Christos Gatzidis

Orcid: 0000-0002-8007-0484

According to our database1, Christos Gatzidis authored at least 36 papers between 2008 and 2023.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

Legend:

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In proceedings 
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PhD thesis 
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Links

On csauthors.net:

Bibliography

2023
Digital Cultural Items in Space: The Impact of Contextual Information on Presenting Digital Cultural Items.
ACM Journal on Computing and Cultural Heritage, December, 2023

2022
The Crypt of Notation: Rote Learning through Video Games For Adult Beginner Keyboard Learners.
Proceedings of the FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games, 2022

2021
Capture, Processing and Presentation of Digital Cultural Items: Feedback from Cultural Heritage Practitioners.
Proceedings of the GCH 2021, 2021

Learning Through Play; a Study Investigating How Effective Video Games Can Be Regarding Keyboard Education at a Beginner Level.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

2020
Computer graphics simulation of natural mummification by desiccation.
Comput. Animat. Virtual Worlds, 2020

Developing Games For The Purposes of Rote Learning for Keyboard and Piano.
Proceedings of the IEEE Conference on Games, 2020

2018
OpenGL|D - An Alternative Approach to Multi-user Architecture.
Trans. Comput. Sci., 2018

Procedural feature generation for volumetric terrains using voxel grammars.
Entertain. Comput., 2018

First Time User Experiences in mobile games: An evaluation of usability.
Entertain. Comput., 2018

2017
Biologically inspired simulation of livor mortis.
Vis. Comput., 2017

Transition Contour Synthesis with Dynamic Patch Transitions.
Comput. Entertain., 2017

Procedural feature generation for volumetric terrains.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

An Investigation into Usability and First Time User Experiences Within a Mobile Gaming Context.
Proceedings of the E-Learning and Games - 11th International Conference, 2017

OpenGLD - A Multi-user Single State Architecture for Multiplayer Game Development.
Proceedings of the 2017 International Conference on Cyberworlds, 2017

2016
Ubiquitous Gaming Interaction Design Workshop.
Proceedings of the HCI 2016, 2016

Design of a Videogame to Explore Morality.
Proceedings of the HCI 2016, 2016

2015
A survey on object deformation and decomposition in computer graphics.
Comput. Graph., 2015

Digital Rights Management: The Four Perspectives of Developers, Distributors, Users, and Lawyers.
Proceedings of the Ninth International Symposium on Human Aspects of Information Security & Assurance, 2015

2014
Empirical Evaluation of Smartphone Augmented Reality Browsers in an Urban Tourism Destination Context.
Int. J. Mob. Hum. Comput. Interact., 2014

Foreword for the Elsevier Entertainment Computing Special Issue from the 5th International Conference on Games and Virtual Worlds for Serious Applications (VS Games 2013).
Entertain. Comput., 2014

Object weathering simulation avoiding texture space stretching and discontinuities.
Proceedings of the SIGGRAPH Asia 2014 Posters, Shenzhen, China, December 3-6, 2014, 2014

2013
The Periodic Table of Elements via an XNA-Powered Serious Game.
Trans. Edutainment, 2013

Painterly rendering techniques: a state-of-the-art review of current approaches.
Comput. Animat. Virtual Worlds, 2013

Distributed DeepThought: synchronising complex network multi-player games in a scalable and flexible manner.
Proceedings of the 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, 2013

Engineering Augmented Tourism Experiences.
Proceedings of the Information and Communication Technologies in Tourism 2013, 2013

2012
Feature-based probabilistic texture blending with feature variations for terrains.
Comput. Animat. Virtual Worlds, 2012

Learning with Digital Games: A Practical Guide to Engaging Students in Higher Education.
Int. J. Game Based Learn., 2012

2011
Elemental: An Insight into the Development and Evaluation of a Secondary Education Chemistry Game Using XNA.
Proceedings of the Third International Conference on Games and Virtual Worlds for Serious Applications, 2011

2010
Automating Terrain Texturing in Real-Time Using a Rule-Based Approach.
Int. J. Virtual Real., 2010

Feature-based probability blending.
Proceedings of the ACM SIGGRAPH ASIA 2010 Posters, Seoul, Republic of Korea, December 15, 2010

Investigating the Trend of Virtual Reality-Based Stroke Rehabilitation Systems.
Proceedings of the 14th International Conference on Information Visualisation, 2010

2009
A Framework for the Development of Online, Location-Specific, Expressive 3D Social Worlds.
Proceedings of the 2009 Conference in Games and Virtual Worlds for Serious Applications, 2009

Towards the Development of an Interactive 3D Coach Training Serious Game.
Proceedings of the 2009 Conference in Games and Virtual Worlds for Serious Applications, 2009

Evaluation of Non-photorealistic 3D Urban Models for Mobile Device Navigation.
Proceedings of the Virtual and Mixed Reality, 2009

A rule-based approach to 3D terrain generation via texture splatting.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009

2008
Recent Advances in the User Evaluation Methods and Studies of Non-Photorealistic Visualization and Rendering Techniques.
Proceedings of the 12th International Conference on Information Visualisation, 2008


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