Brett Stevens

ORCID: 0000-0003-1822-489X
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About
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Research Areas
  • Virtual Reality Applications and Impacts
  • Digital Rights Management and Security
  • Library Science and Information Systems
  • Stroke Rehabilitation and Recovery
  • Semantic Web and Ontologies
  • Digital Games and Media
  • Musculoskeletal pain and rehabilitation
  • Tactile and Sensory Interactions
  • Digital and Traditional Archives Management
  • Visual perception and processing mechanisms
  • Open Education and E-Learning
  • Balance, Gait, and Falls Prevention
  • Human Motion and Animation
  • Augmented Reality Applications
  • Interactive and Immersive Displays
  • Web and Library Services
  • Social Robot Interaction and HRI
  • Action Observation and Synchronization
  • Face and Expression Recognition
  • Face recognition and analysis
  • Artificial Intelligence in Games
  • Natural Language Processing Techniques
  • Pain Management and Treatment
  • Face Recognition and Perception
  • Emotion and Mood Recognition

University of Portsmouth
2010-2023

Purpose The purpose of this paper is to provide recommendations for making a conceptual shift from current document‐centric data‐centric metadata. importance adjusting library models such as Resource Description and Access (RDA) Functional Requirements Bibliographic Records (FRBR) based on Linked Data principles discussed. In relation technical formats, the suggests need leapfrog machine readable cataloguing (MARC) Framework (RDF), without disrupting metadata operations....

10.1108/03074801211282920 article EN New Library World 2012-11-16

Complex and natural social interaction between artificial agents (computer-generated or robotic) humans necessitates the display of rich emotions in order to be believable, socially relevant, accepted, generate emotional responses that show context interaction, such as engagement empathy. Whereas some robots use faces (simplified) expressions, for other Nao, body language is best medium available given their inability convey facial expressions. Displaying can interpreted whilst interacting...

10.1145/2133366.2133368 article EN ACM Transactions on Interactive Intelligent Systems 2012-03-01

A projection-augmented model is a type of nonimmersive, coincident haptic and visual display that uses physical as three-dimensional screen for projected information. Supporting all physiological depth cues two sensory modalities should create strong sense the object's existence. However, conventional measures presence have been defined only displays surround isolate user from real world. The idea object-presence thus suggested to measure “the subjective experience particular object exists...

10.1162/105474602317343677 article EN PRESENCE Virtual and Augmented Reality 2002-02-01

Purpose With the aim of developing a conceptual framework which aims to facilitate semantic metadata interoperability, this paper explores overarching issues on how traditional library information organisation schemes such as online public access catalogues (OPACs), taxonomies, thesauri, and ontologies one hand versus Web 2.0 technologies social tagging (folksonomies) can be harnessed provide users with satisfying experiences. Design/methodology/approach This reviews works in relation...

10.1108/03074801211199031 article EN New Library World 2011-12-24

Local binary pattern on three orthogonal planes (LBP-TOP) is one of the most popular method for dynamic texture analysis and has been successfully applied to facial expression analysis. Yet an effective LBP-TOP operator highly relies preprocessing. And, like many appearance-based approaches, this approach reserves more identity-related cues rather than expression. In work, we propose a fully automatic recognition based points registration, localized patch extraction feature representation....

10.1109/hsi.2015.7170694 article EN 2015-06-01

Virtual reality (VR) has shown promising results as an adjunct therapy for pain management. Recent literature exploring the use of VR management among a chronic (CP) population produced encouraging results, although little been done to explore what about intervention is provider analgesic response. Furthermore, suggested in previously, said association between tolerance and presence. This study primarily aimed investigate differentiation VR-head-mounted display (HMD) active control...

10.1089/cyber.2020.0823 article EN Cyberpsychology Behavior and Social Networking 2021-10-15

Music or sound effects are often used to enhance Virtual Environments, but it is not known how this audio may influence gait speed. This study investigated the of cue tempo on treadmill walking with and without visual flow. The speeds 11 individuals were recorded during exposure a range rates. There was significant effect flow, 16% increase in walk speed faster tempos. Audio flow resulted smaller still (8%). results suggest that inclusion rate cues be benefit improving virtual rehabilitation.

10.3233/978-1-60750-561-7-202 article EN Studies in health technology and informatics 2010-01-01

A treadmill (TR) interfaced with a virtual reality (VR) system can provide an engaging environment that could improve activity adherence and walking function for individuals pain. Furthermore, inclusion of discrete visual auditory cues into the VR (e.g. manipulation optic flow speed or audio beat frequency) walking. This study compared gait characteristics (speed cadence) baseline over ground walk (OVR) TR as part project to develop referenced frequency cues. Thirty-six participants aged...

10.3233/978-1-60750-017-9-198 article EN Studies in health technology and informatics 2009-01-01

Virtual Reality for walking rehabilitation is becoming increasingly common, but there are few guidelines in the literature to assist application design. We present evidence from a series of empirical studies demonstrate effect number factors within VR systems on and movement perception. Walking speed differentially influenced by type interface, visual gain, audio tempo. Walk ratio altered interface gain. Self-motion perception affected peripheral cues, field view, contrast, geometry scaling...

10.1109/icvr.2013.6662085 article EN 2013-08-01

A projection augmented model (PA model) is a type of based haptic reality display. It consists real physical model, onto which computer image projected to create realistic looking object. Users can physically touch the surface PA with their bare hands, has clear experiential value for types applications they are being developed. However, majority models front-projected and do not provide feedback material properties (e.g. temperature texture), suggests user's sense object-presence will be...

10.1109/iv.2005.124 article EN Ninth International Conference on Information Visualisation (IV'05) 2006-10-11

In this paper a player-centric view is taken to illustrate game rules in terms of definition and validation. Games with externally-defined but internally-validated are given the term contextually-ambiguous games, it suggested that contemporary pervasiveness games should accommodate contextual ambiguity. Several pervasive have displayed elements ambiguity, examples which feature as core gameplay mechanism rare. Therefore, four such implemented case study order explore potential games. Results...

10.26503/dl.v2009i1.480 article EN 2009-01-01

Current discussions on the use of Linked Data for digital libraries favor standards-based (expert-created) metadata approaches. The inclusion socially-constructed (user-created) such as tagging, ratings, reviews, and recommendations is scant or absent. While efforts by world's major national academic to release their bibliographic data (metadata) are an important step toward adoption principles, this article argues, without richness that would be obtained including (Web 2.0), current may...

10.1080/19386389.2014.914775 article EN Journal of Library Metadata 2014-04-03

Phantom limb pain is a neuropathic condition in which person feels that not present. Cognitive treatments visually recreate the an attempt to create cross modal interaction between vision, and touch/proprioception have shown be effective at alleviating this pain. With improvements technology, Virtual Mirror Therapy starting gain favor, however, there are currently no applications utilize passive touch same way non-virtual reality do. This paper investigates whether visual stimulus can...

10.1109/vr.2019.8798257 article EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2019-03-01

Virtual reality (VR) research has provided overviews of locomotion techniques, how they work, their strengths and overall user experience. Considerable investigated new methodologies, particularly machine learning to develop redirection algorithms. To best support the development algorithms through learning, we must understand replicate human navigation behaviour in VR, which can be supported by accumulation results produced live-user experiments. However, it difficult identify, select...

10.1109/tvcg.2023.3313439 article EN cc-by IEEE Transactions on Visualization and Computer Graphics 2023-09-11
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