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Dive into the research topics where Anthony Lewis Brooks is active.

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Featured researches published by Anthony Lewis Brooks.


international conference on computer graphics and interactive techniques | 2007

SoundScapes: non-formal learning potentials from interactive VEs

Anthony Lewis Brooks; Eva Petersson

Non-formal learning is evident from an inhabited information space that is created from non-invasive multi-dimensional sensor technologies that source human gesture. Libraries of intuitive interfaces empower natural interaction where the gesture is mapped to the multisensory content. Large screen delivery and surround sound deliver the content for direct and immediate association between gesture and content response. Participant creative expression and game playing is stimulated toward engaged motivation in therapeutic sessions to optimize participation, both for client and facilitator. National and international bodies have consistently recognized SoundScapes which, as a research body of work, is directly responsible for numerous patents.


Health | 2005

Recursive reflection and learning in raw data video analysis of interactive 'play' environments for special needs health care

Anthony Lewis Brooks; Eva Petersson

Technology influences the situation of peoples every day life and this, in turn, has an impact on opportunities for health related quality of life. This paper presents how findings from two separate and distinct feasibility investigations under the SoundScapes body of research corroborate an important aspect of the original methodology of the concept such as to have influenced its future design and application in its health field context. The primary purpose of the independent studies was to test the potential of utilizing sensor technology to empower control of multimedia feedback across different sample groups of abilities and to test the effects on these participants.


Digital Creativity | 2005

Enhanced gesture capture in virtual interactive space (VIS)

Anthony Lewis Brooks

Abstract This article reports on the capture of human movement information which is made possible from a commercially affordable and readily available technology complimented by a simple enhancement which results in an extended virtual volume of 3D high resolution activated air being created and available for intervention as a basic computer interface. Through examples presenting the use of the methodology in performance art, education and human performance projects, this article hints at the opportunities from such a methodology so as to inspire others to explore the potential use in human computer interaction (HCI).


Disability and Rehabilitation: Assistive Technology | 2015

Women with fibromyalgia's experience with three motion-controlled video game consoles and indicators of symptom severity and performance of activities of daily living.

Jesper Mortensen; Lola Qvist Kristensen; Eva Petersson Brooks; Anthony Lewis Brooks

Abstract Purpose: Little is known of Motion-Controlled Video Games (MCVGs) as an intervention for people with chronic pain. The aim of this study was to explore the experience women with fibromyalgia syndrome (FMS) had, using commercially available MCVGs; and to investigate indicators of symptom severity and performance of activities of daily living (ADL). Method: Of 15 female participants diagnosed with FMS, 7 completed a program of five sessions with Nintendo Wii (Wii), five sessions with PlayStation 3 Move (PS3 Move) and five sessions with Microsoft Xbox Kinect (Xbox Kinect). Interviews were conducted at baseline and post-intervention and were supported by data from observation and self-reported assessment. Results: Participants experienced play with MCVGs as a way to get distraction from pain symptoms while doing fun and manageable exercise. They enjoyed the slow pace and familiarity of Wii, while some considered PS3 Move to be too fast paced. Xbox Kinect was reported as the best console for exercise. There were no indication of general improvement in symptom severity or performance of ADL. Conclusion: This study demonstrated MCVG as an effective healthcare intervention for the women with FMS who completed the program, with regards to temporary pain relief and enjoyable low impact exercise. Implications for Rehabilitation Exercise is recommended in the management of fibromyalgia syndrome (FMS). People with FMS often find it counterintuitive to exercise because of pain exacerbation, which may influence adherence to an exercise program. Motion-controlled video games may offer temporary pain relief and fun low impact exercise for women with FMS.


Studies in computational intelligence | 2010

Intelligent Decision-Support in Virtual Reality Healthcare and Rehabilitation

Anthony Lewis Brooks

Intelligent Decision-Support (IDS) mechanisms to improve an ‘in-action’ facilitator intervention model and ‘on-action’ evaluation and refinement model are proposed for contemporary Virtual Reality Healthcare & Rehabilitation training. The ‘Zone of Optimized Motivation’ (ZOOM) model and the ‘Hermeneutic Action Research Recursive Reflection’ model have emerged from a body of virtual reality research called SoundScapes. The work targets all ages and all abilities through gesture-control of responsive multimedia within Virtual Interactive Space (VIS). VIS is an interactive information environment at the core of an open-ended custom system where unencumbered residual function manipulates selected audiovisual and robotic feedback that results in afferent-efferent neural feedback loop closure. Such loop closure is hypothesized as the reason why such interactive system environments are so effective in the context of rehabilitation and healthcare. The approach is adaptive across the range of dysfunction, from the most profoundly disabled to traditionally developed. This proposal considers enhancing VIS data exchange, i.e. human input information matched to responsive content, through dynamic decision-support of adjustment of difficulty encountered. To date facilitator role has included manual parameter manipulation of interface to affect an invisible active zone quality (typically, sensitivity or location) and/or content quality. Inaction human adjustment-decisions are according to interpretation of user state and engagement. Questioned is whether automated support for such decisions is feasible so that dynamic difficulty adjustment (DDA) of that which is encountered by the user is considered optimal to goal. Core issues are presented to detail and justify the concept. Findings are related to current trends with conclusions reflecting on potential impact.


