Veronica Sundstedt

Veronica Sundstedt

Universitetslektor/docent

veronica.sundstedt@bth.se

Institutionen för datavetenskap, Rum J3220

0455-385850

Ladda ner:

Pressbild

Biografi

Jag är docent i datavetenskap vid institutionen för datavetenskap (DIDA) på Blekinge Tekniska Högskola (BTH). Jag var tidigare prefekt för institutionen för kreativa teknologier (2014-01-01-2019-02-28, som nu gått samman till den nya institutionen för datavetenskap där jag var prefekt 2019-03-01-2020-12-31). Tidigare arbetade jag som forskare och lektor vid institutionen för datavetenskap och statistik vid Trinity College Dublin, Irland. Jag har också varit postdok vid institutionen för datavetenskap vid Bristols universitet och Baths universitet i England. Jag har doktorerat inom datorgrafik vid Bristols universitet och är tidigare civilingenjör i medieteknik (med inriktning på visualisering) från Linköpings universitet. Mina forskningsintressen är inom datorgrafik, visualisering och utveckling av digitala spel speciellt med en inriktning mot perception. Ett annat intresseområde är nya interaktionstekniker och ögonstyrnings- och ögonspårningstekniker (eye tracking). År 2011 organiserade jag den första konferensen om ögonstyrda applikationer (NGCA). Jag har också tidigare varit med och organiserat konferensen ACM Symposium on Applied Perception in Graphics and Visualization (2007), Eurographics Ireland Workshop (2009) ACM ETRA (2019) och Eurographics STAR (2020). Jag är också medredaktör för ACM Transactions of Applied Perception och var ordförande för programmet på ACM Symposium on Applied Perception 2012. Under 2012 publicerades också min bok som heter ”Gazing at Games: An Introduction to Eye Tracking Control” av Morgan & Claypool. På BTH undervisar och examinerar jag främst inom kandidatarbeten/examensarbeten inom datavetenskap och utveckling av digitala spel. Jag har också varit projektägare (2017-2022) för vårt nya forskningsprojekt ”Datoranvändning med människan i centrum för nya visuella och interaktiva tillämpningsprogram” som finansieras av stiftelsen för kunskaps- och kompetensutveckling (KK-stiftelsen) i samproduktion med industrin. Sedan 1/9/21 är jag ny programansvarig för civilingenjörsprogrammet i spel- och programvaruteknik och civilingenjörsprogrammet i spelteknik (med start hösten 2022). Jag har också roller som huvudområdesansvarig i utveckling av digitala spel (utbildning) samt är ämnesföreträdare för datavetenskap (forskning).

Mer information

Intresseområden

  • Computer Graphics (Modelling, Rendering, Animation)
  • Visual and Interactive Computing
  • Realistic Image Synthesis
  • Efficient Rendering
  • Perceptual Methods for Computer Graphics and Visualisation
  • Visualisation
  • Eye Tracking (Diagnostic and Interactive purposes)
  • Novel Gaze-Controlled Applications
  • Visual Attention and Eye Movements
  • Game Analytics / Player Behaviour / Metrics
  • Extended Reality (XR): Virtual Reality (VR) / Augmented Reality (AR) / Mixed Reality (MR)
  • Human-Computer Interaction
  • Experimental Design
  • Digital Cultural Heritage

If you are interested in a B.Sc./M.Sc. project related to any of these areas please do come and talk to me or contact me at: veronica.sundstedt@bth.se

Forskningsorganisationer

Konferensorganisation och tidskriftsuppdrag

  • Eurographics STAR Chair 2020
  • ACM ETRA Paper Chair 2019
  • Poster Session Chair at womENcourage 2014
  • Steering Committee ACM SAP (since 2012)
  • Programme Chair, ACM SAP ’12 – The 9th Symposium on Applied Perception
  • Conference Chair, Novel Gaze-Controlled Applications 2011
  • I am associate editor and on the editorial board for TAP – ACM Transactions of Applied Perception (since 2007) URL
  • Posters Chair, ACM APGV ’11 – The 8th Symposium on Applied Perception in Graphics and Visualization
  • Conference Chair, Eurographics Ireland 2009 Workshop
  • Conference Chair, ACM APGV ’07 – The 4th Symposium on Applied Perception in Graphics and Visualization

Internationella programkommitteer (ska uppdateras)

  • International Programme Committee for ACM ETRA (’22)
  • International Programme Committee for PLEY – 3rd Eye Tracking in Games and Play Workshop (’22)
  • International Programme Committe for ACM SAP (’12, ’13, ’14, ’15, ’16, ’17, ’18, ’19, ’20, ’21)
  • ACM APGV Programme Committee (’09, ’10)
  • 2nd Workshop on Eye Tracking and Visualization, ETVIS (’16)
  • International Programme Committee for PETMEI (’15, ’16)
  • International Programme Committee for MobileHCI (’15)
  • International Programme Committee for Eye Tracking South Africa ETSA (’13, ’15)
  • International Programme Committe for SIGRAD (’13, ’14, ’15)
  • International Programme Committee for CHI (’13) One-day Workshop (Gaze Interaction in the Post-WIMP World)
  • International Programme Committee for GRAPP (’09, ’10, ’11, ’12, ’13, ’14) – International Conference on Computer Graphics Theory and Applications
  • International Programme Committee for ACM SIGGRAPH VRCAI – Workshop on Human-Centered VR, AR and Gaming (VRCAI-VRAR ’11)
  • ACM SIGGRAPH ASIA Sketches & Posters Committee (’08, ’09, ’10, ’11)
  • ACM SIGGRAPH Unified Jury Committee (’09)

Granskare (ska uppdateras)

  • EuroVis 2022 (papers ’22)
  • ACM Symposium on Eye Tracking Research & Applications (ETRA) (papers ’22)
  • ACM Transactions of Computer-Human Interaction (journal paper ’16)
  • SIGGRAPH ASIA Symposium on Education (’16)
  • NordiCHI (papers ’16)
  • Universal Access in the Information Society (journal paper ’15)
  • ACM Transactions of Computer-Human Interaction (journal paper ’15)
  • SIGRAD (papers ’15)
  • CHI Play (papers ’15)
  • PETMEI (papers ’15)
  • ACM SIGGRAPH ASIA (papers ’15)
  • MobileCHI (papers ’15)
  • womENcourage (posters ’15)
  • Computers & Graphics (’14, ’15)
  • ACM SIGGRAPH (papers ’12, ’13, ’14)
  • ACM CHI (papers ’13, ’22)
  • ACM SAP (papers ’12, ’13, ’14, ’15, ’16, ’17, ’18)
  • Journal of Graphics Tools (journal paper ’13)
  • ETSA: Eye Tracking South Africa (papers ’13)
  • ACM Transactions on Interactive Intelligent Systems ’12
  • CGF: Computer Graphics Forum (official journal of Eurographics ’09, ’12)
  • TAP – ACM Transactions of Applied Perception (journal papers)
  • ACM SIGGRAPH VRCAI 2011 Workshop on Human-Centered VR, AR and Gaming (VRCAI-VRAR 2011) (papers ’11)
  • ACM APGV (papers ’09, ’10, posters ’11)
  • Eurographics (papers ’10, ’11, ’13, star ’10, ’11)
  • WSCG: International Conference on Computer Graphics, Visualization and Computer Vision (papers ’11, ’12, ’13, ’14)
  • ACM Journal on Computing and Cultural Heritage ’10
  • PRESENCE: Teleoperators and Virtual Environments (journal papers ’09, ’10)
  • IJVR – International Journal of Virtual Reality (journal papers)
  • ACM SIGGRAPH (courses, sketches, posters, talks, emerging technologies, information aesthetics)
  • ACM SIGGRAPH ASIA (papers ’09, ’10, courses ’09, sketches and posters ’08, ’09, ’10, ’11)
  • VRST – ACM Symposium on Virtual Reality Software and Technology (papers)
  • GRAPHITE – International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia (papers)
  • GRAPP – International Conference on Computer Graphics Theory and Applications (papers ’09, ’10, ’11, ’12)
  • VAST – International Symposium on Virtual Reality, Archaeology, and Cultural Heritage (papers)
  • CHI – Computer-Human Interaction (work in progress and student research competition)
  • ICRA – IEEE International Conference on Robotics and Automation (papers)

