Interactive Systems Research Group (ISRG)

Group
  • Unit(s) of assessment: Computer Science and Informatics
  • School: School of Science and Technology

Overview

The Interactive Systems Research Group focuses on the development of new technologies for the cognitive and physical rehabilitation of users within the real world, and the promotion of their mental wellbeing. This is a multi-disciplinary endeavour bringing together researchers and clinicians in virtual environments, serious games, games based learning, assistive technologies, location-based services, mobile applications, robotics, health psychology and computational intelligence.

Areas of strength:

  • Serious games and virtual environments: Developing virtual environments and games for promoting cognitive and perceptual skills in people with intellectual disabilities, to change attitudes and behaviours in health and social related contexts, and for stroke rehabilitation. Assessing the efficacy of serious games in educational and health contexts to address one of the major barriers to their adoption
  • Assistive technologies: Improving the accessibility of solutions and related services, and to determine whether the latest access techniques and new interaction modalities will provide a more accessible, more exploitable and deeply embeddable approach in mainstream ICT
  • Robotics: Investigating the role of engagement in using robots with students with profound and multiple learning disabilities, the use of assistive technologies in controlling robots and the development of intelligent multimodal systems to promote communicational skills
  • Location-based services: Investigating the role of location-based and games technologies for route learning and the development of accurate spatial mental models and maps to develop improved confidence and abilities in independent travel for people with a wide range of impairments
  • User-centred design and user experience: Designing interactive systems involving users in co-design, and delivering systems, which focus on User Experience goals
  • Smart devices for education: Investigating the use of tablet computers in education and developing apps and methods to integrate the use of technologies within the classroom, and in clinical practice

Areas of growing activity:

  • Using sensor data to determine personalised learning for students with cognitive impairments and autism: Our advanced learning systems analyse the affective state of learners and the non-linearity of the presentation of learning materials to influence the effectiveness of the learning process and engagement of learners
  • Using Games and affective state to reduce abnormal movements in home based rehabilitation for stroke patients: Our previous research has shown that adherence to exercise and accuracy of movement in unsupervised home rehabilitation settings are significant barriers to using co-designed games as tools for the rehabilitation of the upper limb and hand following stroke when formal therapies stop. We propose a novel solution: first harnessing multimodal data to assess patient state of affect and using this information to adapt game mechanics to maintain engagement and optimise adherence to exercise; and second by providing in-game feedback to encourage increasingly accurate exercise over a period of time designed with patients and therapists

Further details on related research projects can be viewed on the ISRG website.

Research Dissemination Events: ISRG is a founding member of the annual Interactive Technologies and Games conference (ITAG). ITAG brings together academics and practitioners working with interactive technologies to explore and innovate within the areas of education, health and disability. It is an affiliated conference to the International Society of Virtual Rehabilitation and closely linked with Game City, the annual NTU computer games festival.

Collaboration

Partners in other groups that we work with include:

Current and recent research is being conducted with the collaboration, funding and/or support of:

  • Technology Strategy Board (mTrust)
  • EU Framework 7 (AEGIS, ETNA)
  • EU KA3 ICT (RECALL, ViPi, EDUROB)
  • EU LLP TOI (GOAL, GOET, PAUSE, CODE RED)
  • CLAHRC – Collaboration and Leadership for Applied Health Research and Care, and National Institute of Health Research (Wii STAR)
  • EMDA i-NET (low cost VR systems for Stroke Rehab)
  • JISC (Blind Cricket project)

Working with us

A great way to see how we collaborate with external groups to jointly research how interaction technologies can address the limitations of current practices and services is to visit at our conference ITAG which brings together academics, practitioners, users groups and individuals held every year in October. Alternatively email David Brown.

External Funding

Recent major grants:
2015:   EU Horizon 2020. €618,000 MATHISIS: Managing Affective-learning THrough Intelligent atoms and Smart InteractionS
2015:   EU Erasmus KA2. €86,124 Real Life. Tackling recidivism in offenders using virtual environments
2014:   EU Horizon 2020 £457,200 No One Left Behind
2014:   EPSRC £294,021 Internet of Soft Things

Related staff

Group Leader: Professor David Brown

Publications

Selected publications from this group are listed below. For full list of publications please use Institutional Repository (IRep).