Universal Access in The Information Society | 2007

Non-formal therapy and learning potentials through human gesture synchronised to robotic gesture

Eva Petersson; Anthony Lewis Brooks

Children with severe physical disabilities have limited possibilities for joyful experiences and interactive play. Physical training and therapy to improve such opportunities for these children is often enduring, tedious and boring through repetition—and this is often the case for both patient and the facilitator or therapist. The aim of the study reported in this paper was to explore how children with a severe physical disability could use an easily accessible robotic device that enabled control of projected images towards achieving joyful experiences and interactive play, so as to give opportunities for use as a supplement to traditional rehabilitation therapy sessions. The process involves the capturing of gesture data through an intuitive non-intrusive interface. The interface is invisible to the naked eye and offers a direct and immediate association between the child’s physical feed-forward gesture and the physical reaction (feedback) of the robotic device. Results from multiple sessions with four children with severe physical disability suggest that the potential of non-intrusive interaction with a multimedia robotic device that is capable of giving synchronized physical response offers additional opportunities, and motivated non-formal potentials in therapy and learning to supplement the field.


Springer US | 2014

Disruptive Innovation in Healthcare and Rehabilitation

Anthony Lewis Brooks

Disruption is a powerful body of theory that describes how people interact and react, how behavior is shaped, how organizational cultures form and influence decisions. Innovation is the process of translating an idea or invention into a product or service that creates value or for which customers will pay. Disruptive Innovation in context of the author’s body of work in healthcare and rehabilitation relates to how development of a cloud-based converged infrastructure resource, similar to that conceived in a national (Danish) study titled Humanics, can act as an accessible data and knowledge repository, virtual consultancy, networking, and training resource to inform and support fields of researchers, practitioners and professionals. High-speed fiber networking, smart phone/tablet apps, and system presets can be shared whilst AI and recommendation engines support directing global networks of subscribers to relevant information including methods and products. Challenges and problems to fully realize potentials are speculated. A mature body of research acts as the vehicle to illustrate such a concept.


Archive | 2014

Technologies of Inclusive Well-Being: Serious Games, Alternative Realities, and Play Therapy

Anthony Lewis Brooks; Sheryl Brahnam; Lakhmi C. Jain

This book is the first single volume that brings together the topics of serious games, alternative realities, and play therapy. The focus is on the use of digital media for the therapeutic benefit and well-being of a wide range of peoplespanning those with special needs to the elderly to entire urban neighborhoods. This book brings together these topics to demonstrate the increasing trans/inter/multi-disciplinary initiatives apparent today in science, medicine, and academic researchinterdisciplinary initiative that are already profoundly impacting society.


arts and technology | 2014

Digital Creativity: Children’s Playful Mastery of Technology

Eva Petersson Brooks; Anthony Lewis Brooks

This paper reports on a study exploring the outcomes from children’s play with technology in early childhood learning practices. The paper addresses questions related to how digital technology can foster creativity in early childhood learning environments. It consists of an analysis of children’s interaction with the KidSmart furniture focusing on digital creativity potentials and play values suggested by the technology. The study applied a qualitative approach and included 125 children (aged three to five), 10 pedagogues, and two librarians. The results suggests that educators should sensitively consider intervening when children are interacting with technology, and rather put emphasize into the integration of the technology into the environment and to the curriculum in order to shape playful structures for children’s digital creativity.


Studies in health technology and informatics | 2014

Two innovative healthcare technologies at the intersection of serious games, alternative realities, and play therapy.

Sheryl Brahnam; Anthony Lewis Brooks

Using game technologies and digital media for improving physical and mental health and for the therapeutic benefit and well-being of a wide range of people is an area of study that is rapidly expanding. Much research in this emerging field is centered at the intersection of serious games, alternative realities, and play therapy. In this paper the authors describe their transdisciplinary work at this intersection: i) an integrative system of psychotherapy technologies called MyPsySpace currently being prototyped in Second Life with the aim of offering new and virtual translations of traditional expressive therapies (virtual sandplay, virtual drama therapy, digital expressive therapy, and virtual safe spaces) and ii) a mature body of research entitled SoundScapes that is exploring the use of interactive video games and abstract creative expression (making music, digital painting, and robotic device control) as a supplement to traditional physical rehabilitation intervention. Aside from introducing our work to a broader audience, our goal is to encourage peers to investigate ideas that reach across disciplines-to both risk and reap the benefits of combining technologies, theories, and methods stemming from multiple disciplines.

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Sheryl Brahnam

Missouri State University

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Bill Kapralos

University of Ontario Institute of Technology

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