Gary Ushaw

Dr. Gary Ushaw

orcid

Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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28 December 2023 in Electronics
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Journal Article
Open access
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FAFatimah Alanazi
Fatimah Alanazi
GUGary Ushaw
Gary Ushaw
GMGraham Morgan
Graham Morgan
In the evolving landscape of digital media, the discipline of media forensics, which encompasses the critical examination and authentication of digital images, videos, and audio recordings, has emerged as an area of paramount importance. This heightened significance is predominantly attributed to the burgeoning concerns surrounding the proliferation of DeepFakes, which are highly realistic and manipulated media content, often created using advanced artificial intelligence techniques. Such developments necessitate a profound understanding and advancement in media forensics to ensure the integrity of digital media in various domains. Current research endeavours are primarily directed towards addressing a common challenge observed in DeepFake datasets, which pertains to the issue of overfitting. Many suggested remedies centre around the application of data augmentation methods, with a frequently adopted strategy being the incorporation of random erasure or cutout. This method entails the random removal of sections from an image to introduce diversity and mitigate overfitting. Generating disparities between the altered and unaltered images serves to inhibit the model from excessively adapting itself to individual samples, thus leading to more favourable results. Nonetheless, the stochastic nature of this approach may inadvertently obscure facial regions that harbour vital information necessary for DeepFake detection. Due to the lack of guidelines on specific regions for cutout, most studies use a randomised approach. However, in recent research, face landmarks have been integrated to designate specific facial areas for removal, even though the selection remains somewhat random. Therefore, there is a need to acquire a more comprehensive insight into facial features and identify which regions hold more crucial data for the identification of DeepFakes. In this study, the investigation delves into the data conveyed by various facial components through the excision of distinct facial regions during the training of the model. The goal is to offer valuable insights to enhance forthcoming face removal techniques within DeepFake datasets, fostering a deeper comprehension among researchers and advancing the realm of DeepFake detection. Our study presents a novel method that uses face cutout techniques to improve understanding of key facial features crucial in DeepFake detection. Moreover, the method combats overfitting in DeepFake datasets by generating diverse images with these techniques, thereby enhancing model robustness. The developed methodology is validated against publicly available datasets like FF++ and Celeb-DFv2. Both face cutout groups surpassed the Baseline, indicating cutouts improve DeepFake detection. Face Cutout Group 2 excelled, with 91% accuracy on Celeb-DF and 86% on the compound dataset, suggesting external facial features’ significance in detection. The study found that eyes are most impactful and the nose is least in model performance. Future research could explore the augmentation policy’s effect on video-based DeepFake detection.

7 April 2025 in AI
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Samuel ApplebySamuel Appleby
Samuel Appleby
Giacomo BergamiGiacomo Bergami
Giacomo Bergami
GUGary Ushaw
Gary Ushaw
Marine mammal monitoring, a growing field of research, is critical to cetacean conservation. Traditional ‘tagging’ attaches sensors such as GPS to such animals, though these are intrusive and susceptible to infection and, ultimately, death. A less intrusive approach exploits UUV commanded by a human operator above ground. The development of AI for autonomous underwater vehicle navigation models training environments in simulation, providing visual and physical fidelity suitable for sim-to-real transfer. Previous solutions, including UVMS and L2D, provide only satisfactory results, due to poor environment generalisation while sensors including sonar create environmental disturbances. Though rich in features, image data suffer from high dimensionality, providing a state space too great for many machine learning tasks. Underwater environments, susceptible to image noise, further complicate this issue. We propose SWiMM2.0, coupling a Unity simulation modelling of a BLUEROV UUV with a DRL backend. A pre-processing step exploits a state-of-the-art CMVAE, reducing dimensionality while minimising data loss. Sim-to-real generalisation is validated by prior research. Custom behaviour metrics, unbiased to the naked eye and unprecedented in current ROV simulators, link our objectives ensuring successful ROV behaviour while tracking targets. Our experiments show that SAC maximises the former, achieving near-perfect behaviour while exploiting image data alone.

