CARLO HARVEYACADEMIC PERSONAL CV
.01

ABOUT

PERSONAL DETAILS
The Parkside Building, 5 Cardigan St, Birmingham B4 7BD
mapiconimg
harvey dot carlo at gmail dot com
+44 (oh) 77E 7oh5 I4I3
Hello. I am an academic, researcher and programmer. I am passionate about all things tech. Welcome to my personal profile.

BIO

ABOUT ME

I am a Senior Lecturer in Computer Games Technology at Birmingham City University, with the School of Computing and Digital Technology. This is based in the Faculty of Computing, Engineering and the Built Environment. I teach C++ for Games and Artificial Intelligence / Machine Learning.

I completed my PhD in Computer Science at the University of Warwick in 2012. I have a BSc (Hons) Computer Science from Bristol University in 2007 and a Postgraduate Certificate in Academic and Professional Practice from the University of Warwick in 2016.

During my academic career I have published in the fields of perception-aware rendering, simulation, auditory perception, multi-sensory perceptual impact on vision and cultural heritage.

Google Scholar: https://scholar.google.co.uk/citations?user=ZiAKtAgAAAAJ&hl=en

Research Gate: https://www.researchgate.net/profile/Carlo_Harvey

HOBBIES

INTERESTS

I have interests in technology such as crypto-currency, golf, clay shooting and rugby.

Research Interests: Computer Science and Informatics, Engineering Simulation, Human Factors Psychology, Machine Learning, Signal Processing, Virtual/Augmented/Mixed Reality.

FACTS

FACTS ABOUT ME

I have had a double knee ligament reconstruction!

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RESUME

EDUCATION
  • 2007
    2012
    Coventry

    COMPUTER SCIENCE - PHD

    UNIVERSITY OF WARWICK

    Computer Graphics, Engineering: Modality Based Perception for Selective Rendering. User study evaluated techniques to speed up image synthesis. Taking advantage of perceptual artifacts of cross-modal attention under different sensory systems.
  • 2003
    2007
    BRISTOL

    COMPUTER SCIENCE

    UNIVERSITY OF BRISTOL

    Subjects: Computer Graphics, Advanced Computer Graphics, Software Engineering, Language Engineering, Concurrency and Communications, Computer Architecture, Multimedia, New Media Design, Software Development, Web Technologies, Animation Production, Character and Set Design, Systems Integration, Human-Computer Interactions, Pure Mathematics, Calculus, Number and Group Theory.
ACADEMIC AND PROFESSIONAL POSITIONS
  • 2017
    PRESENT
    BIRMINGHAM

    SENIOR LECTURER / RESEARCHER

    BIRMINGHAM CITY UNIVERSITY, DIGITAL MEDIA LABORATORY

    I lecture on both the Computer Science Machine learning unit and the Games Technology Artificial Intelligence units as well as teach Graphics Programming using C++. Focusing on research interests such as perception-aware rendering, sound propagation and human factors in virtual and mixed reality.
  • 2016
    2017
    BOURNEMOUTH

    SENIOR LECTURER / COURSE LEADER

    BOURNEMOUTH UNIVERSITY CREATIVE TECHNOLOGIES

    I was the programme leader for the Games Programming course within the Creative Technologies department in the Faculty of Science and Technology. I oversaw the iteration from the BSc Games Programming course offering into the redesigned BSc Games Software Engineering. This process has been approved by both an internal and external panel, by the Academic Quality team and by the Faculty Academic Standard Committee. This new course launched in September 2017 and offers students a course which is much more aligned to the needs of industry, focussing on key graduate skills. Academic citizenship duties saw me in the capacity of Unit of Assessment 11 Impact Champion, whereby I oversaw the development of case studies being prepared for the Research Excellence Framework 2021 submission process. Representative day-to-day duties include administration and enterprise responsibilities, lecturing, project supervision, research output and grant writing.
  • 2012
    2016
    COVENTRY

