 - Irish Machine Vision and Image Processing Conference 2023. Zenodo. 2023. |
| Transfer Function Refinement for Exploring Volume Data. Shengzhou Luo and John Dingliana. Chapter in Contemporary Topics in Computer Graphics and Games : Selected Papers from the Eurasia Graphics Conference Series (Veysi Isler, Hasmet Gurcay, Hasan Kemal Suher, Guven Catak, eds.). Peter Lang. 2020. |
| DAVIS: density-adaptive synthetic-vision based steering for virtual crowds. Hughes, Rowan, Ondrej, Jan and Dingliana, John. In Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games. 2015. |
| Experiment-based Modelling and Simulation of Holonomic Collision Avoidance Strategies for Virtual Humans. Rowan Hughes, Jan Ondrej and John Dingliana. In Motion in Games Posters. 2013. |
| Hardware Accelerated Broad Phase Collision Detection for Interactive Entertainment Applications. Muiris Woulfe, John Dingliana, Michael Manzke. Irish Graduate Student Symposium on Vision, Graphics and Visualisation (VGV08). 2008. |
| Hardware accelerated broad phase collision detection for realtime simulations. Muiris Woulfe. John Dingliana and Michael Manzke. In 4th Workshop on Virtual Reality Interactions and Physical Simulations (VRIPHYS). Eurographics Association. 2007. |
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