Multi-Modal Augmented Reality
Leader: Dr Shaun Lawson
This work is supported by the UK EPSRC/BBSRC SPARC (Strategic Promotion of Ageing Research Capacity) programme and aims to exploit the emerging and powerful interface technologies of augmented reality (AR) to create persuasive, motivational interfaces within home environments for older people. The intention is that our interfaces will provide appropriate, just-in-time cues about nutrition, medicines, exercise and social activities so as to aid ageing-in-place. The work includes an exploration of the use of existing consumer electronics in the home to generate appropriate displays and messages via video projection systems.
Using Human-Dog Social Interactions to Inform Human-Computer Interactions
Leader: Dr Shaun Lawson
Funded by Microsoft’s Intelligent Environments Group (IEG), this research is in collaboration with animal behaviourists at Lincoln and at Queen’s University, Belfast. Many humans enjoy interacting with dogs, both real and artificial (for example in games like Nintendogs and robots like the Sony Aibo). In contrast, interacting with computers is often a less enjoyable experience. This work attempts to quantify particular aspects of human-dog interaction and use the findings to inform the design of computer interfaces. The long term goal is to create computer systems that are intuitive and natural to use by all members of society.
Serious GamesLeader: Mark Doughty
The adaptation of computer gaming technologies for
‘non-entertainment’ purposes is an active research area within
the Centre. The Albany Street Home Zone project, funded by Hull
City Council and the Department for Transport, sought to engage
the public in a collaborative dialog to redesign their local
suburban environment. Game engines were used to create
interactive 3D spaces so participants could rapidly experience
virtual mock-ups of their designs. More generally, our research
in this area aims to explore the features of serious games and
examine how their capabilities can benefit community
developments and social infrastructure.
Social Gaming
Leader: Dr Duncan Rowland
The “Gopher Game” is a collaborative project in association with the Mixed Reality Lab at the University of Nottingham. The project aims to investigate the properties of mobile computing as a socially-oriented entertainment platform. It is an open-ended gaming experience which relies on location data, user generated content and player interactions to shape the game-play. It seeks to investigate interactions within localised and distributed gaming communities and additionally, the potential of pervasive gaming as a location based data mining tool.
Spatial LanguageLeader:
Dr Shaun Lawson/Dr Emile van der Zee)
In collaboration with colleagues in the Department of Psychology we are investigating aspects of spatial language - including its use in social computing systems and the development of computational models. Spatial language (for example "go left", or "come towards me") is used commonly in social interaction between humans - however its use when interacting with computers, or when using computers to mediate human interaction, is not well understood. We are studying how people arrive at and use different perspectives when using spatial language in game-like environments, as well as researching how people with Asperger’s Syndrome might use spatial language differently to other people.
Virtual and Augmented Reality (VR/AR) and Virtual Humans for Games, Education, and Social Applications
Leader: Dr. Amr Ahmed
This research area focuses on two main aspects. Firstly, investigating the intuitive synthesis of realistic human animation for virtual/augmented reality applications, games, broadcasting, film production, as well as educational and social applications. Secondly, the automatic creation of virtual environments from images and videos. Other related aspects include intuitive interaction methods, handwriting recognition, and 3D virtual interaction.
