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Dive into the research topics where Leigh McLoughlin is active.

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Featured researches published by Leigh McLoughlin.


Virtual Reality | 2010

Developing serious games for cultural heritage: a state-of-the-art review

Eike Falk Anderson; Leigh McLoughlin; Fotis Liarokapis; Christopher E. Peters; Panagiotis Petridis; Sara de Freitas

Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented.


conference on future play | 2008

The case for research in game engine architecture

Eike Falk Anderson; Steffen Engel; Peter Comninos; Leigh McLoughlin

This paper is a call for research in the field of game engine architecture and design, a more comprehensive and thorough understanding of which we consider to be essential for its development. We present a number of key aspects that may help to define the problem space and provide a catalogue of questions that we believe identify areas of interest for future investigation.


IEEE Computer Graphics and Applications | 2016

Virtual Sculpting and 3D Printing for Young People with Disabilities

Leigh McLoughlin; Oleg Fryazinov; Mark Moseley; Mathieu Sanchez; Valery Adzhiev; Peter Comninos; Alexander A. Pasko

The SHIVA project was designed to provide virtual sculpting tools for young people with complex disabilities, allowing them to engage with artistic and creative activities that they might otherwise never be able to access. Their creations are then physically built using 3D printing. To achieve this, the authors built a generic, accessible GUI and a suitable geometric modeling system and used these to produce two prototype modeling exercises. These tools were deployed in a school for students with complex disabilities and are now being used for a variety of educational and developmental purposes. This article presents the projects motivations, approach, and implementation details together with initial results, including 3D printed objects designed by young people with disabilities.


Archive | 2018

An Evaluation Model for Web-based 3D Mass Customization Toolkit Design

Huiwen Zhao; Leigh McLoughlin; Valery Adzhiev; Alexander A. Pasko

The development of geometric modelling technologies and web technologies provides the ability to present a virtual 3D product in a mass customization (MC) toolkit. Compared with 2D graphic toolkits, 3D toolkit design requires better consideration of individual customer needs, consumer and toolkit interaction, and also a means of integrating with the underlying technical infrastructure. However, there is currently no widely accepted model or criteria to regulate and evaluate 3D MC toolkit design. Given these considerations, in this paper we provide an evaluation model for web-based 3D toolkits and a heuristic evaluation of two representative commercial web-based 3D toolkits. The evaluation results indicate the usefulness and effectiveness of the model as a scale for evaluating 3D toolkits. It also reveals that despite a fair amount of effort that has been devoted to theoretical research, current 3D toolkits are still at an early development stage. We therefore conclude this paper by identifying and encouraging further topics and questions as directions for future research.


visual analytics science and technology | 2009

Serious games in cultural heritage

Eike Falk Anderson; Leigh McLoughlin; Fotis Liarokapis; Christopher E. Peters; Panagiotis Petridis; Sara de Freitas


international conference on computer graphics and interactive techniques | 2007

Critters in the classroom: a 3D computer-game-like tool for teaching programming to computer animation students

Eike Falk Anderson; Leigh McLoughlin


Computers & Graphics | 2010

Selected Papers from the SIGGRAPH Asia Education Program: Educating technophile artists and artophile technologists: A successful experiment in higher education

Peter Comninos; Leigh McLoughlin; Eike Falk Anderson


international conference on games and virtual worlds for serious applications | 2013

Choosing the Infrastructure for Entertainment and Serious Computer Games - a Whiteroom Benchmark for Game Engine Selection

Eike Falk Anderson; Leigh McLoughlin; Joe Watson; Sam Holmes; Peter Jones; Hayden Pallett; Brendan Smith


Future Play | 2006

I See Sheep: A Practical Application of Game Rendering Techniques for Computer Science Education

Leigh McLoughlin; Eike Falk Anderson


Archive | 2006

Do Robots Dream of Virtual Sheep: Rediscovering the "Karel the Robot" Paradigm for the "Plug&Play Generation"

Eike Falk Anderson; Leigh McLoughlin

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Christopher E. Peters

Royal Institute of Technology

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Huiwen Zhao

Bournemouth University

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