Computing and Information Systems - Research Publications

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    Playing blind: Revealing the world of gamers with visual impairment
    Andrade, R ; Rogerson, MJ ; Waycott, J ; Baker, S ; Vetere, F (ACM, 2019-05)
    Previous research on games for people with visual impairment (PVI) has focused on co-designing or evaluating specific games - mostly under controlled conditions. In this research, we follow a game-agnostic, "in-the-wild" approach, investigating the habits, opinions and concerns of PVI regarding digital games. To explore these issues, we conducted an online survey and follow-up interviews with gamers with VI (GVI). Dominant themes from our analysis include the particular appeal of digital games to GVI, the importance of social trajectories and histories of gameplay, the need to balance complexity and accessibility in both games targeted to PVI and mainstream games, opinions about the state of the gaming industry, and accessibility concerns around new and emerging technologies such as VR and AR. Our study gives voice to an underrepresented group in the gaming community. Understanding the practices, experiences and motivations of GVI provides a valuable foundation for informing development of more inclusive games.
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    Introducing the Gamer Information-Control Framework
    Andrade, R ; Rogerson, MJ ; Waycott, J ; Baker, S ; Vetere, F (ACM, 2020-04-21)
    In this paper, we present a foundation for understanding the elements that enable people with visual impairment to engage with digital games. This is defined by the gamer's relation- ships with information and with elements of control provided by the game, and is mediated through in-game metaphors and affordances when gamers interact as users or creators. This work complements previous research exploring the points of view of gamers with visual impairment by focusing on the games they play and prioritising the relationships between the key enablers of access to digital games. Using the framework to examine existing and missing components will enable de- signers to consider broader aspects of accessibility in game design.
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    Avatar-Mediated Communication in Social VR: An In-depth Exploration of Older Adult Interaction in an Emerging Communication Platform
    Baker, S ; Waycott, J ; Carrasco, R ; Kelly, R ; Jones, A ; Lilley, J ; Dow, B ; Batchelor, F ; Hoang, T ; Vetere, F (Association for Computing Machinery (ACM), 2021-05-08)
    While HCI researchers have begun designing personalised VR experiences for older adults, there has been limited research examining the use of social VR - where users interact via avatars in a virtual environment. Avatar-mediated communication (AMC) is a crucial component of the social VR experience, but older users’ experience with AMC is poorly understood. We conducted a five-month study with 16 older adults evaluating a co-designed social VR prototype. Results show that AMC in social VR was seen as medium that supported introverted users to express themselves and was viewed as offering advantages when discussing sensitive topics. Our study provides new insights into how older adults view AMC in social VR as a communication medium and we contribute six design reflections, based on our results, that highlight the steps that can be taken to ensure that AMC in social VR can meet the communication needs of older users.
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    School’s Back: Scaffolding Reminiscence in Social Virtual Reality with Older Adults
    Baker, S ; Kelly, R ; Waycott, J ; Carrasco, R ; Bell, R ; JOUKHADAR, Z ; Hoang, T ; Ozanne, E ; Vetere, F (Association for Computing Machinery (ACM), 2020-12-01)
    Social virtual reality (social VR) is an emerging technology that has the potential to support unique social experiences for groups of older adults. In this paper we explore the use of social VR to support group reminiscence, an activity that has been shown to have a positive impact on the lives of older adults. We developed School Days, a bespoke social VR application that enables groups of geographically dispersed older adults to meet in a virtual environment to reminisce about their school experiences. We conducted a user study over the course of 5 months with 16 participants aged 70--81 to evaluate how School Days supported reminiscence. In this paper, we focus on how the use of reminiscence scaffolding features in School Days impacted on the older adults' ability to participate more fully in the reminiscence activities. Our results illustrate the value of social VR for connecting older adults over distance, and contribute new knowledge of how virtual environments can be designed to scaffold reminiscence; how techniques such as 3D conversation starters and individual artefacts can be used to scaffold reminiscence; and how pre-recorded holographic stories (Avacasts) can be used to introduce new perspectives and prompt self-reflection. We contribute five design reflections aimed at guiding the design of future reminiscence tools in social VR.
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    Negotiating stereotypes of older adults through avatars
    Carrasco, R ; Baker, S ; Waycott, J ; Vetere, F (Association for Computing Machinery (ACM), 2017-11-28)
    Virtual Avatars can bring opportunities for enjoyment, social participation and exploration of identities. However, the configuration of avatar creation software may marginalise some groups of users due to them reinforcing social stereotypes that privilege youth and beauty, rather than representing the broader variety of human identities. Older adults are one group who may be disadvantaged with respect to avatars as avatar studies have typically focused on younger users. Considering that older populations are growing and that their participation in virtual environments is increasing, it is timely to investigate older adults' preferences in relation to avatars. We conducted a study with 23 participants (70+ years old) to understand the representational requirements of older adults when creating a humanoid virtual avatar. Our findings demonstrate that older adults are negotiating ageing stereotypes when creating a virtual body. These negotiations of body appearances range from: the Actual Avatar that by mirroring the self suggests an acceptance of the ageing body; the Vibrant Avatar that is idealising the physical condition of the self; the Other Avatar, that aims to explore other identities; and the Companion Avatar that creates another persona as company. These findings highlight that older adults have specific representational requirements when designing virtual avatars.