    RESEARCH FELLOW

    UNIVERSITY OF WARWICK

    Working with JLR on an EPSRC funded research proposal, Program for Simulation Innovation (PSi). This project aimed to drive digital prototyping forward for the next generation. My work on this project included visualisation and sound-field manipulation for virtual vehicles. This utilised and integrated a wide variety of technology into one holistic demonstrator. The types of technology involved included Head Mounted Displays, Head Tracking, Motion Tracking, Acoustics, Head Related Transfer Functions, Renderers, Peripheral Devices, Eye Tracking and 6DOF Stewart Motion Platform. In addition, administrative duties included principal supervision of Master’s projects and respective examination duties, annual PhD reviews, organisation of a weekly seminar series within the research group and acting as a mentor to tutees within the department.
HONORS AND AWARDS
  • 2011
    2011
    EGUK 2011, COVENTRY

    ROB FLETCHER PRIZE: BEST APPLICATION PAPER

    THEORY AND PRACTICE OF COMPUTER GRAPHICS

    Visual Saliency for Smell Impulses and Application to Selective Rendering
  • 2010
    2010
    EGUK 2010, SHEFFIELD

    BEST STUDENT PAPER AWARD

    THEORY AND PRACTICE OF COMPUTER GRAPHICS

    The Effect of Discretised and Fully Converged Spatialised Sound on Directional Attention and Distraction
  • 2011
    2011
    VS GAMES 2011, ATHENS

    BEST PAPER AWARD

    VS GAMES 2011

    Approximate Visibility Grids for Interactive Indirect Illumination
  • 2017
    2017
    EDUTAINMENT 2017, BOURNEMOUTH

    BEST SHORT PAPER AWARD

    EDUTAINMENT 2017

    An Investigation into Usability and First Time User Experiences within Mobile Games
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PUBLICATIONS

PUBLICATIONS LIST
18 Sep 2017

OLFACTION AND SELECTIVE RENDERING

COMPUTER GRAPHICS FORUM

Accurate simulation of all the senses in virtual environments is a computationally expensive task. Visual saliency models have been used to improve computational performance for rendered content, but this is insufficient for multi-modal environments. This paper considers cross-modal perception and, in particular, if and how olfaction affects visual attention. Two experiments are presented in this paper. Firstly, eye tracking is gathered from a number of participants to gain an impression about where and how they view virtual objects when smell is introduced compared to an odourless condition. Based on the results of this experiment a new type of saliency map in a selective-rendering pipeline is presented. A second experiment validates this approach, and demonstrates that participants rank images as better quality, when compared to a reference, for the same rendering budget.

Journal Paper Selected C. Harvey, T. Bashford-Rogers, K. Debattista, E. Doukakis, A. Chalmers

OLFACTION AND SELECTIVE RENDERING

C. Harvey, T. Bashford-Rogers, K. Debattista, E. Doukakis, A. Chalmers
Journal Paper Selected
About The Publication

Accurate simulation of all the senses in virtual environments is a computationally expensive task. Visual saliency models have been used to improve computational performance for rendered content, but this is insufficient for multi-modal environments. This paper considers cross-modal perception and, in particular, if and how olfaction affects visual attention. Two experiments
are presented in this paper. Firstly, eye tracking is gathered from a number of participants to gain an impression about where and how they view virtual objects when smell is introduced compared to an odourless condition. Based on the results of this experiment a new type of saliency map in a selective-rendering pipeline is presented. A second experiment validates this approach, and demonstrates that participants rank images as better quality, when compared to a reference, for the same rendering budget.

02 Dec 2007

TITLE OF PUBLICATION

VANCOUVER - CANADA

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Journal Paper Johnny smith, Dumas, C., Milleville-Pennel, I.

TITLE OF PUBLICATION

Johnny smith, Dumas, C., Milleville-Pennel, I.
Journal Paper
About The Publication

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01 Dec 2007

TITLE OF PUBLICATION

VANCOUVER - CANADA

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Conferences Selected Johnny smith, Dumas, C., Milleville-Pennel, I.

