James Birt
Biographic Data
| ID | 7718178 |
|---|---|
| NAME | James Birt |
| GIVEN NAMES | James |
| FAMILY NAME | Birt |
| SIGNATURE | BIRT J |
| AFFILIATIONS | Bond University |
| ORCID | 0000-0002-0422-4867 |
| VERIFIED | Yes |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 7 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2016 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Gala
This article presents a comprehensive account of the development of Gala, an interactive virtual reality film. This accessible approach involves a single designer working within the constraints of a limited budget while utilising the game engine Unity, the Zoom video conferencing platform, an iPhone, and the software Reallusion. The significance of Gala lies in its capacity to serve as an exemplar of accessible technologies, underlining its pragm…
Using case study analysis to develop heuristics to guide new filmmaking techniques in embodied virtual reality films
Filmmakers now have access to new cinematic pipelines that combine Virtual Reality (VR), allowing them to develop new immersive media for narrative and audience interaction. Traditional filmmaking approaches are limited when it comes to investigating the embodiment of VR and the underlying interaction between the user and the story in Embodied Virtual Reality (EVR) films. This study analyses four award-winning EVR films (Bonfire, The Line, The Ke…
Improving serious games by crowdsourcing feedback from the STEAM online gaming community
The role of the Embodiment Director in virtual reality film production
This paper proposes the role of an emerging job role within the virtual reality (VR) film production crew. This role we call the Embodiment Director, involves assisting the VR Film Director in the accomplishment of true immersive film experiences through the use of game engines and VR peripherals. The Embodiment Director will manage the inception of haptics and stimuli technologies that allow for the embodiment of humans within a virtual environm…
Analysing mobile learning designs
Mobile learning is well established in literature and practice, but under-evolved from a rigorous learning design perspective. Activity theory presents a sophisticated way of mapping and understanding learning design, but for mobile learning this does not always translate into change in practice. The reported research addresses this by coupling a mobile learning specific approach to activity theory with a practice-based framework: the design for …
Improving paramedic distance education through mobile mixed reality simulation
There is growing evidence that the use of simulation in teaching is a key means of improving learning, skills, and outcomes, particularly for practical skills. In the health sciences, the use of high-fidelity task trainers has been shown to be ideal for reducing cognitive load and leading to enhanced learning outcomes. However, how do we make these task trainers available to students studying at a distance? To answer this question, this paper pre…
Augmenting reality for augmented reality
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Augmenting reality for augmented reality
TEST 02 - Elsevier's Scopus, the largest abstract and citation database of peer-reviewed literature. Search and access research from the science, technology, medicine, social sciences and arts and humanities fields
Improving paramedic distance education through mobile mixed reality simulation
There is growing evidence that the use of simulation in teaching is a key means of improving learning, skills, and outcomes, particularly for practical skills. In the health sciences, the use of high-fidelity task trainers has been shown to be ideal for reducing cognitive load and leading to enhanced learning outcomes. However, how do we make these task trainers available to students studying at a distance? To answer this question, this paper pre…
Improving serious games by crowdsourcing feedback from the STEAM online gaming community
The role of the Embodiment Director in virtual reality film production
This paper proposes the role of an emerging job role within the virtual reality (VR) film production crew. This role we call the Embodiment Director, involves assisting the VR Film Director in the accomplishment of true immersive film experiences through the use of game engines and VR peripherals. The Embodiment Director will manage the inception of haptics and stimuli technologies that allow for the embodiment of humans within a virtual environm…
Analysing mobile learning designs
Mobile learning is well established in literature and practice, but under-evolved from a rigorous learning design perspective. Activity theory presents a sophisticated way of mapping and understanding learning design, but for mobile learning this does not always translate into change in practice. The reported research addresses this by coupling a mobile learning specific approach to activity theory with a practice-based framework: the design for …
Gala
This article presents a comprehensive account of the development of Gala, an interactive virtual reality film. This accessible approach involves a single designer working within the constraints of a limited budget while utilising the game engine Unity, the Zoom video conferencing platform, an iPhone, and the software Reallusion. The significance of Gala lies in its capacity to serve as an exemplar of accessible technologies, underlining its pragm…
Using case study analysis to develop heuristics to guide new filmmaking techniques in embodied virtual reality films
Filmmakers now have access to new cinematic pipelines that combine Virtual Reality (VR), allowing them to develop new immersive media for narrative and audience interaction. Traditional filmmaking approaches are limited when it comes to investigating the embodiment of VR and the underlying interaction between the user and the story in Embodied Virtual Reality (EVR) films. This study analyses four award-winning EVR films (Bonfire, The Line, The Ke…
Computer Science (7 works) · Human–computer interaction (6 works) · Multimedia (6 works) · Augmented Reality Applications (4 works) · Psychology (4 works) · Virtual reality (4 works) · Mathematics education (3 works) · Virtual Reality Applications and Impacts (3 works) · Art (2 works) · Augmented reality (2 works)