- Virtual Reality Applications and Impacts
- Digital Games and Media
- Social Robot Interaction and HRI
- Educational Games and Gamification
- Media Influence and Health
- Face Recognition and Perception
- Human-Automation Interaction and Safety
- Schizophrenia research and treatment
- Face recognition and analysis
- Technology and Human Factors in Education and Health
- Sport Psychology and Performance
- Psychological Well-being and Life Satisfaction
- Action Observation and Synchronization
- Emotion and Mood Recognition
- Speech and dialogue systems
- Leadership, Courage, and Heroism Studies
- Obesity, Physical Activity, Diet
- Maternal Mental Health During Pregnancy and Postpartum
- Family Caregiving in Mental Illness
- Adolescent and Pediatric Healthcare
- Human Motion and Animation
- Visual perception and processing mechanisms
- Values and Moral Education
Camden and Islington NHS Foundation Trust
2025
University of Newcastle Australia
2016-2024
University of the West of England
2014
Background The addition of biofeedback and artificial intelligence (AI) in simulation training serious games has shown promising results improving the effectiveness can lead to increased engagement, motivation, retention information. This systematic literature review explores integration into eXtended reality (XR) scenarios is first provide a consolidated overview applied AI technologies this area. Method was conducted using keywords related biofeedback, AI, XR, included papers that:...
Abstract Background It is well-established that carers of people with psychosis require support given the stress, social isolation and health problems commonly associated their caring role. However, interventions for are under-researched underprovided. Psychoeducation groups can improve carers’ experiences caregiving, but there insufficient evidence to inform an optimal intervention. Furthermore, limited existing literature tends focus on carer provided within early intervention services. We...
Using a cross-sectional qualitative design involving focus groups and interviews, we sought to gain more detailed understanding of adolescents’ physical activity, eating habits health perceptions during the transition from secondary school (or high school) work. Based on thematic analyses, three themes were extracted: (1) lifestyle health, (2) changes in priorities (3) passive acceptance internal external influences activity diet. Poor diet inactivity appeared reflect participants’...
Avatars have been a traditional mainstay of game-based interactive entertainment, where they aim to enhance story-based immersion and player engagement. However, there has also an increase in the use avatars for other purposes, such as serious gaming simulation training. In these applications, is interest accurate cost-effective avatar development convey human emotional expressions, understanding how groups or subgroups perceive expressions. this research, we evaluate gender differences...
Despite the variety of applications that use avatars (virtual humans), how end-users perceive are not fully understood, and accurately measuring these perceptions remains a challenge. To measure end-user responses more to avatars, this pilot study uses novel methodology which aims examine categorize facial electromyography (f-EMG) responses. These (n = 92) can be categorized as pleasant, unpleasant, neutral using control images sourced from International Affective Picture System (IAPS). This...
Avatars act as digital representations of players or non-playing characters in games and other online environments, also play a key role educational games. This study looks at gender differences that may impact on human avatar interactions, exploring the player might acceptance game technology for education. We consider preferences avatars across range subject areas. survey 332 participants examine general using UTAUT framework. find both males (n=202) females (n=131) rank performance...
The widespread use of avatars in training & simulation has expanded from entertainers to filling more serious roles. This change emerged the need develop cost-effective customizable for interaction with trainees. While continues expand, issues surrounding impact individual trainee factors on outcomes, how design implications presented may interact these factors, is not fully understood. Also, uncanny valley yet be resolved, which impair users' perception acceptance associated scenarios....
There are two main ways of evaluating a model generating an interactive virtual agent's expressions. The first is through subjective perception tests, and the second objective metrics, which usually compare model's generated expressions to test set considered ground truth. In this work, we argue that using such metrics comparing expressions, contained in limits accuracy evaluation by failing consider different from set, but still valid well-perceived users. We support argument experiments...