Key recent publications since 2008:

Virtual Environments, Serious Games and Robotics for Cognitive Rehabilitation:

  • EVETT, L., RIDLEY, A., KEATING, L. MERRITT, P., SHOPLAND, N. and BROWN, D., 2011. Designing serious games for people with disabilities: game, set and match to the WiiTM. International Journal of Game-Based Learning (IJGBL), 1 (4), pp. 11-19.
  • BROWN, D.J., STANDEN, P., EVETT, L., BATTERSBY, S. and SHOPLAND, N., 2011. Designing serious games for people with dual diagnosis: learning disabilities and sensory impairments. Computer.
  • STANDEN, P.J., REES, F. and BROWN, D.J., 2009. Effect of playing computer games on decision making in people with intellectual disabilities. Journal of Assistive Technologies, 3 (2), pp. 6-15.
  • STANDEN, P.J., KARSANDAS, R.B., ANDERTON, N., BATTERSBY, S. and BROWN, D.J., 2009. An evaluation of the use of a computer game in improving the choice reaction time of adults with intellectual disabilities. Journal of Assistive Technologies, 3 (4), pp. 4-11.
  • BROWN, D.J., SHOPLAND, S., BATTERSBY, S., TULLY, A. and RICHARDSON, S., 2009. Game on: accessible serious games for offenders and those at risk of offending. Journal of Assistive Technologies, 3 (2), pp. 15-30.
  • BROWN, D.J., MEAKIN, L., HIBBERT, M. and MALLETT, A., 2008. GOAL: accessible learning for employment. Journal of Intellectual Disability Research, 52 (8/9), p. 691.
  • BROWN, D.J., MCIVER, E., STANDEN, P.J. and DIXON, P., 2008. Can serious games improve memory skills in people with ID? Journal of Intellectual Disability Research, 52 (8/9), p. 678.
  • LÁNYI, C.S., BROWN, D.J., STANDEN, P., LEWIS, J., BUTKUTE, V. and DROZDIK, D., 2011. GOET European project of serious games for students with intellectual disability. In: 2nd International Conference on Cognitive Infocommunications (CogInfoCom), 2011, pp. 1-6.
  • IBRANI, L., ALLEN, T., BROWN, D., SHERKAT, N. and STEWART, D., 2011. Supporting students with learning and physical disabilities using a mobile robot platform. In: 4th Interactive Technologies and Games: Education, Health and Disability (ITAG-EHD) Conference, Nottingham Trent University, Nottingham, 25-26 October 2011. Nottingham: Nottingham Trent University, pp. 116-132.
  • BROWN, D.J., LEY, J., EVETT, L. and STANDEN, P.J., 2011. Can participating in games based learning improve mathematic skills in students with intellectual disabilities? In: 2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH), Braga, Portugal, 16-18 November 2011.
  • SIK LÁNYI, C., BROWN, D.J., STANDEN, P.J., LEWIS, J. and BUTKUTE, V., 2010. User interface evaluation of serious games for students with intellectual disability. In: 12th International Conference on Computers Helping People with Special Needs, Vienna University of Technology, Vienna, Austria, 14-16 July 2010. pp. 227-234.
  • SIK LÁNYI, C. and BROWN, D.J., 2010. Design of serious games for students with intellectual disability. In: India HCI 2010, Interaction Design for International Development 2010, Bombay, India, 20-24 March 2010. pp. 151-160.
  • EVETT, L., RIDLEY, A., KEATING, L. MERRITT, P., SHOPLAND, N. and BROWN, D., 2010. Designing serious games for people with disabilities: game, set and match to the WiiTM. In: 3rd Interactive Technologies and Games (ITAG) Conference: Education, Health and Disability, Nottingham Trent University, Nottingham, 26-27 October 2010.
  • STANDEN, P.J., REES, F. and BROWN, D.J., 2008. Effect of playing computer games on decision making in people with intellectual disabilities. In: Seventh International Conference on Disability, Virtual Reality and Associated Technologies, University of Nottingham/Nottingham Trent University, 2008. pp. 25-32.

Virtual Environments and Serious Games for Stroke Rehabilitation:

