Computing and Information Systems - Research Publications

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    Nonverbal Communication in Human-AI Interaction: Opportunities and Challenges
    Newn, J ; Singh, R ; Allison, F ; Madumal, P ; Velloso, E ; Vetere, F (Cardiff University Press, 2020-05-07)
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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.