James Weaver

London-based technology leader

  • Graduated with a First Class degree with Honours
  • Awarded a summer internship at Durham University (2012)
  • Runner-up of the Morgan Stanley Computer Science Prize (2011)
  • Elected Website Manager of Trevelyan College (2011-2012)

Modules

Academic Year 2010-2011

  • COMP 1071 - Computer Systems
  • COMP 1081 - Data Structures
  • ENGI 1081 - Technology For The Modern World
  • COMP 1021 - Formal Aspects of Computer Science
  • BUSI 1101 - Introduction to Management
  • COMP 1011 - Introduction to Programming

Academic Year 2011-2012

  • COMP 2071 - Software Applications
  • COMP 2171 - Programming and Reasoning
  • COMP 2161 - Computer Systems II
  • COMP 2181 - Theory of Computation
  • COMP 2092 - Software Engineering

Academic Year 2012-2013

  • COMP 3121 - Advanced Computer Systems
  • COMP 3221 - Advanced Software Engineering (Single)
  • COMP 3331 - Advanced Software Applications and Methods
  • COMP 3311 - Advanced Artificial Intelligence
  • COMP 3012 - Computer Science Project (Disertation)

Disertation

Publications

Event: IS&T/SPIE Electronic Imaging, 2014, San Francisco, California, United States Proceedings Volume 9011, Stereoscopic Displays and Applications XXV; 90110F (2014) https://doi.org/10.1117/12.2041675

Abstract

Background

In recent years 3D-enabled televisions, VR headsets and computer displays have become more readily available in the home. This presents an opportunity for game designers to explore new stereoscopic game mechanics and techniques that have previously been unavailable in monocular gaming.

Aims

To investigate the visual cues that are present in binocular and monocular vision, identifying which are relevant when gaming using a stereoscopic display. To implement a game whose mechanics are so reliant on binocular cues that the game becomes impossible or at least very difficult to play in non-stereoscopic mode.

Method

A stereoscopic 3D game was developed whose objective was to shoot down advancing enemies (the Interlopers) before they reached their destination. Scoring highly required players to make accurate depth judgments and target the closest enemies first. A group of twenty participants played both a basic and advanced version of the game in both monoscopic 2D and stereoscopic 3D.

Results

The results show that in both the basic and advanced game participants achieved higher scores when playing in stereoscopic 3D. The advanced game showed that by disrupting the depth from motion cue the game became more difficult in monoscopic 2D. Results also show a certain amount of learning taking place over the course of the experiment, meaning that players were able to score higher and finish the game faster over the course of the experiment.

Conclusions

Although the game was not impossible to play in monoscopic 2D, participants results show that it put them at a significant disadvantage when compared to playing in stereoscopic 3D.