Anthony D. Whitehead

According to our database1, Anthony D. Whitehead authored at least 50 papers between 2001 and 2024.

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Bibliography

2024
Increasing motivation in social exercise games: personalising gamification elements to player type.
Behav. Inf. Technol., August, 2024

2021
Personalizing Gameful Elements in Social Exergames: An Exploratory Study.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

2020
Player Matching for Social Exergame Retention: A Group Personality Composition Approach.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

2018
Keeping Players Engaged in Exergames: A Personality Matchmaking Approach.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Code style analytics for the automatic setting of formatting rules in IDEs: A solution to the Tabs vs. Spaces Debate.
Proceedings of the Twelfth International Conference on Digital Information Management, 2017

Keeping Users Engaged through Feature Updates: A Long-Term Study of Using Wearable-Based Exergames.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Quaternion-Based Gesture Recognition Using Wireless Wearable Motion Capture Sensors.
Sensors, 2016

Usability and Motivational Effects of a Gamified Exercise and Fitness System Based on Wearable Devices.
Proceedings of the Design, User Experience, and Usability: Novel User Experiences, 2016

Modelling Information Flow and Situational Awareness in Wild Fire Response Operations.
Proceedings of the Human Interface and the Management of Information: Applications and Services, 2016

Registration of Modern and Historic Imagery for Timescape Creation.
Proceedings of the 13th Conference on Computer and Robot Vision, 2016

Motivational Impacts and Sustainability Analysis of a Wearable-based Gamified Exercise and Fitness System.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

2015
Gesture recognition using Markov Systems and wearable wireless inertial sensors.
IEEE Trans. Consumer Electron., 2015

Wearable Sensor Networks for Motion Capture.
EAI Endorsed Trans. Serious Games, 2015

Image Subset Selection Using Gabor Filters and Neural Networks.
CoRR, 2015

Preprocessing Realistic Video for Contactless Heart Rate Monitoring Using Video Magnification.
Proceedings of the 12th Conference on Computer and Robot Vision, 2015

2014
Feature Matching for Aligning Historical and Modern Images.
Int. J. Comput. Their Appl., 2014

An evaluation of personality type pairings to improve video game enjoyment.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2014

At the intersection of sports and MMORPGs: A new model of active video games.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

Quaternion based gesture recognition using worn inertial sensors in a motion tracking system.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

Establishing design guidelines in interactive exercise gaming: preliminary data from two posing studies.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2012
Image Registration Under Illumination Variations Using Region-Based Confidence Weighted M-Estimators.
IEEE Trans. Image Process., 2012

Geometric image registration under arbitrarily-shaped locally variant illuminations.
Signal Image Video Process., 2012

Fast obstacle detection using targeted optical flow.
Proceedings of the 19th IEEE International Conference on Image Processing, 2012

Robust Horizon Detection Using Segmentation for UAV Applications.
Proceedings of the Ninth Conference on Computer and Robot Vision, 2012

2011
3-D pose presentation for training applications.
Interact. Technol. Smart Educ., 2011

Pose presentation for a dance-based massively multiplayer online exergame.
Entertain. Comput., 2011

Homogeneous accelerometer-based sensor networks for game interaction.
Comput. Entertain., 2011

Two-step super-resolution technique using bounded total variation and bisquare M-estimator under local illumination changes.
Proceedings of the 18th IEEE International Conference on Image Processing, 2011

Improved Pressure Sensitive Paint Measurement Using Natural Feature Tracking and Piecewise Linear Resection.
Proceedings of the Canadian Conference on Computer and Robot Vision, 2011

2010
Exergame effectiveness: what the numbers can tell us.
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, 2010

Geometric Image Registration under Locally Variant Illuminations Using Huber <i>M</i>-estimator.
Proceedings of the Image and Signal Processing, 4th International Conference, 2010

Image registration under local illumination variations using robust bisquare M-estimation.
Proceedings of the International Conference on Image Processing, 2010

A PCA-Based Binning Approach for Matching to Large SIFT Database.
Proceedings of the Canadian Conference on Computer and Robot Vision, 2010

2009
Efficient SIFT matching from keypoint descriptor properties.
Proceedings of the IEEE Workshop on Applications of Computer Vision (WACV 2009), 2009

Geometric registration of images with arbitrarily-shaped local intensity variations from shadows.
Proceedings of the International Conference on Image Processing, 2009

Device agnostic 3D gesture recognition using hidden Markov models.
Proceedings of the 2009 Conference on Future Play on @ GDC Canada, Vancouver, BC, Canada, May 12, 2009

Distinguishing games, serious games, and training simulators on the basis of intent.
Proceedings of the 2009 Conference on Future Play on @ GDC Canada, Vancouver, BC, Canada, May 12, 2009

2008
It's all Greek to me: a case for the classics in game development education.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008

2007
Sensor networks as video game input devices.
Proceedings of the 2007 conference on Future Play, Toronto, ON, Canada, November 15, 2007

2006
Persistent realtime building interior generation.
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames, 2006

Lazy Generation of Building Interiors in Realtime.
Proceedings of the Canadian Conference on Electrical and Computer Engineering, 2006

2005
Temporal Synchronization of Video Sequences in Theory and in Practice.
Proceedings of the 7th IEEE Workshop on Applications of Computer Vision / IEEE Workshop on Motion and Video Computing (WACV/MOTION 2005), 2005

High-speed texture-preserving digital image inpainting.
Proceedings of the Signal and Image Processing (SIP 2005), 2005

Towards Eliminating Steganographic Communication.
Proceedings of the Third Annual Conference on Privacy, 2005

2004
Estimating Intrinsic Camera Parameters from the Fundamental Matrix Using an Evolutionary Approach.
EURASIP J. Adv. Signal Process., 2004

Feature Based Cut Detection with Automatic Threshold Selection.
Proceedings of the Image and Video Retrieval: Third International Conference, 2004

2003
Fast feature-based video segmentation and annotation.
Proceedings of the Seventh International Symposium on Signal Processing and Its Applications, 2003

2002
Some Improvements on Two Autocalibration Algorithms Based on the Fundamental Matrix.
Proceedings of the 16th International Conference on Pattern Recognition, 2002

Evolutionary Based Autocalibration from the Fundamental Matrix.
Proceedings of the Applications of Evolutionary Computing, 2002

2001
Salient Frame Extraction for Structure from Motion.
Proceedings of the IASTED International Conference on Visualization, 2001


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