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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    Explainable Reinforcement Learning through a Causal Lens
    Madumal, P ; Miller, T ; Sonenberg, L ; Vetere, F (ASSOC ADVANCEMENT ARTIFICIAL INTELLIGENCE, 2020)
    Prominent theories in cognitive science propose that humans understand and represent the knowledge of the world through causal relationships. In making sense of the world, we build causal models in our mind to encode cause-effect relations of events and use these to explain why new events happen by referring to counterfactuals — things that did not happen. In this paper, we use causal models to derive causal explanations of the behaviour of model-free reinforcement learning agents. We present an approach that learns a structural causal model during reinforcement learning and encodes causal relationships between variables of interest. This model is then used to generate explanations of behaviour based on counterfactual analysis of the causal model. We computationally evaluate the model in 6 domains and measure performance and task prediction accuracy. We report on a study with 120 participants who observe agents playing a real-time strategy game (Starcraft II) and then receive explanations of the agents' behaviour. We investigate: 1) participants' understanding gained by explanations through task prediction; 2) explanation satisfaction and 3) trust. Our results show that causal model explanations perform better on these measures compared to two other baseline explanation models.
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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.