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    Designing the lost self: Older adults' self-representations in online games
    Carrasco, R ; Waycott, J ; Baker, S ; Vetere, F (Association for Computing Machinery (ACM), 2018-06-08)
    Older adults are increasingly engaging in online activities, including games, with other people. Many online environments require the user to create some form of self-representation, ranging from a simple user name through to a full body avatar. These self-representations not only enable access to online activities, but also provide an opportunity for expressing both the real and ideal identity. We wanted to better understand the impacts of later life on the construction of self-representations when playing online games. Our study used gameplay observations and semi-structured interviews with 10 older adult gamers aged from 65 to 95 years. We found they designed their player self-representations to project aspects of their lost (former) self and to embrace their present older selves. This engagement with self-representations as a form of self-expression suggests that designers need to consider older gamers, and their diverse preferences, when creating tools for customizable self-representations in online games.
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    The Technology Explorers: Partnering with Older Adults to Engage with Virtual Reality and Virtual Avatars
    Baker, S ; Waycott, J ; Vetere, F ; Hoang, T ; Neves, BB ; Vetere, F (Springer Singapore, 2019)
    Participatory research methods are increasingly being adopted when designing and evaluating emerging technologies for older adults. This chapter details our approach to applying participatory methods to our work with a group of older adults during series of workshops. The workshops involved working with 25 adults from both regional and metropolitan areas, who were over the age of 70. We referred to these participants as the Technology Explorers. The Technology Explorers partnered with us to explore how Virtual Reality (VR) technology could be harnessed to provide older adults with opportunities to participate in meaningful social activities. This chapter focusses on the initial engagement phase of the project that involved introducing the Technology Explorers to a range of VR systems and interaction techniques, co-designing 3D Avatars, and interacting with each other in two social VR technology probes. We describe the participatory methods that helped us to build a strong collaborative partnership with the Technology Explorers, before detailing the techniques used to engage with group members who had vastly different levels on technical knowledge. As none of the Technology Explorers had any experience with VR or virtual avatars, in a final section we describe three techniques we employed to develop this capacity in the group, with a particular focus on the deployment of two technology probes that marked the end of the workshop series.
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    Exploring the Design of Social VR Experiences with Older Adults
    Baker, S ; Waycott, J ; Carrasco, R ; Hoang, T ; Vetere, F (ACM, 2019)
    There is growing interest in technologies that allow older adults to socialise across geographic boundaries. An emerging technol- ogy in this space is social virtual reality (VR). In this paper we report on a series of participatory design workshops that involved extended in-depth collaboration with 22 older adults (aged 70-81), that aimed to understand their views on the types of social VR experiences that they saw as being of value to older adults. This process culminated in a reminiscence-based social VR concept. Our study identifies: participants’ ideas about the types of social VR experiences they found appealing; the potential for social VR as a powerful reminiscence tool; how social VR might be used as a tool to challenge ageing stereotypes and promote healthy ageing. Reflecting on the design process, we discuss how the diverse participant groups and the complexities involved in me- diating between designers, the technical team, and participants could inform future design work.
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    Combatting social isolation and increasing social participation of older adults through the use of technology: A systematic review of existing evidence
    Baker, S ; Warburton, J ; Waycott, J ; Batchelor, F ; Thuong, H ; Dow, B ; Ozanne, E ; Vetere, F (WILEY, 2018-09-01)
    Objectives There are growing concerns that social isolation presents risks to older people's health and well‐being. Thus, the objective of the review was to explore how technology is currently being utilised to combat social isolation and increase social participation, hence improving social outcomes for older people. Methods A systematic review of the literature was conducted across the social science and human‐computer interaction databases. Results A total of 36 papers met the inclusion criteria and were analysed using a four‐step process. Findings were threefold, suggesting that: (i) technologies principally utilised social network services and touch‐screen technologies; (ii) social outcomes are often ill‐defined or not defined at all; and (iii) methodologies used to evaluate interventions were often limited and small‐scale. Conclusion Results suggest a need for studies that examine new and innovative forms of technology, evaluated with rigorous methodologies, and drawing on clear definitions about how these technologies address social isolation/participation.
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    Could Social Robots Make Us Kinder or Crueller to Humans and Animals?
    Coghlan, S ; Vetere, F ; Waycott, J ; Barbosa Neves, B (Springer Verlag, 2019-12-01)
    The Montréal Declaration for Responsible Development of Artificial Intelligence states that emerging technologies ought not “encourage cruel behaviour towards robots that take on the appearance of human beings or animals and act in a similar fashion.” The idea of a causal link between cruelty and kindness to artificial and living beings, human or animal, is controversial and underexplored, despite its increasing relevance to robotics. Kate Darling recently marshalled Immanuel Kant’s argument—that cruelty to animals promotes cruelty to people—to argue for an analogous link concerning social robots. Others, such as Johnson and Verdicchio, have counter-argued that animal analogies are often flawed, partly because they ignore social robots’ true nature, including their lack of sentience. This, they say, weakens Darling’s argument that social robots will have virtue-promoting or vice-promoting effects regarding our treatment of living beings. Certain ideas in this debate, including those of anthropomorphism, projection, animal analogies, and Kant’s causal claim, require clarification and critical attention. Concentrating on robot animals, this paper examines strengths and weaknesses on both sides of this argument. It finds there is some reason for thinking that social robots may causally affect virtue, especially in terms of the moral development of children and responses to nonhuman animals. This conclusion has implications for future robot design and interaction.