G3D: A gaming action dataset and real time action recognition evaluation framework V Bloom, D Makris, V Argyriou Computer Vision and Pattern Recognition Workshops (CVPRW), 2012 IEEE …, 2012 | 281 | 2012 |
Game based cyber security training: are serious games suitable for cyber security training? M Hendrix, A Al-Sherbaz, V Bloom International Journal of Serious Games 3 (1), 2016 | 216 | 2016 |
Implementing adaptive game difficulty balancing in serious games M Hendrix, T Bellamy-Wood, S McKay, V Bloom, I Dunwell IEEE Transactions on Games, 2018 | 66 | 2018 |
Hierarchical Transfer Learning for Online Recognition of Compound Actions V Bloom, V Argyriou, D Makris Computer Vision and Image Understanding, 2015 | 47 | 2015 |
G3Di: A Gaming Interaction Dataset with a Real Time Detection and Evaluation Framework V Bloom, V Argyriou, D Makris Computer Vision-ECCV 2014 Workshops, 698-712, 2014 | 42 | 2014 |
Dynamic feature selection for online action recognition V Bloom, V Argyriou, D Makris Human Behavior Understanding, 64-76, 2013 | 40 | 2013 |
Linear latent low dimensional space for online early action recognition and prediction V Bloom, V Argyriou, D Makris Pattern Recognition 72, 532-547, 2017 | 32 | 2017 |
Clustered Spatio-temporal Manifolds for Online Action Recognition V Bloom, D Makris, V Argyriou Pattern Recognition (ICPR), 2014 22nd International Conference on, 3963-3968, 2014 | 31 | 2014 |
Multiple Action Recognition for Video Games (MARViG) V Bloom Kingston University, 2015 | 1 | 2015 |
Health boxing for cardiac rehabilitation: evaluation of cardiorespiratory and balance responses to a non-contact boxing game D Nikoletou, M Dudziec, D Makris, V Bloom, M Papadakis, T Quinn | | 2019 |
SPECIAL SECTION ON INTELLIGENCE IN SERIOUS GAMES M Hendrix, T Bellamy-Wood, S McKay, V Bloom, I Dunwell, E Marchi, ... | | |