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No Tests Required: Comparing Traditional and Dynamic Predictors of Programming Success (2014)
Presentation / Conference Contribution
Watson, C., Li, F. W., & Godwin, J. L. (2014). No Tests Required: Comparing Traditional and Dynamic Predictors of Programming Success. In J. . D. Dougherty, K. Nagel, A. Decker, & K. Eiselt (Eds.), Proceedings of the 45th ACM Technical Symposium on Computer Science Education (469-474). https://doi.org/10.1145/2538862.2538930

Research over the past fifty years into predictors of programming performance has yielded little improvement in the identification of at-risk students. This is possibly because research to date is based upon using static tests, which fail to reflect... Read More about No Tests Required: Comparing Traditional and Dynamic Predictors of Programming Success.

Predicting Performance in an Introductory Programming Course by Logging and Analyzing Student Programming Behavior (2013)
Presentation / Conference Contribution
Watson, C., Li, F. W., & Godwin, J. L. (2013). Predicting Performance in an Introductory Programming Course by Logging and Analyzing Student Programming Behavior. In Proceedings of the 2013 IEEE 13th International Conference on Advanced Learning Technologies (ICALT 2013) (319-323). https://doi.org/10.1109/icalt.2013.99

The high failure rates of many programming courses means there is a need to identify struggling students as early as possible. Prior research has focused upon using a set of tests to assess the use of a student's demographic, psychological and cognit... Read More about Predicting Performance in an Introductory Programming Course by Logging and Analyzing Student Programming Behavior.

Failure rates in introductory programming revisited (2014)
Presentation / Conference Contribution
Watson, C., & Li, F. W. (2014). Failure rates in introductory programming revisited. In Å. Cajander, M. Daniels, T. Clear, & A. Pears (Eds.), Proceedings of the 2014 conference on Innovation & technology in computer science education (ITiCSE '14) (39-44). https://doi.org/10.1145/2591708.2591749

Whilst working on an upcoming meta-analysis that synthesized fifty years of research on predictors of programming performance, we made an interesting discovery. Despite several studies citing a motivation for research as the high failure rates of int... Read More about Failure rates in introductory programming revisited.

Multi-Colour Sketch Recognition in a Learning Environment (2008)
Presentation / Conference Contribution
Don, L., & Ivrissimtzis, I. (2008). Multi-Colour Sketch Recognition in a Learning Environment. In L. Li, T. Shih, Q. L. Li, S. Yang, & Q. Zhou (Eds.), 1st IEEE International Conference on Ubi-Media Computing, 15-16 July 2008, Lanzhou, China ; proceedings (441-443). https://doi.org/10.1109/umedia.2008.4570932

Virtual physics environments are becoming increasingly popular as a teaching tool for grade and high school level mechanical physics. While useful, these tools often offer a complex user interface, lacking the intuitive nature of the traditional whit... Read More about Multi-Colour Sketch Recognition in a Learning Environment.

Implicit surface reconstruction and feature detection with a learning algorithm (2010)
Presentation / Conference Contribution
Kaye, D., & Ivrissimtzis, I. (2010). Implicit surface reconstruction and feature detection with a learning algorithm. In J. Collomosse, & I. Grimstead (Eds.),

We propose a new algorithm for implicit surface reconstruction and feature detection. The algorithm is based on a self organising map with the connectivity of a regular 3D grid that can be trained into an implicit representation of surface data. The... Read More about Implicit surface reconstruction and feature detection with a learning algorithm.

Sketching-Based Skeleton Generation (2010)
Presentation / Conference Contribution
Zheng, Q., Li, F. L., & Lau, R. (2010). Sketching-Based Skeleton Generation. In 2010 3rd IEEE International Conference on Ubi-Media Computing (U-Media 2010), 5-6 July 2010, Jinhua, China (179-186). https://doi.org/10.1109/umedia.2010.5544472

Articulated character animation can be performed by manually creating and rigging a skeleton into an unfolded 3D object. Such tasks are not trivial, as it requires a substantial amount of training and practices. Although methods have been proposed to... Read More about Sketching-Based Skeleton Generation.

