David J. Roberts

According to our database1, David J. Roberts authored at least 48 papers between 1996 and 2019.

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Bibliography

2019
Collaborative virtual reality platform for visualizing space data and mission planning.
Multim. Tools Appl., 2019

2017
A Mixed Reality Telepresence System for Collaborative Space Operation.
IEEE Trans. Circuits Syst. Video Technol., 2017

Removing the Mask - Do People Over Trust Avatars Reconstructed from Video?
Proceedings of the Virtual Reality and Augmented Reality, 2017

2016
Is This Seat Taken? Behavioural Analysis of the Telethrone: A Novel Situated Telepresence Display.
Proceedings of the International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, 2016

2015
withyou - An Experimental End-to-End Telepresence System Using Video-Based Reconstruction.
IEEE J. Sel. Top. Signal Process., 2015

Controlling viewpoint from markerless head tracking in an immersive ball game using a commodity depth-based camera.
J. Simulation, 2015

Collaborative telepresence workspaces for space operation and science.
Proceedings of the 2015 IEEE Virtual Reality, 2015

A Comparison of Film and Computer Generated Imagery Medium for the Learning of Chimpanzee Behaviours.
Proceedings of the Games and Learning Alliance - 4th International Conference, 2015

2014
Using Virtual Environments to Test the Effects of Lifelike Architecture on People.
Proceedings of the Technologies of Inclusive Well-Being, 2014

Parallel processing for real-time 3D reconstruction from video streams.
J. Real Time Image Process., 2014

SpaceWalk: Movement and Interaction in Virtual Space with Commodity Hardware.
Proceedings of the 2014 Conference on Interactive Entertainment, 2014

2013
Estimating the Gaze of a Virtuality Human.
IEEE Trans. Vis. Comput. Graph., 2013

2011
Accelerated polyhedral visual hulls using OpenCL.
Proceedings of the IEEE Virtual Reality Conference, 2011

Some Implications of Eye Gaze Behavior and Perception for the Design of Immersive Telecommunication Systems.
Proceedings of the 15th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications, 2011

Investigating the Suitability of a Software Capture Trigger in a 3D Reconstruction System for Telepresence.
Proceedings of the 15th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications, 2011

Camera Image Synchronisation in Multiple Camera Real-Time 3D Reconstruction of Moving Humans.
Proceedings of the 15th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications, 2011

The Use of Online Virtual Environments to Assess the Appeal of Interactive Elements within Buildings.
Proceedings of the 2011 International Conference on Cyberworlds, 2011

A GPU based, projective multi-texturing approach to reconstructing the 3D human form for application in tele-presence.
Proceedings of the 2011 ACM Conference on Computer Supported Cooperative Work, 2011

2010
Can you help me concentrate room?
Proceedings of the IEEE Virtual Reality Conference, 2010

Synchronization of Images from Multiple Cameras to Reconstruct a Moving Human.
Proceedings of the DS-RT '10 Proceedings of the 2010 IEEE/ACM 14th International Symposium on Distributed Simulation and Real Time Applications, 2010

2009
Eye Tracking for Avatar Eye Gaze Control During Object-Focused Multiparty Interaction in Immersive Collaborative Virtual Environments.
Proceedings of the IEEE Virtual Reality Conference 2009 (VR 2009), 2009

Communicating Eye-gaze Across a Distance: Comparing an Eye-gaze enabled Immersive Collaborative Virtual Environment, Aligned Video Conferencing, and Being Together.
Proceedings of the IEEE Virtual Reality Conference 2009 (VR 2009), 2009

Comparing the End to End Latency of an Immersive Collaborative Environment and a Video Conference.
Proceedings of the 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications, 2009

2008
Full immersive virtual environment CAVE<sup>TM</sup> in chemistry education.
Comput. Educ., 2008

Communicating Eye Gaze across a Distance without Rooting Participants to the Spot.
Proceedings of the 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications, 2008

A Tool for Replay and Analysis of Gaze-Enhanced Multiparty Sessions Captured in Immersive Collaborative Environments.
Proceedings of the 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications, 2008

Eye-tracking for avatar eye-gaze and interactional analysis in immersive collaborative virtual environments.
Proceedings of the 2008 ACM Conference on Computer Supported Cooperative Work, 2008

2007
An assessment of eye-gaze potential within immersive virtual environments.
ACM Trans. Multim. Comput. Commun. Appl., 2007

A review of telecollaboration technologies with respect to closely coupled collaboration.
Int. J. Comput. Appl. Technol., 2007

An integrated lecture, virtual instrumentation lab approach to teaching UV-Vis spectroscopy.
Educ. Inf. Technol., 2007

Presence, Creativity and Collaborative Work in Virtual Environments.
Proceedings of the Human-Computer Interaction. Interaction Design and Usability, 2007

2006
Factors influencing flow of object focussed collaboration in collaborative virtual environments.
Virtual Real., 2006

Comparison of head gaze and head and eye gaze within an immersive environment.
Proceedings of the 10th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT 2006), 2006

Exploring the Effect of Curvature on the Consistency of Dead Reckoned Paths for Different Error Threshold Metrics.
Proceedings of the 10th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT 2006), 2006

2005
Supporting a Closely Coupled Task between a Distributed Team: Using Immersive Virtual Reality Technology.
Comput. Artif. Intell., 2005

Revisiting Distributed Simulation and the Grid: A Panel.
Proceedings of the 9th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT 2005), 2005

Exploring the Use of Local Consistency Measures as Thresholds for Dead Reckoning Update Packet Generation.
Proceedings of the 9th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT 2005), 2005

2004
A Study of Event Traffic During the Shared Manipulation of Objects Within a Collaborative Virtual Environment.
Presence Teleoperators Virtual Environ., 2004

Supporting social human communication between distributed walk-in displays.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2004

Collaboration around Shared Objects in Immersive Virtual Environments.
Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT 2004), 2004

Controlling Consistency within Collaborative Virtual Environments.
Proceedings of the 8th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT 2004), 2004

A Haptic Interface for Linked Immersive and Desktop Displays: Maintaining Sufficient Frame Rate for Haptic Rendering.
Proceedings of the ISCA 17th International Conference on Parallel and Distributed Computing Systems, 2004

Pushmepullyou: The Reality of Interaction with Shared Objects in Networked Walk-in Displays.
Proceedings of the ISCA 17th International Conference on Parallel and Distributed Computing Systems, 2004

2003
Constructing a Gazebo: Supporting Team Work in a Tightly Coupled, Distributed Task in Virtual Reality.
Presence Teleoperators Virtual Environ., 2003

Importance of Communication Influences on a Highly Collaborative Task.
Proceedings of the 7th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT 2003), 2003

1998
A local perception filter for distributed virtual environments.
Proceedings of the 1998 Virtual Reality Annual International Symposium, 1998

1997
Maximising Concurrency and Scalability in a Consistent, Causal, Distributed Virtual Reality System Whilst Minimising the Effect of Network Delays.
Proceedings of the 6th Workshop on Enabling Technologies (WET-ICE '97), 1997

1996
A predictive real time architecture for multi-user, distributed, virtual reality.
PhD thesis, 1996


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