Christos Gatzidis

Learn More
Nicola Whitton's Learning with Digital Games: A Practical Guide to Engaging Students in Higher Education is a recent addition to the ever-expanding canon of literature on game-based learning (GBL) and serious games. Unlike many other academic publications (e.g., journals, books, or conference proceedings), this new book focuses on game-based(More)
We present a biologically motivated livor mortis simulation that is capable of modelling the colouration changes in skin caused by blood pooling after death. Our approach consists of a simulation of post mortem blood dynamics and a layered skin shader that is controlled by the haemoglobin and oxygen levels in blood. The object is represented by a layered(More)
Today, exposure to new and unfamiliar environments is a necessary part of daily life. Effective communication of location-based information through location-based services has become a key concern for cartographers, geographers, human-computer interaction and professional designers alike. Recently, much attention was directed towards Augmented Reality (AR)(More)
Real world objects are not immutable and free of blemishes, but tend to change in appearance over time when exposed to their environment. As such, simulating the weathering and ageing of objects can have a significant impact on the perceived realism of a computer generated scene. However, research into weathering remains an emerging area and work on its(More)
We propose a solution to avoid stability, security and performance concerns in multi-player games. This should lead to greater scalability in existing multi-player games but could also provide a way to implement multi-player functionality in an existing single-player game whilst ensuring the code-base stays organised and robust without requiring large(More)