Self-Organising Maps for Implicit Surface Reconstruction (2008)
Presentation / Conference Contribution
Yoon, M., Ivrissimtzis, I., & Lee, S. (2008). Self-Organising Maps for Implicit Surface Reconstruction. In I. S. Lim, & W. Tang (Eds.),

This paper proposes an implicit surface reconstruction algorithm based on Self-Organising Maps (SOMs). The SOM has the connectivity of a regular 3D grid, each node storing its signed distance from the surface. At each iteration of the basic algorithm... Read More about Self-Organising Maps for Implicit Surface Reconstruction.

Effects of Noise on Quantized Triangle Meshes (2010)
Presentation / Conference Contribution
Ivrissimtzis, I. (2010). Effects of Noise on Quantized Triangle Meshes. In M. Dahlen, M. Floater, T. Lyche, J. Merrien, K. Morken, & L. Schumaker (Eds.), Mathematical methods for curves and surfaces : 7th International Conference, MMCS 2008, 26 June - 1 July, 2008, Tønsberg, Norway ; revised selected papers (274-284). https://doi.org/10.1007/978-3-642-11620-9_18

In this paper we measure the effects of noise on the performance of a standard entropy compression algorithm for quantized triangle meshes. In a first experiment, we show that a small amount of added noise may lead to slightly smaller filesizes. The... Read More about Effects of Noise on Quantized Triangle Meshes.

Active Contour Projection for Mesh Segmentation (2009)
Presentation / Conference Contribution
Yang, F., Li, F., & Lau, R. (2009). Active Contour Projection for Mesh Segmentation. In Joint Conferences on Pervasive Computing (JCPC), 2009 ; Tamsui, Taipei, Taiwan, 3 - 5 Dec. 2009 ; [including two conferences and three workshops] (865-874). https://doi.org/10.1109/jcpc.2009.5420066

Active contour methods can be used to segment a 3D mesh into parts by iteratively moving the contour to the mesh region that minimizes the contour energy. However, as the contour moves, it often does not lie on the mesh surface. To address this probl... Read More about Active Contour Projection for Mesh Segmentation.

Bootstrap test error estimations of polynomial fittings in surface reconstruction. (2009)
Presentation / Conference Contribution
Ramli, A., & Ivrissimtzis, I. (2009). Bootstrap test error estimations of polynomial fittings in surface reconstruction. In M. Magnor, B. Rosenhahn, & H. Theisel (Eds.), Proceedings of the Vision, Modeling, and Visualization Workshop 2009: November 16 - 18, 2009, Braunschweig, Germany (101-109)

Distance Based Feature Detection on 3D Point Sets. (2009)
Presentation / Conference Contribution
Ahmad, R., & Ivrissimtzis, I. (2009). Distance Based Feature Detection on 3D Point Sets. In W. Tang, & J. Collomosse (Eds.), Theory and practice of computer graphics 2009: Eurographics UK Chapter proceedings ; Cardiff University, United Kingdom, 17th to 19th June 2009; [papers presented at the 6th Theory and Practice of Computer Graphics Conference (TP.CG.09)] (53-56)

GameOD: An Internet Based Game-On-Demand Framework (2004)
Presentation / Conference Contribution
Li, F., Lau, R., & Kilis, D. (2004). GameOD: An Internet Based Game-On-Demand Framework. In R. Lau, & G. Baciu (Eds.), . https://doi.org/10.1145/1077534.1077559

Multiplayer online 3D games are becoming very popular in recent years. However, existing games require the complete game content to be installed prior to game playing. Since the content is usually large in size, it may be difficult to run these games... Read More about GameOD: An Internet Based Game-On-Demand Framework.

Supporting Continuous Consistency in Multiplayer Online Games (2004)
Presentation / Conference Contribution
Li, F., Li, L., & Lau, R. (2004). Supporting Continuous Consistency in Multiplayer Online Games. . https://doi.org/10.1145/1027527.1027619

Multiplayer online games have become very popular in recent years. However, they generally suffer from network latency problem. If a player changes its states, it will take some time before the changes are reflected to other concurrent players. This... Read More about Supporting Continuous Consistency in Multiplayer Online Games.

Emulating MultiConjugate Turbulence (2002)
Presentation / Conference Contribution
Love, G. D., Clark, P., Dunlop, C. N., Kelly, T., Langloids, M., Myers, R. M., & Sharples, R. M. (2002). Emulating MultiConjugate Turbulence.

Advances in modal liquid crystals (2003)
Presentation / Conference Contribution
Kirby, A. K., Love, G. D., Naumov, A. F., & Kotova, S. (2003). Advances in modal liquid crystals.