Showing posts with label Keynotes. Show all posts
Showing posts with label Keynotes. Show all posts

01 November 2023

BESC 2023 Keynote

On the 31st October 2023, I gave a keynote at the 10th International Conference on Behavioural and Social Computing (BESC 2023). The talk was entitled ‘Emerging Extended Reality Applications’ and showcased how XR technologies can be used for emerging application domains. Firstly, I introduced the main concepts and principles behind XR. This covered a brief overview of both software and hardware technologies but also adjacent technologies such as human-computer interaction and brain-computer interfaces.

In the second part, the talk demonstrated novel applications that have been experimentally used in laboratory environments but are expected to become the new standards in the broad field of computer science and engineering. Case studies cover research prototypes from several application domains ranging from education, cultural heritage, health, and psychology originating from different research funded projects such as XR4ED and imareculture EU projects.

More information:

http://besc-conf.org/2023/keynote-speakers

08 February 2022

VISIGRAPP 2022 Keynote

On Sunday, 6th February I gave a keynote at the 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2022). The talk was entitled ‘Brain Computer Interfaces for Extended Reality’.

First, I provided an overview of BCIs and then I showed different case studies demonstrating (a) how to perform novel experiments with the aim of understanding better human perception and (b) how to interact with brainwaves to control XR applications.

More information:

https://visigrapp.scitevents.org/KeynoteSpeakers.aspx#2

11 November 2020

CHNT 2020 Keynote

On the 5th of November 2020, I gave a keynote at Conference of cultural heritage and new technologies, which was held at Vienna, Austria. The title of my talk was “Virtual and Augmented Reality for Maritime Archaeology”. My talk will presented results in respect to virtual and augmented reality interfaces for underwater environments. In terms of virtual reality, two different types of applications were be illustrated.

The first one was a dry-visit solution for exploring ancient sites and it is focused on the general public and the second one was a serious game that aims in teaching maritime and archaeologist students the main principles of 'site formation', 'surveying' and 'excavation'. Moreover, a novel AR underwater interface was be presented which can detect square markers in poor visibility conditions as well as serve as virtual guide for divers that visit underwater archaeological sites.

More information:

https://www.chnt.at/virtual-and-augmented-reality-for-maritime-archaeology/

04 November 2017

ICAT 2017 Keynote

On the 26th of October 2017, I gave a keynote with title “Understanding and Interacting with Games and Virtual Reality Environments using Brain Computer Interfaces” at the 26th International Conference on Information, Communication and Automation Technologies (ICAT 2017), 26-28 October 2017 at Sarajevo, Bosnia. Brain computer interfaces (BCIs) have made significant advances over the past decade and nowadays are emerging as an experimental tool for investigating our nervous system.


Even if motor BCIs have shown great promise for helping patients with severe motor deficits, they are not used as much in healthy subjects. One of the unexplored areas of BCIs is in computer games and virtual environments which are currently booming. This presentation explored the use of BCIs in both passive (EEG) and active (bio-feedback) scenarios for virtual and augmented reality environments. For each category, different case studies will be presented indicating the importance of BCIs in the greater area of games and virtual reality environments.

More information:

23 January 2016

Friendly ATTAC Keynote

On the 22nd January 2016, I gave a keynote at the ‘Serious games research day: networking event for games researchers and serious games developers’ at Berchem, Belgium. The title of my presentation was ‘Procedural Generation Techniques for Serious Games and Virtual Environments’.


The presentation covered three main areas of procedural modeling for games and virtual environments I am researching on over the past few years including (a) fractal terrain generation, (b) procedural modeling of buildings and cities, and (c) crowd modeling.  

More information: