Demo Data from EDBT 2026 / reviewers in the wild / expert
Gareth Henshall
dblp:164/2788 · also Gareth I. Henshall
· DBLP profile ↗
4ranked-venue papers
4as first author
0since 2021 · last 2018
0000-0003-4850-4390ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-authorHuman-computer interaction and ubiquitous computing · 3 · 3 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
1 paper |
Health and well-being technologies · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies › medical simulation
surgical simulation |
0.2 | 1 | 2015 | Towards a high fidelity simulation of the kidney biopsy procedure · VR 2015 |
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2015 | Towards a high fidelity simulation of the kidney biopsy procedure · VR 2015 |
Virtual and augmented reality › virtual environment
virtual training environments |
0.1 | 1 | 2015 | Towards a high fidelity simulation of the kidney biopsy procedure · VR 2015 |
Methods — techniques the papers use, named apart from their topics
haptic simulation · 0.4force sensing · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Virtual reality's effect on parameter optimisation for crowd-sourced procedural animationabstractProcedural animation systems are capable of synthesising life-like organic motion automatically. However, due to extensive parameterisation, tuning these systems can be very difficult. Not only are there potentially hundreds of interlinked parameters, the resultant animation can be very subjective and the process is difficult to automate effectively. In this paper, we describe a crowd-sourced approach to procedural animation parameter optimisation using genetic algorithms. We test our approach by asking users to interactively rate a population of virtual dolphins to a prescribed behavioural criterion. Our results show that within a few generations a group of users can successfully tune the system towards a desired behaviour. Our secondary motivation is to investigate whether there are differences in animation and behavioural preference between observations made using a standard desktop monitor and those made in virtual reality (VR). We describe a study where users tuned two sets of dolphin animation systems in parallel, one using a normal monitor and another using an Oculus Rift. Our results indicate that being immersed in VR leads to some key differences in preferred behaviour. Gareth Henshall, William John Teahan, Llyr ap Cenydd |
Vis. Comput. | 1 |
| 2017 | Crowd-Sourced Procedural Animation Optimisation: Comparing Desktop and VR BehaviourabstractProcedural animation systems are capable of synthesising life-like organic motion automatically. However due to extensive parameterisation, tuning these systems can be very difficult. Not only are there potentially hundreds of interlinked parameters, the resultant animation can be very subjective and the process is difficult to automate effectively.In this paper we describe a crowd-sourced approach to procedural animation parameter optimisation using genetic algorithms. We test our approach by asking users to interactively rate a population of virtual dolphins to a prescribed behavioural criteria. Our results show that within a few generations a group of users can successfully tune the system toward a desired behaviour.Our secondary motivation is to investigate if there are differences in animation and behavioural preference between observations made using a standard desktop monitor and those made using Virtual Reality (VR). We describe a study where users tuned two sets of dolphin animation systems in parallel, one using a normal monitor and another using an Oculus Rift. Our results indicate that being immersed in VR leads to some key differences in preferred behaviour. Gareth Henshall, William John Teahan, Llyr ap Cenydd |
CW | 1 |
| 2015 | Towards Crowd-Sourced Parameter Optimisation for Procedural AnimationabstractProcedural animation systems are capable of synthesizing vivid organic character motion automatically. However, these systems can consist of hundreds of interlinked parameters, yielding a very large search space of potential animations and emergent behaviours. Parametrised Animation is also notoriously difficult to automatically optimise, as the resultant motion or behaviour can be subtle, complex and subjective. We describe a web-based simulation that enables multiple users to interactively rate the animation of a randomly generated population of virtual creatures based on a prescribed criteria. A record of each individual rating is stored and used to seed subsequent generations, thereby guiding the system towards exhibiting a desired type of motion or behaviour. We start by introducing issues inherent to procedural animation techniques and survey related work. We then describe our prototype implementation that allows multiple users to interactively shape the parameters of a snake-like animation system in real-time. We conclude by discussing the next steps of our research, including the optimisation of procedurally animated dolphins. Gareth Henshall, Christopher James Headleand, William John Teahan, Llyr ap Cenydd |
CW | 1 |
| 2015 | Towards a high fidelity simulation of the kidney biopsy procedureabstractWork in progress for the development of a novel virtual training environment for training a kidney biopsy procedure is presented. Our goal is to provide an affordable high fidelity simulation through the integration of some of the latest off-the-shelf technology components. The range of forces that are encountered during this procedure have been recorded using a custom designed force sensitive glove and then applied within the simulation. Gareth Henshall, Serban R. Pop, Marc R. Edwards, Llyr ap Cenydd, Nigel W. John |
VR | 1 |