Senior granskare för doktorander

  • Josefin Lövdahl (Strategic Sustainable Development, 2021-ongoing)
  • Tekn. Lic. Siva Dasari (Computer Science, 2015-ongoing)
  • Dr. Ana Luiza (Applied Health Technology, 2015-2020)
  • Dr. Edgar Lopez (Computer Science, 2015)
  • Dr. Jefferson Molleri (Software Engineering, 2014-2018)
  • Tekn. Lic. Sai P Josyula (Computer Science, 2017-2019)
  • Dr. Junaid Junaid (Telecommunication Systems, 2012-2013)

Andra aktiviteter

  • (Previous) ACM-W Europe Executive Committee URL

Nuvarande kurser 

  • DV2583: Digital Etik (under utveckling 2022) – Examinator/Kursansvarig
  • TE2502: Examensarbete för civilingenjörer, 30 ECTS (2016-) – Handledare/Examinator/Fakultetsgranskare
  • DV1478: Kandidatarbete i Datavetenskap, 15 ECTS (2016-) – Examinator
  • UD1416: Kandidatarbete i Utveckling av digitala spel, 15 ECTS (2013-) – Examinator/Kursansvarig

Tidigare kurser

  • DV2556: Forskningsmetodik i spel- och programvaruteknik, 7.5 ECTS (2018-2020) – Examinator/Kursansvarig (olika roller)
  • TE2501: Examensarbete för civilingenjörer, 30 ECTS (2016-) – Handledare/Examinator/Fakultetsgranskare
  • DV1508: Gränssnitt för spelredigeringsverktyg, 7.5 ECTS (2021) – Examinator/Kursansvarig
  • DV2524: Examensarbete i Datavetenskap för civilingenjörer, 30 ECTS (2014-2015, 2016-2018 restexamination) – Examinator/Kursansvarig
  • DV1474: Visualisering, 7.5 ECTS (2014-2015, 2016-2017 restexamination, 2018-) – Examinator/Kursansvarig
  • ET2533: Gränssnitt med känselåterkoppling, 7.5 ECTS (2017) – Föreläsare
  • DV2519: Aktuella speltekniker, 7.5 ECTS (2014-2016) – Examinator/Kursansvarig
  • DV1478: Kandidatarbete i Datavetenskap, 15 ECTS (2013-2015) – Examinator/Kursansvarig
  • DV2538: Masterarbete i Datavetenskap (2014) – Handledare
  • UD1425: Avancerad Animation, 7.5 ECTS (2014) – Examinator
  • UD1424: Karaktärsanimering, 7.5 ECTS (2013) – Kursansvarig
  • DV1521: Forskningsorientering inom spel- och programvaruteknik , 2ECTS (2013-2014)
  • DV1413: Visualisering, 7.5 ECTS (2011-2013) – Kursansvarig
  • DV2512: Masterarbete i datavetenskap (2011)
  • DV1322: Kandidatarbete i datavetenskap (2011)
  • UD1405: Plugin-konstruktion och scripts, 4.5 ECTS (2011-2013) – Kursansvarig
  • DV2519: Aktuella Speltekniker, 7.5 ECTS (2012-2013)
  • UD1410: Animera mera, 7.5 ECTS (2011-2013) – Kursansvarig
  • UD1409: Karaktärsanimering, 7.5 ECTS (2010-2012) – Kursansvarig
  • UD1403: Grunder i 3D-modellering med skissteknik, 7.5 ECTS (2010-2011)
  • UDG05: Karaktärsmodellering med anatomi, 7.5 ECTS (2011-2012)
  • UD1404: Interiör och exteriör omgivning med skissteknik, 7.5 ECTS (2011-2012)
  • DV1414: Användbarhet och interaktion, 7.5 ECTS (2011)
  • CS7038: Games Group Project (Course Responsible and Lecturer at TCD, 2010)
  • CS7033: Real-time Animation (Course Responsible and Lecturer at TCD, 2008-2009)
  • CS4D3: Computer Graphics (Course Responsible and Lecturer at TCD, 2008-2009)
  • COMSM30115: Computer Graphics (Occasional Lecturer at Bristol, 2007)
  • COMSM2003: Advanced Computer Graphics (Teaching Assistant at Bristol, 2003-2005)
  • COMSM30115: Computer Graphics (Teaching Assistant at Bristol, 2003-2005)
  • COMSM30800: Professional Studies (Teaching Assistant at Bristol, 2003)
  • COMS12302: Scientific Computing (Teaching Assistant at Bristol, 2003)

