Computing and Information Systems - Research Publications

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    Evaluating Real-Time Gaze Representations to Infer Intentions in Competitive Turn-Based Strategy Games
    Newn, J ; Velloso, E ; Allison, F ; Abdelrahman, Y ; Vetere, F (Association for Computing Machinery, 2017)
    In this paper, we investigate nine different visual representations of gaze in a competitive digital game setting. We evaluate the ability of spectators to infer a player's intentions in the game for each visual representation. Our results show that spectators have a remarkable ability to infer intent accurately using all nine visualizations, but that visualizations with certain characteristics were more comprehensible and more readily revealed the player's intent. The real-time Heatmap visualization was the most highly preferred by participants and the most effective in revealing intent, due to its ability to balance real-time gaze information with a persistent summary of recent gaze behaviour. Our findings show that eye-tracking visualization can enable playful interactions in competitive games based on players' ability to interpret opponents' attention and intention through gaze information.
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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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    SoPhy: A Wearable Technology for Lower Limb Assessment in Video Consultations of Physiotherapy
    Aggarwal, D ; ZHANG, W ; Hoang, T ; Ploderer, B ; Vetere, F ; Bradford, M (ACM Press, 2017)