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Serban R. Pop

dblp:44/9525 · DBLP profile ↗
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8ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 8Human-computer interaction and ubiquitous computing · 6

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.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
2 papers
Health and well-being technologies · 76% Accessibility and assistive technology · 24%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual environment
virtual training environments
0.422018
The Implementation and Validation of a Virtual Environment for Training Powered Wheelchair Manoeuvres · IEEE Trans. Vis. Comput. Graph. 2018
Towards a high fidelity simulation of the kidney biopsy procedure · VR 2015
Health and well-being technologies › medical simulation
surgical simulation
0.212015
Towards a high fidelity simulation of the kidney biopsy procedure · VR 2015
Health and well-being technologies › rehabilitation
rehabilitation training
0.112018
The Implementation and Validation of a Virtual Environment for Training Powered Wheelchair Manoeuvres · IEEE Trans. Vis. Comput. Graph. 2018
Virtual and augmented reality
immersive interaction
0.112015
Towards a high fidelity simulation of the kidney biopsy procedure · VR 2015

Methods — techniques the papers use, named apart from their topics

user study · 0.7consumer VR hardware · 0.7haptic simulation · 0.4force sensing · 0.4
YearPublicationVenuePosition
2020 LevelEd VR: A virtual reality level editor and workflow for virtual reality level design
abstract
Virtual reality entertainment and serious games popularity has continued to rise but the processes for level design for VR games has not been adequately researched. Our paper contributes LevelEd VR; a generic runtime virtual reality level editor that supports the level design workflow used by developers and can potentially support user generated content. We evaluated our LevelEd VR application and compared it to an existing workflow of Unity on a desktop. Our current research indicates that users are accepting of such a system, and it has the potential to be preferred over existing workflows for VR level design. We found that the primary benefit of our system is an improved sense of scale and perspective when creating the geometry and implementing gameplay. The paper also contributes some best practices and lessons learned from creating a complex virtual reality tool, such as LevelEd VR.
Lee Beever, Serban R. Pop, Nigel W. John
CoG2
2018 The Implementation and Validation of a Virtual Environment for Training Powered Wheelchair Manoeuvres
abstract
Navigating a powered wheelchair and avoiding collisions is often a daunting task for new wheelchair users. It takes time and practice to gain the coordination needed to become a competent driver and this can be even more of a challenge for someone with a disability. We present a cost-effective virtual reality (VR) application that takes advantage of consumer level VR hardware. The system can be easily deployed in an assessment centre or for home use, and does not depend on a specialized high-end virtual environment such as a Powerwall or CAVE. This paper reviews previous work that has used virtual environments technology for training tasks, particularly wheelchair simulation. We then describe the implementation of our own system and the first validation study carried out using thirty three able bodied volunteers. The study results indicate that at a significance level of 5 percent then there is an improvement in driving skills from the use of our VR system. We thus have the potential to develop the competency of a wheelchair user whilst avoiding the risks inherent to training in the real world. However, the occurrence of cybersickness is a particular problem in this application that will need to be addressed.
Nigel W. John, Serban R. Pop, Thomas W. Day, Panagiotis D. Ritsos, Christopher James Headleand
IEEE Trans. Vis. Comput. Graph.2
2017 Using Virtual Reality to Experience Different Powered Wheelchair Configurations
abstract
This paper presents recent additions to our Wheelchair-VR application, in particular the use of different drive configurations. We have previously shown that Wheelchair-VR can be used to improve driving skills. Here we consider the utility of the application in allowing users who are in the process of purchasing or upgrading a wheelchair to experience different configurations and options in a cost-effective virtual environment. A preliminary study is presented, which suggests that this approach can be effective.
Thomas W. Day, William H. Dobson, Christopher James Headleand, Nigel W. John, Serban R. Pop
CW5
2017 VR Cardiovascular Blood Simulation as Decision Support for the Future Cyber Hospital
abstract
Planning treatment of acute cardiac events that limit the blood supply to major organs is particularly difficult for interventional cardiologists. The treatment of pathologies, such as vascular stenosis, can have numerous unforeseen consequences as the blood resumes its flow. Their decisions are largely based on 2D medical imagery and their own experience. This work in progress presents a virtual reality blood simulation tool that will augment and improve a clinicians decision-making arsenal, and an outline of the technologies required for this component of the cyber hospital of the future. The tool displays and provides interaction with vital information on how blood may continue to flow through the cardiovascular system after treatment. The blood flow will be simulated using a bespoke implementation of the increasingly effective smoothed particle hydrodynamics model.
Mark Ian Holland, Serban R. Pop, Nigel W. John
CW2
2015 Towards a high fidelity simulation of the kidney biopsy procedure
abstract
Work 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
VR2
2013 Investigation of a Virtual Environment for Rugby Skills Training
abstract
We have designed and developed a virtual environment to train rugby ball passing skills. Seeking to validate the system's ability to correctly aid training, an initial experiment was performed to examine the effect of stereoscopic technology and the physical screen's setup on the user's ability to perceive virtual distances correctly. Four participants with at least 10 years' experience of playing local-level rugby took part in the experiment to compare the combinations of different user positions compared to the physical screen, the use of stereoscopic presentation and the use of a floor screen to extend the field of view of the virtual scene. Conversely to what was expected, the participants did not respond well to perceived distance and these variables had little effect on the distance thrown.
Helen C. Miles, Serban R. Pop, Simon J. Watt, Gavin P. Lawrence, Nigel W. John, Vincent Perrot, Pierre Mallet, Daniel Mestre
CW2
2013 Force-Directed Parallel Coordinates
abstract
Parallel coordinates are a well-known and valuable technique for the analysis and visualization of high dimen-sional data sets. However, while Inselberg emphasizes that the strength of parallel coordinates as a methodology is rooted in exploration and interactivity, the set of interac-tion techniques is currently limited. Axes can be re-ordered and brushing (simple, angular or multi-dimensional) can be performed. In this paper, we propose a force-directed algorithm and related interaction techniques to support the exploration of parallel coordinate plots through a physi-cal metaphor. Our parallel-coordinates visualization of-fers novel user interaction beyond the standard techniques by allowing the user to rotate the axis according to force-directed polylines. The new interaction provides the user with a more immersive experience for data exploration that results in greater intuition of the data, especially in cases where many polylines overlap. We demonstrate our ap-proach, then present the results of a qualitative evaluation of the system. 1
Rick Walker, Philip A. Legg, Serban R. Pop, Zhao Geng, Robert S. Laramee, Jonathan Roberts 0002
IV3
2012 A review of virtual environments for training in ball sports
Helen C. Miles, Serban R. Pop, Simon J. Watt, Gavin P. Lawrence, Nigel W. John
Comput. Graph.2