Kurser i pedagogi (som jag själv deltagit i)

  • Higher education pedagogy: introduction course (2010/2011)
  • Higher education pedagogy: project course (2010/2011)
  • Forskarhandledarutbildning: FLUS (2010/2011)

Generell beskrivning av forskning

Computer graphics is divided into three main areas: 3D modelling, animation, and rendering. Interesting projects with modelling include procedural generation of content for applications such as entertainment, architecture or archeology. This overlaps with possible projects in visualisation, and questions in human perception. Current research topics in animation involve how to model motion to avoid perceptual anomalies such as the ’uncanny valley’ effect. Perceptually realistic rendering requires accurate simulation of the physical properties of materials and the behaviour of light. As realistic computer graphics imagery is computationally expensive interesting topics include local reflection models, global light transport, and the whole realistic image synthesis pipeline through to image display. The human observer does not use all the information computed in the scene. By removing perceptually unnecessary details we can explore how to reduce overhead in rendering algorithms. In order to make this improvement we must increase our understanding of models of human visual perception. We validate this approach using psychophysical experiments, objective difference metrics, and eye tracking technology. Pervasive eye tracking technology enables novel input modalities in many applications. One area of research is the impact on the next generation of games, measuring its viability in comparison to traditional input devices, while other areas include accessibility for disabled users, and fusion with other input modalities such as voice.

Erbjuden handledning på kandidat/magister/master nivå

Please contact me if you are interested in a B.Sc./M.Sc. project in computer science (computer graphics and digital game development).

  • Computer Graphics (Modelling, Rendering, Animation)
  • Visualisation
  • Visual Computing
  • Digital Game Development
  • Motion Capture
  • Eye Tracking
  • Other topics within computer science (experiments)

Huvudhandledning av doktorander

  • Dr. Petar Jercic (Enrolled as Ph.D., Completed), 2014-11-03-2019-04-26 (URL)
  • Tekn. Lic. Diego Navarro (Lic. Completed, Enrolled as Ph.D., Ongoing), 2015-09-01-ongoing (URL)
  • Francisco Lopez Luro (Was enrolled as Ph.D., Passed Away), 2017-05-16-passed away October 2020
  • Yu Fu (Enrolled as Ph.D., Ongoing), 2017-12-01-ongoing
  • Tino Krautwald (Enrolled as Lic., Terminated), 2018-03-01-2019-03-28

Biträdande handledning av doktorander

  • Francisco Lopez Luro (University of Valencia Ph.D., Terminated), (2010-2011)
  • Stefan Petersson (Enrolled as Ph.D., Paused), 2012-06-29-2014-01-01)
  • Dr Wei Wen (Enrolled as Ph.D., Completed), 2014-10-28-2019-03-14) (URL)
  • Tekn. Lic. Dang Ninh Tran (Lic. Completed, Enrolled as Ph.D., Ongoing), 2017-12-01-ongoing
    Lic. (2020-05-31) (URL).
  • Tekn. Lic. Viktor Kelkkanen (Lic. Completed, Enrolled as Ph.D., Ongoing), 2018-02-12-ongoing
    Resulting Licentiate dissertation.
  • Majed Elwardy (Enrolled as Ph.D., Ongoing), 2018-05-01-ongoing

Nuvarande handledning av masterarbeten/civilingenjörexamensarbeten

  • För handledning av nya arbeten kontakta gärna mig på vsu@bth.se.
  • William  Osberg Resin, Blekinge Institute of Technology, 2021.
  • Anton Karlsson, Blekinge Institute of Technology, 2022.
  • Oskar Nyström, Blekinge Institute of Technology, 2022. Collaboration with IKEA Marketing & Communication AB.
  • Vendela Eklund, Blekinge Institute of Technology, 2022. Co-supervised with Valeria Garro. Collaboration with Resolution Games.
  • Måns Bränneby and Oliver Gerfort, Blekinge Institute of Technology, 2022. Co-supervised with Valeria Garro. Collaboration with Maxar International Sweden AB.

