Andy M. Connor

Dr. Andy M. Connor

orcid

Research Focus & Metrics

Academic Career Length

27Years (2000-Present)

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

Representative Publications

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18 August 2017 in The Computer Games Journal
Verified
Journal Article
Closed access
PDF file
ACAndy M. Connor
Andy M. Connor
TGTaura J. Greig
Taura J. Greig
JKJan Kruse
Jan Kruse

25 April 2016 in EAI Endorsed Transactions on Creative Technologies
Verified
Journal Article
Open access
PDF file
JFJ. Foottit
J. Foottit
DBD. Brown
D. Brown
SMS. Marks
S. Marks
ACAndy M. Connor
Andy M. Connor
This paper outlines the development and evaluation of a wearable haptic game interface. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile feedback with gesture based input, thus becoming a two way conduit between the user and the virtual environment. The device is intended to challenge what is considered an "interface" and sets out to purposefully blur the boundary between man and machine. This allows for a more immersive experience, and a user evaluation shows that the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand.Comment: arXiv admin note: substantial text overlap with arXiv:1604.0547

1 January 2012
Verified
Book Chapter
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FSFrederik Schmidt
Frederik Schmidt
SMStephen G. MacDonell
Stephen G. MacDonell
ACAndy M. Connor
Andy M. Connor

20 October 2015 in EAI Endorsed Transactions on Creative Technologies
Verified
Journal Article
Open access
PDF file
JKJ. Kruse
J. Kruse
ACAndy M. Connor
Andy M. Connor
Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA) to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer's intent through interaction, and encourages playful discovery

3 January 2021 in The Computer Games Journal
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Journal Article
Closed access
PDF file
JKJ. Kruse
J. Kruse
ACAndy M. Connor
Andy M. Connor
SMStefan Marks
Stefan Marks

22 May 2024 in Journal on Multimodal User Interfaces
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Journal Article
Closed access
PDF file
YLYemon Lee
Yemon Lee
ACAndy M. Connor
Andy M. Connor
SMStefan Marks
Stefan Marks