TITLE OF PUBLICATION

Johnny smith, Dumas, C., Milleville-Pennel, I.
Conferences Selected
About The Publication

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RESEARCH

RESEARCH TEAM

THOMAS BASHFORD-ROGERS

SENIOR LECTURER

KURT DEBATTISTA

ASSOCIATE PROFESSOR

ALAN CHALMERS

PROFESSOR

RESEARCH PROJECTS

PSI PROJECT FOR SIMULATION INNOVATION

THEME 7: VISUALISATION AND VIRTUAL EXPERIENCE

Virtual reality (VR) systems strive to provide real world experiences in safe and controlled computer generated environments. VR systems attempt to deliver two key features: realism and real-time. In particular, the real time element is essential to provide an interactive experience to the user. To achieve this, current VR systems compromise the realism in the environments they are simulating. This is because even the very latest computer hardware is simply not capable of simulating, to a full degree of physical accuracy, in real time, the complexities of the real world. Furthermore, VR systems seldom offer more than two sensory stimuli (typically visuals and audio, or visuals and touch). Real Virtuality systems, on the other hand, are defined as virtual environments that are based on physical simulations and stimulate multiple senses (visuals, audio, smell, touch, motion etc.) in a natural manner. A key feature of Real Virtuality is the natural delivery of multiple senses to ensure cross-modalities (the influence of one sense on another) that would occur in the real environment are present in the virtual world, as these can substantially alter the way in which a scene is perceived and the way the user behaves. In this project we will consider environments that include 4 senses: visuals, audio, smell and feel (where feel includes motion, temperature and wind-speed). Real Virtuality systems are able to achieve a high level of authenticity in real time by selectively delivering real world stimuli; exploiting the fact that the human perceptual system is simply not capable of attending to all stimuli at the highest precision all the time. Rather humans selectively attend to objects within the scene. This can result in large amounts of detail from one sense going unnoticed when in the presence of competing sensory inputs from another modality, or subtle signals in one modality being strongly enhanced by congruent information in another sense. Knowledge of the relative importance of sensory information in a scene at any point in time, enables the areas being attended to, to be computed at the highest quality, while other areas can be delivered at a much lower quality (and thus at a significantly reduced computational effort), without the user being aware of this quality difference. Visualisation and Virtual Experience, undertakes research into a novel, validated Real Virtuality Platform that will provide perceptually equivalent experiences between real world scenarios and their simulated virtual world equivalents. The authenticity of the results is key to enable decisions within the virtual environments to be taken with confidence that the same decision would be made in the equivalent real environment. The high-fidelity of the resultant virtual system will thus be thoroughly tested and fully validated against two real test cases: Gaydon and Sweden. The anticipated outcomes of the research will be techniques of visualisation applicable at all levels of vehicle design: - from verification of individual components through to the verification of the final vehicle design, - and through all stages of the design process, from initial concept definition through to final design approval, through to manufacturing and onto the dealerships, and marketing. Visualisation and Virtual Experience will remove the need to build physical prototypes and thus bring about a reduction in time to market. This would be impossible to achieve without the ability to effectively and authentically experience a product virtually in its intended context, and to make rapid, objective decisions as a result. The results of this project will address national UK priorities by providing step-change improvements in virtual experiences. The new algorithms and methodologies, although created and fully validated for the automotive industry, will be equally applicable to any sector engaged in the design and high value manufacture of products.

PERCEPTION-AWARE RENDERING

CROSS-MODAL

POINT CLOUD RENDERING

HOMOGENEOUS POINT SET RENDERING

.05

TEACHING

CURRENT
  • PRESENT
    2017
    BIRMINGHAM

    SENIOR LECTURER

    BIRMINGHAM CITY UNIVERSITY

    MACHINE LEARNING This unit introduces the field of Machine Learning, and teaches how to create and use software that improves with experience. The syllabus of the unit includes: Introduction: tasks, models and features. Binary classification and related tasks. Beyond binary classification. Tree models. Rule models. Linear models. Distance-based models. Probabilistic models. Model ensembles. Machine learning experiments. GRAPHICS PROGRAMMING The aim of this unit is to produce professional programmers with knowledge and skills in graphics and computational programming with an emphasis on the underlying technical theories, evaluation methods and implementation required for advanced computer graphics applications. Material delivered covers computational methods and algorithms, advanced graphics algorithms and parallel computing on both CPU and GPU using C++. ARTIFICIAL INTELLIGENCE FOR GAMES Covering both deterministic and non-deterministic AI methods, the aim of this unit is to develop an understanding and skills in artificial intelligence needed for games programming. Students will look at fundamental AI algorithms in the right context and will also explore the implementation of those algorithms in games.
TEACHING HISTORY
  • 2016
    2017
    BOURNEMOUTH