Nuvarande handledning av kandidatarbeten (2021-)

  • För handledning av nya arbeten kontakta gärna mig på vsu@bth.se.
  • Benjamin Lind Nilsson, Possibilities and Challenges of City Planning using 3D Visualisation: A systematic literature review on usefulness, and a study on the future possibilities of city visualization using 3D computer graphics, Blekinge Institute of Technology, 2021. Co-supervised with Valeria Garro. Collaboration with Karlskrona Kommun.
 Tidigare handledning av masterarbeten (2008-2021)
  • Alexander Dahlin, Improving Ray Tracing Performance with Variable Rate Shading, Blekinge Institute of Technology, 2021. Resulting in a short paper named Improving Ray Tracing Performance with Variable Rate Shading, 39th Computer Graphics & Visual Computing Conference (CGVC 2021). University of Lincoln, UK.
  • Joakim Sjöberg and Filip Zachrisson, A Performance Comparison of Dynamic- and Inline Ray Tracing in DXR – An application in soft shadows, Blekinge Institute of Technology, 2021. Co-supervised with Stefan Petersson.
  • Jesper Nilsson and Felix Nilsson, Comparing Automated Testing Approaches for FPS Games, Blekinge Institute of Technology, 2021.
  • Marcus Holmberg, Recording Rendering API Commands for Instant Replay: A Runtime Overhead Comparison to Real-Time Video Encoding, Blekinge Institute of Technology, 2020.
  • Oskar Warnhag and Nick Wedzinga, Evaluating the Effects of Pre-Attentive Processing on Player Performance and Perception in Platform Video Games, Blekinge Institute of Technology, 2019. Co-supervised with Dr. Valeria Garro.
  • Mattias Willemsen, Evaluating player performance and usability of graphical FPS interfaces in VR, Blekinge Institute of Technology, 2019. Co-supervised with Dr. Valeria Garro.
  • Albin Bernhardsson and Ivar Björling, Generation and evaluation of collision geometry based on drawings, Blekinge Institute of Technology, 2018. Co-supervised with Dr. Prashant Goswami.
  • Andreas Flöjt, Exploiting temporal coherence in scene structure for incremental draw call recording in Vulkan, Blekinge Institute of Technology, 2018. Co-supervised with Stefan Petersson.
  • Jim Nilsson and Peter Valtersson, Machine Vision Inspection of the Lapping Process in the Production of Mass Impregnated High Voltage Cables, Blekinge Institute of Technology, 2018. Co-supervised with Stefan Petersson. Received the 50.000 sek price from Sparbanksstiftelsen Kronan (the highest award), https://www.bth.se/nyheter/studenter-belonas-for-utmarkta-examensarbeten/.
  • Jonas Axelsson, Comparison of user accuracy and speed when performing 3D game target practice using a computer monitor and virtual reality headset, Blekinge Institute of Technology, 2017.
  • Daniel Hildesson and Filip Hintze, Implementation and Evaluation of a Different Way of Displaying Games in Virtual Reality, Blekinge Institute of Technology, 2017.
  • William Moberg and Joachim Pettersson, Interacting with Hand Gestures in Augmented Reality: A Typing Study, Blekinge Institute of Technology, 2017.