9 January 2026 in arXiv
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DWDawei Wang
Dawei Wang
CZChengming Zhou
Chengming Zhou
DZDi Zhao
Di Zhao
XLXinyuan Liu
Xinyuan Liu
MMMarci Chi Ma
Marci Chi Ma
RDRichard Davison
Richard Davison
Recent breakthroughs in Large Language Models (LLMs) have positioned them as a promising paradigm for agents, with long-term planning and decision-making emerging as core general-purpose capabilities for adapting to diverse scenarios and tasks. Real-time strategy (RTS) games serve as an ideal testbed for evaluating these two capabilities, as their inherent gameplay requires both macro-level strategic planning and micro-level tactical adaptation and action execution. Existing RTS game-based environments either suffer from relatively high computational demands or lack support for textual observations, which has constrained the use of RTS games for LLM evaluation. Motivated by this, we present TowerMind, a novel environment grounded in the tower defense (TD) subgenre of RTS games. TowerMind preserves the key evaluation strengths of RTS games for assessing LLMs, while featuring low computational demands and a multimodal observation space, including pixel-based, textual, and structured game-state representations. In addition, TowerMind supports the evaluation of model hallucination and provides a high degree of customizability. We design five benchmark levels to evaluate several widely used LLMs under different multimodal input settings. The results reveal a clear performance gap between LLMs and human experts across both capability and hallucination dimensions. The experiments further highlight key limitations in LLM behavior, such as inadequate planning validation, a lack of multifinality in decision-making, and inefficient action use. We also evaluate two classic reinforcement learning algorithms: Ape-X DQN and PPO. By offering a lightweight and multimodal design, TowerMind complements the existing RTS game-based environment landscape and introduces a new benchmark for the AI agent field. The source code is publicly available on GitHub(https://github.com/tb6147877/TowerMind).

11 December 2025 in Sensors
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Journal Article
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AAAhood Almaleh
Ahood Almaleh
GUGary Ushaw
Gary Ushaw
RDRich Davison
Rich Davison
This paper presents a comprehensive review of motion capture (MoCap) data recovery techniques, with a particular focus on the suitability of artificial intelligence (AI) for addressing missing or corrupted motion data. Existing approaches are classified into three categories: non-data-driven, data-driven (AI-based), and hybrid methods. Within the AI domain, frameworks such as generative adversarial networks (GANs), transformers, and graph neural networks (GNNs) demonstrate strong capabilities in modeling complex spatial–temporal dependencies and achieving accurate motion reconstruction. Compared with traditional methods, AI techniques offer greater adaptability and precision, though they remain limited by high computational costs and dependence on large, high-quality datasets. Hybrid approaches that combine AI models with physics-based or statistical algorithms provide a balance between efficiency, interpretability, and robustness. The review also examines benchmark datasets, including CMU MoCap and Human3.6M, while highlighting the growing role of synthetic and augmented data in improving AI model generalization. Despite notable progress, the absence of standardized evaluation protocols and diverse real-world datasets continues to hinder generalization. Emerging trends point toward real-time AI-driven recovery, multimodal data fusion, and unified performance benchmarks. By integrating traditional, AI-based, and hybrid approaches into a coherent taxonomy, this review provides a unique contribution to the literature. Unlike prior surveys focused on prediction, denoising, pose estimation, or generative modeling, it treats MoCap recovery as a standalone problem. It further synthesizes comparative insights across datasets, evaluation metrics, movement representations, and common failure cases, offering a comprehensive foundation for advancing MoCap recovery research.

Verified
Journal Article
Open access
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MSMashael S Bin Sabbar
Mashael S Bin Sabbar
GUGary Ushaw
Gary Ushaw
RDRich Davison
Rich Davison
Virtual reality (VR) has increasingly been explored to support mental health interventions, including those informed by Cognitive Behavioural Therapy (CBT). However, many VR-based CBT systems report limited usability evaluation and minimal practitioner involvement, raising questions about their applicability beyond clinical settings. This study aimed to conduct a usability-focused validation of a gamified VR platform translating selected CBT-informed techniques for non-clinical use. Selected CBT techniques were implemented as short VR mini-games guided by a design rationale emphasising simplicity, symbolic interaction, and ease of use. A user study involving 58 university students evaluated usability using the System Usability Scale (SUS), ISO 9241-11-informed usability categories, and brief anxiety-related self-report measures. In addition, three psychological practitioners reviewed the platform and assessed therapeutic coherence and design alignment. Findings demonstrated good overall usability, positive immediate experiential responses, and practitioner support for the platform’s therapeutic coherence and suitability as a supportive digital wellbeing tool. The study demonstrates a structured usability-based validation approach for VR systems translating CBT-informed techniques and offers practical guidance for the design and evaluation of immersive mental health technologies.

10 August 2016
Verified
Book Chapter
Closed access
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GUGary Ushaw
Gary Ushaw
RDRichard Davison
Richard Davison
GMGraham Morgan
Graham Morgan