    SENIOR LECTURER

    BOURNEMOUTH UNIVERSITY CREATIVE TECHNOLOGIES

    MATHS FOR COMPUTER GRAPHICS Priming material to delve into the field of computer graphics and games programming, starting with linear equations and vector algebra, working towards projections, matrix manipulation and quaternions. MOBILE GAMES PROGRAMMING I was unit leader for this second year undergraduate module. It introduces sound and graphics programming for creating games on mobile platforms. We touch upon such things as algorithm choice, efficiency, device dependence, optimisation and the mobile graphics pipeline. This has a focus on developing for platforms like Android, the iPhone and the iPad. Whilst low level architecture targets are welcome, this unit is offered across multiple course streams, and the module is flexible in that it offers the opportunity for students to work directly on their chosen architecture, or embedded within a high-level middleware games engine, such as Unity3D. GAMES DEVELOPMENT PIPELINE I was unit leader for this first-year undergraduate module. In this unit, students learn how to create a 3D interactive environment using industry-standard game middleware. A non-exhaustive list of subject material: Asset Importing, Prototyping, Version Control, Finite State Machines, Event-based Behaviour, Collision Models and Physics, Skeletal / Vertex / Key-framed Animation, User Interfaces, Data Persistence and Games related scripting and programming techniques. The material is contextualised within Unity3D.
  • 2012
    2016
    COVENTRY

    RESEARCH FELLOW

    UNIVERSITY OF WARWICK

    DATA STRUCTURES AND ALGORITHMS Masters level, current invited lecturer, permanent whilst in situ at Warwick. Covering a wide range of uni and multiprocessor practical fundamentals. This includes: sorting and searching, spatial data structures, trees and heaps, complexity, parallelism and parallel algorithms, parallel data structures, string matching and an introduction to practical uses of polymorphism, STL and C++11. e-BUSINESS TECHNOLOGIES I was named module leader and module creator of this elective part of the e-Business Management Masters course offered at WMG. The module covers technologies such as: Development and Deployment of Web Apps, Operating Systems, Cloud Services, Virtualisation. COMPUTER GRAPHICS AND VISUALISATION Coordinated by Associate Prof. Kurt Debattista, my lectures on this module encapsulate Animation, Texture Mapping, Geometrical Modelling, Rendering and Post-Processing. I am currently an invited lecturer for this Masters level series at the University of Warwick. PERCEIVED QUALITY The module is led by Prof. Paul Jennings. I used to run lectures in this series covering the practical use of Computer Graphics algorithms within industrially leading software packages, such as Autodesk Maya. I also covered areas such as Attention and Perception as filters to the real and virtual world.
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SKILLS

PROGRAMMING SKIILLS
programming > C, C++, C#, Java, Objective-C, Matlab, R, Mel-Script, Python, HTML, CSS, Javascript and VB.
LEVEL : INTERMEDIATE EXPERIENCE : 13 YEARS
C++ C C#
modelling and animation > Unity3D, UE4, 3DStudio Max, Maya, Blender, Houldini, zBrush, Mudbox, Mentalray, Renderman, Maxwell.
LEVEL : INTERMEDIATE EXPERIENCE : 11 YEARS
Maya Max Unity3D
DESIGN SKILLS
texture editing > Photoshop / GIMP, Substance Painter, Illustrator, Inkscape
LEVEL : INTERMEDIATE EXPERIENCE : 6 YEARS
Photoshop Gimp Illustrator
audio editing > Reaper, Matlab, Octave, R Studio, Pure Data, Max/MSP, DSP VST’s, DAWs, FMOD, OpenAL, WWise.
LEVEL : EXPERT EXPERIENCE : 10 YEARS
Pd Reaper FMOD
.07

WORKS

MY PORTFOLIO
Projects number 1
SIMULATION

LIGHT / SOUND SIMULATION

LIGHT / SOUND SIMULATION

About The Project
  • Highly realistic multisensory experience
  • Applicable to all levels of vehicle design
  • Developed techniques for specific aspects
  • Confident decisions in virtual environments
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CONTACT

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GET IN TOUCH

If you wish to contact me for any reason; academic, personal or otherwise, then please feel free to get in touch with me through this contact form.