Patrick Dickinson

Orcid: 0000-0003-3830-8249

According to our database1, Patrick Dickinson authored at least 49 papers between 2005 and 2023.

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

Timeline

Legend:

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PhD thesis 
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Bibliography

2023
Together Porting: Multi-user Locomotion in Social Virtual Reality.
Proceedings of the Human-Computer Interaction - INTERACT 2023 - 19th IFIP TC13 International Conference, York, UK, August 28, 2023

I think I don't feel sick: Exploring the Relationship Between Cognitive Demand and Cybersickness in Virtual Reality using fNIRS.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Cross Parallax Attention Network for Stereo Image Super-Resolution.
IEEE Trans. Multim., 2022

Intra- and Inter-Reasoning Graph Convolutional Network for Saliency Prediction on 360° Images.
IEEE Trans. Circuits Syst. Video Technol., 2022

The relationship between vection, cybersickness and head movements elicited by illusory motion in virtual reality.
Displays, 2022

Social VR Beyond the Corporeal Standard: Reflections on Access for Disabled Persons.
Proceedings of the Mensch und Computer 2022 - Workshopband, Darmstadt, Germany, September 4, 2022

Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Is Virtual Reality Sickness Elicited by Illusory Motion Affected by Gender and Prior Video Gaming Experience?
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Diegetic Tool Management in a Virtual Reality Training Simulation.
Proceedings of the IEEE Virtual Reality and 3D User Interfaces, 2021

Experiencing Simulated Confrontations in Virtual Reality.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
DCNNs: A Transfer Learning comparison of Full Weapon Family threat detection for Dual-Energy X-Ray Baggage Imagery.
CoRR, 2020

Virtual reality as a platform for research in gambling behaviour.
Comput. Hum. Behav., 2020

Dash Lane Mobile: Exploring Hypercasual Play to Provide Accessible Physically Active Breaks.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Virtual Reality Games for People Using Wheelchairs.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Dash Lane: An Adaptive Exergame for People Using Manual Wheelchairs.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

2019
Virtual reality crowd simulation: effects of agent density on user experience and behaviour.
Virtual Real., 2019

Understanding the Effects of Gamification and Juiciness on Players.
Proceedings of the IEEE Conference on Games, 2019

Juicy Game Design: Understanding the Impact of Visual Embellishments on Player Experience.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Design Goals for Playful Technology to Support Physical Activity Among Wheelchair Users.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Pair-Activity Analysis From Video Using Qualitative Trajectory Calculus.
IEEE Trans. Circuits Syst. Video Technol., 2018

Classification of bird species from video using appearance and motion features.
Ecol. Informatics, 2018

Ensemble One-vs-One SVM Classifier for Smartphone Accelerometer Activity Recognition.
Proceedings of the 20th IEEE International Conference on High Performance Computing and Communications; 16th IEEE International Conference on Smart City; 4th IEEE International Conference on Data Science and Systems, 2018

Good Game Feel: An Empirically Grounded Framework for Juicy Design.
Proceedings of the 2018 DiGRA International Conference: The Game is the Message, 2018

2017
Leveraging Icebreaking Tasks to Facilitate Uptake of Voice Communication in Multiplayer Games.
Proceedings of the Advances in Computer Entertainment Technology, 2017

2016
Automatic classification of flying bird species using computer vision techniques.
Pattern Recognit. Lett., 2016

Indoor positioning of shoppers using a network of Bluetooth Low Energy beacons.
Proceedings of the International Conference on Indoor Positioning and Indoor Navigation, 2016

2015
Solving Orientation Duality for 3D Circular Features using Monocular Vision.
Proceedings of the VISAPP 2015, 2015

Exploring Twitter as a Game Platform; Strategies and Opportunities for Microblogging-based Games.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Dendrogram Visualization as a Game Design Tool.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Dead Fun: Uncomfortable Interactions in a Virtual Reality Game for Coffins.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Droplets: geo-located audio as a social media platform.
Proceedings of the 2015 British HCI Conference, Lincoln, United Kingdom, July 13-17, 2015, 2015

2014
Investigating informative performance metrics for a multicore game world server.
Entertain. Comput., 2014

Human behavioural analysis with self-organizing map for ambient assisted living.
Proceedings of the IEEE International Conference on Fuzzy Systems, 2014

2013
Analysis of Bat Wing Beat Frequency Using Fourier Transform.
Proceedings of the Computer Analysis of Images and Patterns, 2013

2012
Implementation and Applications of Tri-State Self-Organizing Maps on FPGA.
IEEE Trans. Circuits Syst. Video Technol., 2012

Agent-Based Crowd Simulation in Airports Using Games Technology.
Trans. Comput. Collect. Intell., 2012

2011
Towards Agent-Based Crowd Simulation in Airports Using Games Technology.
Proceedings of the Agent and Multi-Agent Systems: Technologies and Applications, 2011

Automatic nesting seabird detection based on boosted HOG-LBP descriptors.
Proceedings of the 18th IEEE International Conference on Image Processing, 2011

From Individual Characters to Large Crowds: Augmenting the Believability of Open-World Games through Exploring Social Emotion in Pedestrian Groups.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011

FPGA implementation of Naive Bayes classifier for visual object recognition.
Proceedings of the IEEE Conference on Computer Vision and Pattern Recognition, 2011

2010
Accelerated hardware video object segmentation: From foreground detection to connected components labelling.
Comput. Vis. Image Underst., 2010

Binary object recognition system on FPGA with bSOM.
Proceedings of the Annual IEEE International SoC Conference, SoCC 2010, 2010

Segmenting Video Foreground Using a Multi-Class MRF.
Proceedings of the 20th International Conference on Pattern Recognition, 2010

Binary histogram based split/merge object detection using FPGAs.
Proceedings of the IEEE Conference on Computer Vision and Pattern Recognition, 2010

2009
A spatially distributed model for foreground segmentation.
Image Vis. Comput., 2009

FPGA-Based Anomalous Trajectory Detection Using SOFM.
Proceedings of the Reconfigurable Computing: Architectures, 2009

2008
A run-length based connected component algorithm for FPGA implementation.
Proceedings of the 2008 International Conference on Field-Programmable Technology, 2008

2005
An FPGA-Based Infant Monitoring System.
Proceedings of the 2005 IEEE International Conference on Field-Programmable Technology, 2005

Scene modelling using an adaptive mixture of Gaussians in colour and space.
Proceedings of the Advanced Video and Signal Based Surveillance, 2005


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