David Shaw - Publications

Publications Index

A shortlist of my publications. More detailed information, including abstracts and BibTeX references, can be found below.

Recent Publications
ACRA 2004
D.Shaw & N.Barnes
PDF (790 Kb)
Masters Publications
Masters thesis
PDF (494 Kb)
D.Shaw, N.Barnes, A.Blair
PDF (169 Kb)
DOC (355 Kb)

Detailed List of Publications

A more detailed list of my publications relevant to my research.

ACRA 2004
The Australasian Conference on Robotics and Automation, Canberra, Australia, December 2004
Regular Polygon Detection as an Interest Point Operator for SLAM
David Shaw, Nick Barnes

We present a new interest point operator based on the regular polygon detector developed by Loy and Barnes. This operator finds square-like features as a basis for scene reconstrucion and visual Simulatenaous Localisation and Mapping (SLAM) from robot camera sequences. In this paper we show results from the application of this detector as an interest point operator on a robot camera sequences in an indoor office environment. The detctor shows good results for non-trivial frame baselines.

Link to PDF (camera-ready version) (790 Kb)

BibTeX reference:
	author          = {David Shaw and Nick Barnes},
	title           = {Regular Polygon Detection as an Interest Point Operator for {SLAM}},
	year            = {2004},
	booktitle       = {Australasian Conference on Robotics and Automation}

Older Publications

Here are a couple of references from my previous life as a masters student, if anyone is interested.

Masters Thesis
Department of Computer Science and Software Engineering, The University of Melbourne
Aspects of Interactive Storytelling Systems
David Shaw

Storytelling has been popular throughout the ages in a variety of different forms, and now computers offer the potential of interactive storytelling; stories that can adapt to the wishes of the audience. However, to present a dramatic experience to compete with existing storytelling forms, any interactive storytelling system requires the ability to maintain the integrity of the story while coping with the audience decision about story path. This dissertation proposes a method for a core component of such a system, a model for abstracting plot to suit an interactive storytelling system.
Interactive storytelling is a medium where the audience is an active participant, taking the role of the protagonist in the story. For the storytelling to be truly interactive, the audience must be given the opportunity to shape the path of the story through their actions. A linear pre-written story cannot provide this level of freedom, as the story acts as a constraint to the audience's ability to choose their own path. For interactive storytelling to be a possibility, an algorithmic method of writing stories is needed.
To work towards solving the problem of integrating story with interactivity an abstract model of plot is presented, which uses the metaphor of doors and keys to represent plot challenges. In this model, `doors' represent an important milestone or choice that the audience can make that affects the path of the story. `Locked doors' are doors that require an additional element or action, for example fetching an important item. `Keys' are the elements or actions that `unlock' the locked doors. A prototype of this model is shown to generate abstract story worlds that would suit an interactive environment, and an example is given showing how this model can be used to generate plots for interactive stories.

Link to PDF (final version) (494 Kb)

BibTeX reference:
	author          = {David Shaw},
	title           = {Aspects of Interactive Storytelling Systems},
	school          = {Department of Computer Science and Software Engineering, The University of Melbourne},
	year            = {2004},
	type            = {Masters thesis dissertation}

International Conference on Application and Development of Computer Games Conference in 21st Century
22-23 November 2001 City University of Hong Kong, HKSAR, China
Creating Characters for Dynamic Stories in Interactive Games
David Shaw, Nick Barnes, Alan Blair

The possession of strong characters and plot is an important element in computer games. In this paper, we discuss how dynamic stories cannot be satisfied using techniques adapted from standard entertainment media such as film. We propose that semi-autonomous characters are a requirement for creating dynamic non-linear stories, and show the basics of how to building such characters in a way that can show personality.

Link to PDF (reconsituted last draft version) (169 Kb)
Link to DOC (camera ready version) (355 Kb)

BibTeX reference:
	author          = {David Shaw and Nick Barnes and Alan Blair},
	title           = {{Bringing NPCs to life: adding personality to your computer-controlled characters}},
	month		= {November},
	year            = {2001},
	booktitle       = {ADCOG 21: International Conference on Application and Development of Computer Games in the 21st Century},

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Last updated: 1st July, 2005 by David Shaw