Simulation of Characteristic Delays in Multivariable Control Systems Using WCBSL. - Norman E. Gough; I. H. Ting; Georgi M. Dimirovski; Oleg L. Iliev (EUROSIM, 1995)

Identification and Adaptive Control of Nonlinear Processes Using Combined Neural Networks and Genetic Algorithms. - A. H. Abu-Alola; Norman E. Gough (ICANNGA, 1995)

Simulation of Building EGRESS Using Stochastic Petri Nets. - Olivier Iliev; Norman E. Gough; Gareth Harries; Georgi M. Dimirovski (ESM, 1996)

Fuzzy-tuned Stochastic Scanpaths for AGV Vision. - Ian J. Griffiths; Quasim H. Mehdi; Norman E. Gough (ICANNGA, 1997)

An Object-Oriented Environment Database for AGV Path Planing. - Tingkai Wang; Quasim H. Mehdi; Norman E. Gough (TOOLS (24), 1997)

Cooperation and Competition in Multiple AGV Systems. - Tingkai Wang; Norman E. Gough; Quasim H. Mehdi (ESM, 1998)

Microcontroller based genetic algorithms. - Ian J. Griffiths; Quasim H. Mehdi; Norman E. Gough (Microprocess. Microsystems, 1998)

Classifying coloured objects under different lighting conditions using the HSV colour model and a neural network. - Michael J. Allen; Ian M. Coulson; Norman E. Gough; Quasim H. Mehdi (ECC, 1999)

Identifying lake longer-term dynamics via fuzzy relations and non-linear Kalman filters. - Tatjana D. Kolemisevska-Gugulovska; Georgi M. Dimirovski; A. Talha Dinibütün; Norman E. Gough (ECC, 1999)

Efficient Object Location in Frame Sequences using Adaptive Fuzzy-Tuned Scanpaths. - Michael J. Allen; Quasim H. Mehdi; Norman E. Gough; Ian M. Coulson (IS, 2000)

A Multimedia Application for Interactive Production of Thermal Error Models. - Quasim H. Mehdi; William Dixon; Ian J. Griffiths; Norman E. Gough (IS, 2000)

Fuzzy State Machine Modelling of Agents and their Environments for Games. - Norman E. Gough; Hussam Suliman; Quasim H. Mehdi (GAME-ON, 2000)

Artificial Neural Networks in Future Computer Games. - Quasim H. Mehdi; Hussam Suliman; E. Asloglou; Norman E. Gough; Michael J. Allen (GAME-ON, 2000)

Efficient Skinning Effect for Game Character Animation using DirectX Vertex Blending. - Quasim H. Mehdi; Zhigang Wen; Norman E. Gough; Michael J. Allen (GAME-ON, 2000)

Creating Animated Behavioural Character Based on Environmental Effects. - Zhigang Wen; Quasim H. Mehdi; Norman E. Gough; Hussam Suliman (GAME-ON, 2000)

Visualisation System for Agent Behaviours in Virtual Environments. - Quasim H. Mehdi; Zhigang Wen; Norman E. Gough (IS, 2001)

Spatial Cognitive Maps in Agent Navigation and Path Planning. - Hussam Suliman; Quasim H. Mehdi; Norman E. Gough (IS, 2001)

Directions for Future Games Development. - Michael J. Allen; Hussam Suliman; Zhigang Wen; Quasim H. Mehdi; Norman E. Gough (GAME-ON, 2001)

Software Development for Reasoning and Cognitive NPCs. - Hussam Suliman; Quasim H. Mehdi; Norman E. Gough (GAME-ON, 2001)

Mesh Skinning Technique for Intelligent Animated Characters in Computer Games. - Zhigang Wen; Quasim H. Mehdi; Norman E. Gough (GAME-ON, 2001)

Efficient Object Location in Frame Sequences Using Adaptive Fuzzy-Tuned Scanpaths. - Michael J. Allen; Quasim H. Mehdi; Norman E. Gough (Int. J. Comput. Their Appl., 2001)

A New Approach for Animating Intelligent Agents in Complex 3D Virtual Environment Based on Spatial Perception and Memory. - Quasim H. Mehdi; Zhigang Wen; Norman E. Gough (IS, 2002)

Virtual Agent Using a Combined Cognitive Map and Knowledge Base Systems. - Hussam Suliman; Quasim H. Mehdi; Norman E. Gough (IS, 2002)

An Agent and Group Model for Generating a Variety of Flocking Behaviours. - Quasim H. Mehdi; Hussam Suliman; Norman E. Gough (ESM, 2002)

GAMENET: EU Networking for Development and Application of Next-Generation Computer Games. - Norman E. Gough; Quasim H. Mehdi; Philippe Geril (GAME-ON, 2002)

Neural Networks for Animating Variations in Character Behaviours. - Zhigang Wen; Quasim H. Mehdi; Norman E. Gough (GAME-ON, 2002)

Generation of a 3D Virtual Story Environment Based on Story Description. - Xin Zeng 001; Quasim H. Mehdi; Norman E. Gough (GAME-ON, 2002)

A New Animation Approach for Visualizing Intelligent Agent Behaviours in a Virtual Environment. - Zhigang Wen; Quasim H. Mehdi; Norman E. Gough (IV, 2002)

Animating Intelligent Games Characters Using Mesh Skinning. - Zhigang Wen; Quasim H. Mehdi; Norman E. Gough (Int. J. Intell. Games Simul., 2002)

A Review of Eye-Tracking and Usability in Computer Games. - Michael J. Allen; Norman E. Gough; Quasim H. Mehdi; Brian Wink (GAME-ON, 2003)

Ontology for Perception in Cognitive Agents and Synthetic Environments. - Hussam Suliman; Quasim H. Mehdi; Norman E. Gough (GAME-ON, 2003)

An Inference Methodology for Reasoning About Visual Information for a Virtual Environment. - Xin Zeng 001; Quasim H. Mehdi; Norman E. Gough (GAME-ON, 2003)

Story Visualization for Interactive Virtual Environment. - Quasim H. Mehdi; Xin Zeng 001; Norman E. Gough (IASSE, 2003)

Shape of the Story: Story Visualization Techniques. - Xin Zeng 001; Quasim H. Mehdi; Norman E. Gough (IV, 2003)

Fuzzy processing for active vision. - Michael J. Allen; Francisco Javier Marín Martín; Francisco García-Lagos; Norman E. Gough; Quasim H. Mehdi (Integr. Comput. Aided Eng., 2003)

From Visual Semantic Parameterization to Graphic Visualization. - Xin Zeng 001; Quasim H. Mehdi; Norman E. Gough (IV, 2005)