  • Anders Tobias Andersson, Facial Feature Tracking and Head Pose Tracking as Input for Platform Games, Blekinge Institute of Technology, 2016.
  • Alexander Petrini and Henrik Forslin, Evaluation of Player Performance with a Brain Computer Interface and Eye Tracking Control in an Entertainment Game Application, Blekinge Institute of Technology, 2016.
  • Jarl Larsson, Performance of Physics-Driven Procedural Animation of Character Locomotion: For Bipedal and Quadrupedal Gait, Blekinge Institute of Technology, 2015. Co-supervised with Dr. Martin Fredriksson.
  • Yi Chai, A novel progressive mesh representation method based on the half-edge data structure and sqrt{3} subdivision, Blekinge Institute of Technology, 2015.
  • Jonas Alexander Göransson, A Temporal Stable Distance to Edge Anti-Aliasing Technique for GCN Architecture, Blekinge Institute of Technology, 2015.
  • David Gustavsson, Interaction with a 3D modeling tool through a gestural interface: An Evaluation of Effectiveness and Quality, Blekinge Institute of Technology, 2014.
  • Robin Thunström, Passive gaze-contingent techniques relation to system latency, Blekinge Institute of Technology, 2014.
  • Daniel Palm, Eye on the Prize: Enhancing Realism during Interaction towards Non-Player-Characters with Natural Eye Movements, Blekinge Institute of Technology, 2013. Co-supervised with Dr. Johan Hagelbäck.
  • Diego Navarro, Improving Player Performance by Developing Gaze Aware Games, Blekinge Institute of Technology, 2014. Resulting in an extended abstract named Improving player performance through gaze aware games, ACM SIGCHI Annual Symp. on Computer-Human Interaction in Play (CHIPlay 2014), EyePlay workshop. Toronto, Canada.
  • Muhammad Azam and Luqman Ahmed, A Comparative Evaluation of Usability for the iPhone and iPad, Blekinge Institute of Technology, 2011.
  • Jan Kamp, Gaze-Based Paint Program with Voice Recognition, Trinity College Dublin, 2009-2010. Resulting in a paper named Gaze and voice controlled drawing, presented in the Proceedings of the 1st conference on novel gaze-controlled applications (ACM NGCA 2011), https://doi.org/10.1145/1983302.1983311.
  • Alan Purvis, Procedural Generation and Evaluation of Large-Scale Flora Ecosystems, Trinity College Dublin, 2009-2010. Resulting in a poster in the Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization (ACM APGV 2010), https://doi.org/10.1145/1836248.1836288 and a paper presented in EG UK Theory and Practice of Computer Graphics (TPCG 2010), http://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG10/107-114.
  • Brendan Fields, Interactive Volume Rendering using CUDA, Trinity College Dublin, 2008-2009.
  • Jonathan O’Donovan, Gaze and Voice Based Game Interaction, Trinity College Dublin, 2008-2009. Resulting in a paper presented at EG Ireland 2009.
  • David Whelan, Real-time Rendering of Translucency in Skin, Trinity College Dublin, 2008-2009. Co-supervised with Dr Diego Gutierrez, University of Zaragoza, Spain. Resulted in an IEEE Computer Graphics and Applications journal paper.

