Norman E. Gough

According to our database1, Norman E. Gough authored at least 36 papers between 1995 and 2005.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of five.

Timeline

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Bibliography

2005
From Visual Semantic Parameterization to Graphic Visualization.
Proceedings of the 9th International Conference on Information Visualisation, 2005

2003
Fuzzy processing for active vision.
Integr. Comput. Aided Eng., 2003

Shape of the Story: Story Visualization Techniques.
Proceedings of the Seventh International Conference on Information Visualization, 2003

Story Visualization for Interactive Virtual Environment.
Proceedings of the 12th International Conference on Intelligent and Adaptive Systems and Software Engineering, 2003

An Inference Methodology for Reasoning About Visual Information for a Virtual Environment.
Proceedings of the 4th International Conference on Intelligent Games and Simulation (GAME-ON 2003), 2003

Ontology for Perception in Cognitive Agents and Synthetic Environments.
Proceedings of the 4th International Conference on Intelligent Games and Simulation (GAME-ON 2003), 2003

A Review of Eye-Tracking and Usability in Computer Games.
Proceedings of the 4th International Conference on Intelligent Games and Simulation (GAME-ON 2003), 2003

2002
Animating Intelligent Games Characters Using Mesh Skinning.
Int. J. Intell. Games Simul., 2002

A New Animation Approach for Visualizing Intelligent Agent Behaviours in a Virtual Environment.
Proceedings of the International Conference on Information Visualisation, 2002

Generation of a 3D Virtual Story Environment Based on Story Description.
Proceedings of the 3rd International Conference on Intelligent Games and Simulation (GAME-ON 2002), 2002

Neural Networks for Animating Variations in Character Behaviours.
Proceedings of the 3rd International Conference on Intelligent Games and Simulation (GAME-ON 2002), 2002

GAMENET: EU Networking for Development and Application of Next-Generation Computer Games.
Proceedings of the 3rd International Conference on Intelligent Games and Simulation (GAME-ON 2002), 2002

An Agent and Group Model for Generating a Variety of Flocking Behaviours.
Proceedings of the 16<sup>th</sup> European Simulation Multiconference: Modelling and Simulation 2002, 2002

Virtual Agent Using a Combined Cognitive Map and Knowledge Base Systems.
Proceedings of the 11th Conference on Intelligent Systems: Emerging Technologies, 2002

A New Approach for Animating Intelligent Agents in Complex 3D Virtual Environment Based on Spatial Perception and Memory.
Proceedings of the 11th Conference on Intelligent Systems: Emerging Technologies, 2002

2001
Efficient Object Location in Frame Sequences Using Adaptive Fuzzy-Tuned Scanpaths.
Int. J. Comput. Their Appl., 2001

Mesh Skinning Technique for Intelligent Animated Characters in Computer Games.
Proceedings of the 2nd International Conference on Intelligent Games and Simulation (GAME-ON 2001), November 30, 2001

Software Development for Reasoning and Cognitive NPCs.
Proceedings of the 2nd International Conference on Intelligent Games and Simulation (GAME-ON 2001), November 30, 2001

Directions for Future Games Development.
Proceedings of the 2nd International Conference on Intelligent Games and Simulation (GAME-ON 2001), November 30, 2001

Spatial Cognitive Maps in Agent Navigation and Path Planning.
Proceedings of the ISCA 10th International Conference on Intelligent Systems, 2001

Visualisation System for Agent Behaviours in Virtual Environments.
Proceedings of the ISCA 10th International Conference on Intelligent Systems, 2001

2000
Creating Animated Behavioural Character Based on Environmental Effects.
Proceedings of the 1st International Conference on Intelligent Games and Simulation (GAME-ON 2000), 2000

Efficient Skinning Effect for Game Character Animation using DirectX Vertex Blending.
Proceedings of the 1st International Conference on Intelligent Games and Simulation (GAME-ON 2000), 2000

Artificial Neural Networks in Future Computer Games.
Proceedings of the 1st International Conference on Intelligent Games and Simulation (GAME-ON 2000), 2000

Fuzzy State Machine Modelling of Agents and their Environments for Games.
Proceedings of the 1st International Conference on Intelligent Games and Simulation (GAME-ON 2000), 2000

A Multimedia Application for Interactive Production of Thermal Error Models.
Proceedings of the ISCA 9th International Conference on Intelligent Systems, 2000

Efficient Object Location in Frame Sequences using Adaptive Fuzzy-Tuned Scanpaths.
Proceedings of the ISCA 9th International Conference on Intelligent Systems, 2000

1999
Identifying lake longer-term dynamics via fuzzy relations and non-linear Kalman filters.
Proceedings of the 5th European Control Conference, 1999

Classifying coloured objects under different lighting conditions using the HSV colour model and a neural network.
Proceedings of the 5th European Control Conference, 1999

1998
Microcontroller based genetic algorithms.
Microprocess. Microsystems, 1998

Cooperation and Competition in Multiple AGV Systems.
Proceedings of the 12<sup>th</sup> European Simulation Multiconference - Simulation, 1998

1997
An Object-Oriented Environment Database for AGV Path Planing.
Proceedings of the TOOLS 1997: 24th International Conference on Technology of Object-Oriented Languages and Systems, 1997

Fuzzy-tuned Stochastic Scanpaths for AGV Vision.
Proceedings of the International Conference on Artificial Neural Nets and Genetic Algorithms, 1997

1996
Simulation of Building EGRESS Using Stochastic Petri Nets.
Proceedings of the Modelling and Simulation, 1996

1995
Identification and Adaptive Control of Nonlinear Processes Using Combined Neural Networks and Genetic Algorithms.
Proceedings of the Artificial Neural Nets and Genetic Algorithms, 1995

Simulation of Characteristic Delays in Multivariable Control Systems Using WCBSL.
Proceedings of the EUROSIM'96, 1995


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