Projects

How video games give players the opportunity to explore gender

This project aims to explore the research done on how video games give players the opportunity to explore gender, focusing on transgender and non-binary people’s experiences while giving baseline information on cisgender people. This prokect will explore the literature created within four categories: mental health, social, the avatar and the game world, and teaching and therapy tools. Mental health benefits help give the player critical thinking, as well as creating an escape to relieve stress and help with depression and anxiety.

A Framework for Reducing Racism, Sexism and Sexual Discrimination in Online Gaming

Currently, there is very little diverse representation in video games which can lead to harmful abuse of minority groups within the online gaming sphere. Recently, there have been attempts to address the prejudice but there is no consensus on the best way forward, or any concrete solutions proposed.

This work will provide a framework to assist and support the games development industry in reducing prejudice towards minority groups

Innovative antenatal exergame program to improve maternal and perinatal outcomes in women with obesity in pregnancy

Exergame or active video game is an emerging technology that incorporates entertainment and lower and/or upper body movement (e.g. walking, jogging and other low impact aerobic exercises) and differs from traditional videogames, which are typically played from a seated position. It is believed that exergame intervention may be an approach to promote regular physical activity.

Better Understanding of Humans for Cooperative AI through Clustering

The aim of this research project is to explore new ways in which artificial intelligence can work with humans to accomplish tasks using games as a testbed.

Though there has been substantial progress for the optimising of performance for pure common-interest problems, there has been little for the advancement of cooperative AI. With AI systems becoming more complex and larger in scope, problems relating to their ability to collaborate with other models, systems and humans become more distinct as well as necessary to address.

Design in Randomized Content: PCG for Emergent Gameplay

The research project aims to analyze different PCG (Procedural Content Generation) methods to find suitable algorithms that will increase the occurrences of emergent gameplay scenarios.

Emergence as a general term refers to the occurrence of unpredictable behaviours resulting from dynamic systems, and in the context of games it’s the interactions between game systems that result in player driven scenarios. These scenarios allow players to explore the more creative avenues of a game and result in more unique, personalized playthroughs.

Project NATAL - An innovative co-designed exergame for pregnant women

Sedentary lifestyles result in a high risk of development of preventable chronic disease ie Metabolic syndrome, Diabetes, CVD. Particularly for pregnant women, sedentary lifestyles and obesity can lead to severe consequences for both the mother and the baby. For example, serious health conditions such as stillbirth, congenital anomalies, preterm birth, low birth weight, gestational hypertension and  gestational diabetes and increased rate of caesarean section have all been reported. 

Creation, elicitation, and measurement of emotional states in Virtual Reality and Augmented Reality systems

Virtual Reality (VR) and Augmented Reality (AR) offer new possibilities in the development of novel tools for mental healthcare. Given that emotions play a central role in many mental disorders, it is necessary to build VR/AR systems that can understand emotional behaviours. Therefore, the main objective of this research project is to understand how to build VR/AR systems capable of adapting automatically to the emotional states of users. For example, to build games that regulate emotional states of people.

CogWorldTravel - Early Diagnosis of Dementia in the Elderly

Dementia causes a decline in cognitive abilities. There is a call from the World Health Organization to develop technologies to facilitate and support the daily lives of people with dementia and their carers.

Cognitive Screening Instruments (CSIs) are used to assist in the detection of dementia. These instruments test the different domains of cognition and usually are administered by health professionals in clinical settings. Prior studies have demonstrated that games have potential to be used to test cognition.

Pages