Tidigare biträdande handledning av masterarbeten

  • Sumaya Ahmed, Task-Map Plugin for Maya, University of Bristol, 2005.
  • Ivana Rudolfova, High-Fidelity Rendering of the Interior of an Egyptian Temple, University of Bristol, 2004. Resulting in a paper presented at the 8th Central European Seminar on Computer Graphics (CESCG 2004), https://old.cescg.org.

Tidigare handledning av kandidatarbeten

  • Jennifer Larsson-Ståhl, A Study on the Perceived Realism Of Strand-based Hair Simulated By Style: Evaluating Real-time Hair-simulation in Unreal Engine 4, Blekinge Institute of Technology, 2020.
  • Jonatan Fransson and Teemu Hiiriskoski, Measuring Immersion and Enjoyment in a 2D Top-Down Game by Replacing the Mouse Input with Eye Tracking, Blekinge Institute of Technology, 2019.
  • Lucas Stridbar and Emma Henriksson, Subjective Evaluation of Marker-Based and Marker-Less AR for an Exhibition of a Digitally Recreated Swedish Warship, Blekinge Institute of Technology, 2019. Co-supervised with Dr. Valeria Garro. Resulting from a collaboration with Varvshistoriska Föreningen (VHFK) in Karlskrona, https://www.vhfk.se/projektgrupper/projekt-stapeln/.
  • Jonah Napieralla, Comparing Graphical Projection Methods at High Degrees of Field of View, Blekinge Institute of Technology, 2018. Resulting in the journal of WSCG 28(1-2):163-167 named Ultrawide field of view by curvilinear projection methods, http://wscg.zcu.cz/wscg2020/journal/H13.pdf.
  • Erik Wikström, Expected Damage of Projectile-Like Spell Effects in Games, Blekinge Institute of Technology, 2018.
  • Max Larsson and Sebastian Lundgren, Perception of Realistic Flocking Behavior in the Boid Algorithm, Blekinge Institute of Technology, 2017.
  • Erik Pettersson, Social Interaction with Real-time Facial Motion Capture, Blekinge Institute of Technology, 2017. Resulting in a paper presented at Proceedings of the ACM Proceedings of the Tenth International Conference on Motion in Games (MIG ’17) named A Perceptual Evaluation of Social Interaction with Emotes and Real-Time Facial Motion Capture, https://doi.org/10.1145/3136457.3136461.
  • Dennis Olsen, Användargränssnittets påverkan på spelarens fixeringspunkter, Blekinge Institute of Technology, 2017. Co-supervised with Dr. Hans Tap.
  • Julia Karlsson, Using graphical attributes to influence the perception of safety in a 3D environment, Blekinge Institute of Technology, 2016.
  • Mattias Sjöholm, Investigating Gaze Attraction to Bottom-Up Visual Features for Visual Aids in Games, Blekinge Institute of Technology, 2016.
  • Isak Stensmar, Steganografi i bilder: En studie om bildformat och visuella bildrepresentationens p\aa verkan vid lagring av data med hjälp av en steganografisk metod, Blekinge Institute of Technology, 2016.
  • Albin Norlin, En jämförelse mellan teckenbaserade och grafiska lösenord: Fokuserad på användarvänlighet och säkerhet, Blekinge Institute of Technology, 2016.
  • Sofie Höglund, Portningsprocessen för en applikation: Att porta en applikation mellan två motorer, Blekinge Institute of Technology, 2015.
  • Max Kaspersson, Facial Realism through Wrinkle Maps: The Perceived Impact of Different Dynamic Wrinkle Implementations, Blekinge Institute of Technology, 2015.
  • Andreas Lambrant, A preferred visual appearance for game avatars based on color theory, Blekinge Institute of Technology, 2015. Resulting in a paper presented at Proceedings of the ACM SIGGRAPH Symposium on Applied Perception (ACM SAP 2015) named Avatar Preference Selection in Game Design Based on Color Theory, https://doi.org/10.1145/2804408.2804421.
  • Karl Åbom, Comparison of effectiveness in using 3D-audio and visual aids in identifying objects in a three-dimensional environment, Blekinge Institute of Technology, 2014.
  • Dimitri Kajhanidis, Automatiserad riggning och tidssparande, Blekinge Institute of Technology, 2013.
  • Marcus Faleij and Alexander Ivannikov, Cascaded Deferred Rendering, Blekinge Institute of Technology, 2013.
  • Alve Andersson, Att sticka ut i mängden: En studie av tekniker för variation av instansierade modeller, Blekinge Institute of Technology, 2013. Co-supervised with Jonas Petersson.
  • Erik Wadstein, Artistic Techniques to Influence Navigational Behavior in 3D-Games, Blekinge Institute of Technology, 2013. Co-supervised with Martin Lanner.
  • Pontus Holmertz Liljekvist and Andreas Zsigmond, Real-Time Tessellation A Region of Interest Based Technique Suited for Game Applications, Blekinge Institute of Technology, 2013. Co-supervised with Stefan Petersson.
  • Rob Howley, Studying the Effect of Participating Media on Human Visual Attention, Trinity College Dublin, 2009-2010.
  • Declan O’Sullivan, Investigating User Preference of Dialogue Boxes in Computer Games, Trinity College Dublin, 2009-2010.
  • Gregory Porter, Visualising the Ray Tracing Algorithm, Trinity College Dublin, 2009-2010.
  • Adam Taylor, Wii Juggling, Trinity College Dublin, 2009-2010.
  • Alan Purvis, Global Illumination Renderer, Trinity College Dublin, 2008-2009.

Tidigare handledning av projekt i grupp

  • Mr Tom Wilcox, Mr Mike Evans, Mr Chris Pearce, Mr Nick Pollard: Revenge of the Killer Penguins (Gaze and Voice Controlled Game)

Snabba fakta

PUBLIKATIONER PER ÅR

1170

ANTAL CITERINGAR

ANTAL CITERINGAR PER ÅR