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.
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.
This project is an initial step towards building the next generation of exergames for the elderly. Traditionally, players have to perform some form of physical exercise in order to play and win the game, which has surprisingly been reported as unattractive. We would like to explore the concept of asynchronous exergaming. With this approach, physical exercise and gameplay don’t have to happen at the same time. Instead, seniors can workout at their own pace in their own time, and we asynchronously link this activity to the game. This can make a significant difference in increasing the motivation towards physical exercise and active aging.
360-degree video projections morph and change in response to live performances of classical and electronic music in IMMERSE. This new collaborative project was created for the UTS Data Arena, an interactive audiovisual space.
The goal of this research task is to create an autonomous agent that can learn and play a variety of unseen video games. It is well established that common test beds for new machine learning algorithms are video game environments. Simple algorithms targeted to specific games can already produce masterful computer players. However, it is only now that we are beginning to see general algorithms being able to solve a variety of different genres and complexities