  • BURTON, A.M., LIU, H., BATTERSBY, S., BROWN, D., SHERKAT, N., STANDEN, P. and WALKER, M., 2011. The use of motion tracking technologies in serious games to enhance rehabilitation in stroke patients. International Journal of Game-Based Learning (IJGBL), 1 (4), pp. 60-73.
  • STANDEN, P.J., BROWN, D.J., BATTERSBY, S., WALKER, M., CONNELL, L., RICHARDSON, A., PLATTS, F., THREAPLETON, K. and BURTON, A., 2010. A study to evaluate a low cost virtual reality system for home based rehabilitation of the upper limb following stroke. International Journal on Disability and Human Development.
  • EVETT, L., BURTON, A., BATTERSBY, S., BROWN, D., SHERKAT, N., FORD, G., LIU, H. and STANDEN, P., 2011. Dual camera motion capture for serious games in stroke rehabilitation. In: 2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH), Braga, Portugal, 16-18 November 2011.
  • STANDEN, P.J., WALKER, M., BATTERSBY, S., BROWN, D.J., LEWIS, J., BARKER, M. and FALCON, M., 2010. The use of commercial gaming devices for upper limb rehabilitation following stroke. In: UK Stroke Forum Conference, 2010
  • STANDEN, P.J., BROWN, D.J., BATTERSBY, S., WALKER, M., CONNELL, L. and RICHARDSON, A., 2010. Study to evaluate a low cost virtual reality system for home based rehabilitation of the upper limb following stroke. In: P. M. SHARKEY and J. SÁNCHEZ, eds., 8th International Conference on Disability, Virtual Reality and Associated Technologies (ICDVRAT 2012), Viña del Mar/Valparaíso, Chile, 31 August - 2 September 2010. pp. 139-146.
  • LEWIS, J., MERRITT, P., BOWLER, M., BROWN, D.J. and STANDEN, P.J., 2010. Evaluation of the suitability of games based stroke rehabilitation using the Novint Falcon. In: D. J. BROWN, W. CRANTON, L. EVETT, R. FOLDS, K. MOSS, S. SCHOFIELD, P. J. STANDEN and S. VANHEGAN, eds., 3rd Interactive Technologies and Games (ITAG) Conference: Education, Health and Disability, Nottingham Trent University, Nottingham, 26-27 October 2010. Nottingham: Nottingham Trent University, pp. 95-106.

Accessibility and New Interaction Modalities:

  • COLVEN, D., VYSTRCIL, j., STROBBE, C., BROWN, D. and EVETT, L., 2013. User interaction characteristics: limitations and capabilities [forthcoming]. Universal Access in the Information Society.
  • WELTON, T., BROWN, D.J., EVETT, L. and SHERKAT, N., 2013. A brain-computer interface for the Dasher alternative text entry system [forthcoming]. Universal Access in the Information Society.
  • EVETT, L., BATTERSBY, S., RIDLEY, A. and BROWN, D.J., 2009. An interface to virtual environments for people who are blind using Wii technology - mental models and navigation. Journal of Assistive Technologies, 3 (2), pp. 30-39.
  • EVETT, L., BROWN, D.J., ZAMBRINI, B., WRIGHT, M., BLUNDELL, D., ENGLAND, R., MERRITT, P., RIDLEY, A. and SHOPLAND, N., 2010. Blind cricket training: user evaluation of a Wii-based game. In: D. J. BROWN, W. CRANTON, L. EVETT, R. FOLDS, K. MOSS, S. SCHOFIELD, P. J. STANDEN and S. VANHEGAN, eds., 3rd Interactive Technologies and Games (ITAG) Conference: Education, Health and Disability, Nottingham Trent University, Nottingham, 26-27 October 2010. Nottingham: Nottingham Trent University, pp. 185-205.2010. Interactive technologies and games: education, health and disability.
  • SCHOFIELD, S., WRIGHT, M. and BROWN, D.J., 2009. Using binaural sound games to help teach maths to blind KS1 and KS2 children. In: D. J. BROWN, W. CRANTON, L. EVETT, R. FOLDS, K. MOSS, S. SCHOFIELD, P. J. STANDEN and S. VANHEGAN, eds., 2nd Interactive Technologies and Games (ITAG) Conference: Education, Health and Disability, Council House, Nottingham, 27 October 2009. Nottingham: Nottingham Trent University, pp. 93-113.
  • EVETT, L., RIDLEY, A., BATTERSBY, S. and BROWN, D.J., 2008. A Wiimote controlled interface to virtual environments for people who are blind: mental models and attentional demands. In: Interactive Technologies: Education, Disability and Rehabilitation Conference, Nottingham Trent University, Nottingham, 12 November 2008.
  • EVETT, L., BROWN, D.J., BATTERSBY, S., RIDLEY, A. and SMITH, P., 2008. Accessible virtual environments for people who are blind - creating an intelligent virtual cane using the Nintendo Wii controller. In: Seventh International Conference on Disability, Virtual Reality and Associated Technologies with Art Abilitation, Maia, Portugal, 2008, pp. 271-278.

Assistive Technologies:

  • ABBOTT, C., BROWN, D., EVETT, L., STANDEN, P. and WRIGHT, J., 2013. Emerging issues and current trends in assistive technology use 2007-2010: practising, assisting and enabling learning for all. In Press in Disability and Rehabilitation: Assistive Technologies.
  • STANDEN, P.J., CAMM, C., BATTERSBY, S., BROWN, D.J. and HARRISON, M., 2011. An evaluation of the Wii Nunchuk as an alternative assistive device for people with intellectual and physical disabilities using switch controlled software. Computers & Education, 56 (1), pp. 11-20.
  • SMITH, P., DUCAT, N.L. and BROWN, D.J., 2008. A human factors approach to assessing the usability of assistive technology devices. In: D. J. BROWN, W. CRANTON, R. FOLDS, K. MOSS, S. SCHOFIELD, P. J. STANDEN and S. VANHEGAN, eds., 1st Interactive Technologies and Games (ITAG) Conference: Education, Health and Disability, Nottingham Trent University, Nottingham, 12 November 2008. Nottingham: Nottingham Trent University, pp. 125-163.

