News
Centre for Digital Entertainment research engineer, Isabel Fitton, has been working with the CAMERA team as part of her research into virtual reality learning environments and methods of optimizing learning outcomes in VR. Two dancers visited the CAMERA studio to motion capture Hip-Hop dance moves which will be used in...
You can now read Daniela De Angeli et al’s new paper “Unsettling Play: Perceptions of Agonistic Games“, published in the ACM Journal on Computing and Cultural Heritage, which was nominated by three reviewers for the Best Paper Award. Abstract In this paper, we propose Agonistic Games (AGs) as a serious...
Scientists at the University of Bath have developed a quick and easy approach for capturing 360° VR photography without using expensive specialist cameras.The system uses a commercially available 360° camera on a rotating selfie stick to capture video footage and create an immersive VR experience. Virtual reality headsets are becoming...
Centre for Digital Entertainment EngD student Catherine Taylor presented her research with Marshmallow Laser Feast at Beyond Conference.
Centre Director, Prof Darren Cosker discusses his research and the work at CAMERA in this Departmental Seminar. Abstract The last few years have seen exciting developments in the area of digital humans. This includes impressive real-time character animation driven by motion capture, high-end digital characters in movies, facial re-enactment and...
Anca Salagean, PhD in Psychology, is looking for participants to take part in the first study in a series of experiments investigating embodiment in virtual reality. Anca is particularly interested in recruiting participants who will be in Bath for future studies throughout 2021 and the beginning of 2022. What will...
On Tuesday 11 August CAMERA were thrilled to welcome Dr Rachel McDonnell to discuss her latest research on interactions with virtual humans. You can watch Rachel’s presentation here or on our YouTube Channel! Abstract Computer generated virtual humans play an important role in many 3D graphical applications, and are often...
One cold December evening we were on a pig farm with an array of cameras, a very large, very disgruntled pig, a bag of polystyrene balls and a glue gun. A piece of research, for a film project, had led us here. The film never materialised, but the pig did...
Computer Scientists at Bath have found a solution to the challenges of creating realistic virtual reality sword fights. Sword fights are often the weak link in virtual reality (VR) fighting games, with digital avatars engaging in battle using imprecise, pre-recorded movements that barely reflect the player’s actions or intentions. Now...
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