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Outputs (16)

SegCrop: Segmentation-based dynamic cropping of endoscopic videos to address label leakage in surgical tool detection (2023)
Presentation / Conference
Qayyum, A., Bilal, M., Qadir, J., Caputo, M., Vohra, H., Akinosho, T., …Abioye, S. (2023, April). SegCrop: Segmentation-based dynamic cropping of endoscopic videos to address label leakage in surgical tool detection. Paper presented at IEEE International Symposium on Biomedical Imaging (ISBI), 2023, Colombia

In recent times, surgical data science has emerged as an important research discipline in interventional healthcare. There are many potential applications for analysing endoscopic surgical videos using machine learning (ML) techniques such as surgica... Read More about SegCrop: Segmentation-based dynamic cropping of endoscopic videos to address label leakage in surgical tool detection.

Designing mini-games as micro-learning resources for professional development in multi-cultural organisations (2021)
Journal Article
Arnab, S., Walaszczyk, L., Lewis, M., Kernaghan-Andrews, S., Loizou, M., Masters, A., …Clarke, S. (2021). Designing mini-games as micro-learning resources for professional development in multi-cultural organisations. Electronic Journal of eLearning, 19(2), 44--58. https://doi.org/10.34190/ejel.19.2.2141

The need for self-directed learning for professional development drives an increase in the delivery of easy to use {\textquoteleft}just-in-time{\textquoteright} resources that respond to the often-dynamic workplace and work culture. This is especiall... Read More about Designing mini-games as micro-learning resources for professional development in multi-cultural organisations.

Designing mini-games for micro-learning: Open educational resources on cultural risks in multi-cultural organisations (2020)
Conference Proceeding
Arnab, S., Walaszczyk, L., Lewis, M., Kernaghan-Andrews, S., Masters, A., Calderwood, J., …Loizou, M. (2020). Designing mini-games for micro-learning: Open educational resources on cultural risks in multi-cultural organisations. In P. Fotaris (Ed.), Proceedings of the 14th European Conference on Game Based Learning, ECGBL 2020 (21-30)

The need for self-directed learning for professional development drives an increase in the delivery of easy to use {\textquoteleft}just-in-time{\textquoteright} resources that respond to the often-dynamic workplace and work culture. Micro-learning ha... Read More about Designing mini-games for micro-learning: Open educational resources on cultural risks in multi-cultural organisations.

Scaffolding in indoor and outdoor mobility a wearable and mobile application for senior tourism in a playable city (2019)
Conference Proceeding
Costa, L. V., Veloso, A. I., Arnab, S., Loizou, M., Tomlins, R., & Sukumar, A. (2019). Scaffolding in indoor and outdoor mobility a wearable and mobile application for senior tourism in a playable city. In A. Rocha, I. Pedrosa, {. P. Cota, & R. Goncalves (Eds.), Proceedings of CISTI 2019 - 14th Iberian Conference on Information Systems and Technologies. https://doi.org/10.23919/CISTI.2019.8760927

The growth of urban population and the challenges of an ageing society have brought to the fore the need of innovative ways to re-invent sustainable healthy ageing lifestyles and meet the growing demand on transport and residents' assistance with age... Read More about Scaffolding in indoor and outdoor mobility a wearable and mobile application for senior tourism in a playable city.

Multilingual immersive communication technology: Repurposing virtual reality for Italian teaching (2019)
Book Chapter
Brick, B., Cervi-Wilson, T., Graham, S., Tsankov, T., Ryan, K., Godson, N., & Loizou, M. (2019). Multilingual immersive communication technology: Repurposing virtual reality for Italian teaching. In New Educational Landscapes: Innovative Perspectives in Language Learning and Technology (5-10). Research-publishing.net. https://doi.org/10.14705/rpnet.2019.36.949

This paper will report on a pilot Virtual Reality (VR) projectwhich repurposes an existing scenario-based VR asset for healthsciences. The original scenario aims to prepare health care students for home visits by allowing them to experience a semi-li... Read More about Multilingual immersive communication technology: Repurposing virtual reality for Italian teaching.

Story-oriented learning (2019)
Conference Proceeding
Calderwood, J., Ștefan, A., Stefan, I. A., Baalsrud Hauge, J., Loizou, M., Calderwood, J., …Beaufoy, J. (2019). Story-oriented learning. In I. Roceanu, D. Beligan, I. A. Stefan, A. Moldoveanu, & S. Trausan Matu (Eds.), International Scientific Conference Proceedings (30-38). https://doi.org/10.12753/2066-026X-19-003

In a game environment, narrative design is considered the art of combining gameplay and multimedia assets to create novel experiences that can entertain players and motivate them for longer periods. The use of narrative design in game-driven educatio... Read More about Story-oriented learning.

Blending context-aware challenges into learning environments (2018)
Conference Proceeding
Andreea Ștefan, I., Ștefan, A., Florentina Gheorghe, A., Yanez, P., Loizou, M., Arnab, S., & Beaufoy, J. (2018). Blending context-aware challenges into learning environments. In M. {Ciussi } (Ed.), 12th European Conference on Games Based Learning (634-642). https://doi.org/10.5281/zenodo.1420965

There is a growing expectation for educational environments to be more flexible and more engaging, not only for students, but also for teachers. Project-based Learning and cooperative learning have emerged as opportunities to create motivating learni... Read More about Blending context-aware challenges into learning environments.

Games for active ageing, wellbeing and quality of life: A pilot study (2018)
Journal Article
Costa, L., Veloso, A., Loizou, M., & Arnab, S. (2018). Games for active ageing, wellbeing and quality of life: A pilot study. Behaviour and Information Technology, 37(8), 842-854. https://doi.org/10.1080/0144929X.2018.1485744

The goal of this study is to identify a set of psychosocial variables and design domains important for game designers to encourage active ageing, well-being and quality of life. Sixty adult learners at four universities of third age were randomly ass... Read More about Games for active ageing, wellbeing and quality of life: A pilot study.

Breaking barriers to game-based learning for active ageing and healthy lifestyles (2018)
Presentation / Conference
Costa, L., Veloso, A., Loizou, M., & Arnab, S. (2018, May). Breaking barriers to game-based learning for active ageing and healthy lifestyles. Paper presented at 6th International Conference on Serious Games and Applications for Health, IEEE SeGAH 2018

This study aims to explore a set of design components that a game-based learning programme should have in order to encourage active ageing and healthy lifestyles. Semi-structured interviews were conducted with 10 Subject Matter Experts from the Indus... Read More about Breaking barriers to game-based learning for active ageing and healthy lifestyles.

Location-based metagames for learning (2018)
Presentation / Conference
Stanescu, I. A., Gheorghe, A. F., Ștefan, A., Arnab, S., Loizou, M., Morini, L., & Baalsrud Hauge, J. M. (2018, April). Location-based metagames for learning. Paper presented at International scientific conference on "eLearning and software for education", eLSE 2018