Location Based Services:

  • POPESCU, C., BROWN, D. and SHOPLAND, N., 2012. RECALL - location based services for excluded communities. Advances in Web-Based Learning (ICWL), pp. 222-227.
  • BROWN, D.J., MCHUGH, D., STANDEN, P.J., EVETT, L., SHOPLAND, N. and BATTERSBY, S.J., 2011. Designing location based learning experiences for people with intellectual disabilities and additional sensory impairments. Computers & Education, 56 (1), pp. 11-20.
  • STANDEN, P.J., SHOPLAND, N. and BROWN, D.J., 2010. Redesigning a location based route learning system for users with intellectual, sensory and physical disabilities. In: D. J. BROWN, W. CRANTON, L. EVETT, R. FOLDS, K. MOSS, S. SCHOFIELD, P. J. STANDEN and S. VANHEGAN, eds., 3rd Interactive Technologies and Games (ITAG) Conference: Education, Health and Disability, Nottingham Trent University, Nottingham, 26-27 October 2010. Nottingham: Nottingham Trent University, pp. 120-131.
  • GRANTHAM, S., SMITH, P. and BROWN, D.J., 2010. Usability evaluation of Route Mate: a route learning system developed on the Android OS for people with intellectual disability. In: Interactive Technologies and Games (ITAG) Conference: Education, Health and Disability, Nottingham Conference Centre, Nottingham Trent University, Nottingham, 26-27 October 2010.
  • BROWN, D.J., MCHUGH, D., SIK LÁNYI, C. and DROZDIK, D., 2009. Combining location based services with games based learning in assistive technology. In: P. L. EMILIANI, L. BURZAGLI, A. COMO, F. GABBANINI and A.-L. SALMINEN, eds., AAATE 2009 (Association for the Advancement of Assistive Technology in Europe), Florence, Italy, 31 August - 2 September 2009. pp. 471-476.

Serious Games for Inclusion and Attitudinal/Behavioural Change:

  • BATES, M.I., BROWN, D., CRANTON, W. and LEWIS, J., 2011. Formulating a serious-games design project for adult offenders with the probation service. International Journal of Game-Based Learning (IJGBL), 1 (4), pp. 1-10.
  • LEWIS, J., BROWN, D., CRANTON, W. and MASON, R., 2010. Simulating visual impairments using the Unreal Engine 3 game engine. In: IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH), 2011, pp. 1-8.
  • BATES, M., BROWN, D.J., CRANTON, W. and LEWIS, J., 2009. Gaming and the firewall: exploring learning through play via game design with children. In: The European Conference of Games Based Learning, FH JOANNEUM University of Applied Science, Graz, Austria, 12-13 October 2009. pp. 8-16.
  • BATES, M., BROWN, D.J., CRANTON, W. and LEWIS, J., 2009. A design for learning: exploring serious-games design with children. In: D. J. BROWN, W. CRANTON, L. EVETT, R. FOLDS, K. MOSS, S. SCHOFIELD, P. J. STANDEN and S. VANHEGAN, eds., 2nd Interactive Technologies and Games (ITAG) Conference: Education, Health and Disability, Council House, Nottingham, 27 October 2009. Nottingham: Nottingham Trent University, pp. 3-10. 2009.
  • BATES, M., BROWN, D.J., LEWIS, J. and CRANTON, W., 2008. Playing to win: motivation for teaching and learning in today's gaming culture. In: D. J. BROWN, W. CRANTON, R. FOLDS, K. MOSS, S. SCHOFIELD, P. J. STANDEN and S. VANHEGAN, eds., 1st Interactive Technologies and Games (ITAG) Conference: Education, Health and Disability, Nottingham Trent University, Nottingham, 12 November 2008. Nottingham: Nottingham Trent University, pp. 3-11. 2008. Interactive technologies and games (ITAG): education, health and disability. In: D. J. BROWN, W. CRANTON, L. EVETT, R. FOLDS, K. MOSS, S. SCHOFIELD, P. J. STANDEN and S. VANHEGAN, eds., 1st Interactive Technologies and Games (ITAG) Conference: Education, Health and Disability, Nottingham Trent University, Nottingham, 12 November 2008. Nottingham: Nottingham Trent University.

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