Kiel Gilleade
Liverpool John Moores University
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Publication
Featured researches published by Kiel Gilleade.
international conference on multimodal interfaces | 2012
Stephen H. Fairclough; Kiel Gilleade
The biocybernetic loop describes the data processing protocol at the heart of all physiological computing systems. The loop also encompasses the goals of the system design with respect to the anticipated impact of the adaptation on user behaviour. There are numerous challenges facing the designer of a biocybernetic loop in terms of measurement, data processing and adaptive design. These challenges are multidisciplinary in nature spanning psychology and computer science. This paper is concerned with the design process of the biocybernetic loop. A number of criteria for an effective loop are described followed by a six-stage design cycle. The challenges faced by the designer at each stage of the design process are exemplified with reference to a case study where EEG data were used to adapt a computer game.
international conference on progress in cultural heritage preservation | 2012
Areti Damala; Nenad Stojanovic; Tobias Schuchert; Jorge Moragues; Ana Cabrera; Kiel Gilleade
The paper presents the new concept of Adaptive Augmented Reality (A2R), employed within the context of the creation of an AR guide for the museum visit, that is being developed in the context of an EU research project. The main objective of the project is to provide a prototype that enables a personalized experience for every individual visitor by adapting to the psychological state of the visitor the content presented through an augmented reality museum guidance system.
Archive | 2014
Stephen H. Fairclough; Kiel Gilleade
This edited collection will provide an overview of the field of physiological computing, i.e. the use of physiological signals as input for computer control. It will cover a breadth of current research, from brain-computer interfaces to telemedicine.
ACM Transactions on Computer-Human Interaction | 2015
Alexander J. Karran; Stephen H. Fairclough; Kiel Gilleade
This article presents a psychophysiological construct of interest as a knowledge emotion and illustrates the importance of interest detection in a cultural heritage context. The objective of this work is to measure and classify psychophysiological reactivity in response to cultural heritage material presented as visual and audio. We present a data processing and classification framework for the classification of interest. Two studies are reported, adopting a subject-dependent approach to classify psychophysiological signals using mobile physiological sensors and the support vector machine learning algorithm. The results show that it is possible to reliably infer a state of interest from cultural heritage material using psychophysiological feature data and a machine learning approach, informing future work for the development of a real-time physiological computing system for use within an adaptive cultural heritage experience designed to adapt the provision of information to sustain the interest of the visitor.
Archive | 2014
Alan T. Pope; Chad L. Stephens; Kiel Gilleade
A method developed for adapting an automated flight control system to user state has been applied to the process of biofeedback training. This repurposing enables alternative mechanisms for delivering physiological information feedback to the trainee via a method referred to as physiological modulation. These mechanisms employ reinforcement principles to motivate adherence to the biofeedback training regime, to foster interactions among users and to enhance the experience of immersion in video game entertainment. The approach has implications for a broader dissemination of biofeedback training. This chapter will introduce the traditional biofeedback training method and its clinical applications, followed by a discussion of how biocybernetic adaptation can be applied to the biofeedback training method. This will be followed by a description of different methods of realising this self-regulation technology and where the technology may go in the future.
human factors in computing systems | 2011
Stephen H. Fairclough; Kiel Gilleade; Lennart E. Nacke; Regan L. Mandryk
The brain and body provide a wealth of information about the physiological, cognitive and emotional state of the user. There is increased opportunity to use these data in computerised systems as forms of input control. As entry level physiological sensors become more widespread, physiological interfaces are liable to become more pervasive in our society (e.g., through mobile phones). While these signals offer new and exciting mechanisms for the control of interactive systems, the issue of whether these physiological interfaces are appropriate for application and offer the user a meaningful level of interaction remains relatively unexplored. This workshop sets out to bring together researchers working in the field of psychophysiological interaction to discuss the issue of how to design physiological interactions that are meaningful for users.
Frontiers in Human Neuroscience | 2016
Kate Ewing; Stephen H. Fairclough; Kiel Gilleade
Biocybernetic adaptation is a form of physiological computing whereby real-time data streaming from the brain and body is used by a negative control loop to adapt the user interface. This article describes the development of an adaptive game system that is designed to maximize player engagement by utilizing changes in real-time electroencephalography (EEG) to adjust the level of game demand. The research consists of four main stages: (1) the development of a conceptual framework upon which to model the interaction between person and system; (2) the validation of the psychophysiological inference underpinning the loop; (3) the construction of a working prototype; and (4) an evaluation of the adaptive game. Two studies are reported. The first demonstrates the sensitivity of EEG power in the (frontal) theta and (parietal) alpha bands to changing levels of game demand. These variables were then reformulated within the working biocybernetic control loop designed to maximize player engagement. The second study evaluated the performance of an adaptive game of Tetris with respect to system behavior and user experience. Important issues for the design and evaluation of closed-loop interfaces are discussed.
International Journal of Heritage in the Digital Era | 2013
Areti Damala; Tobias Schuchert; Isabelle Rodriguez; Jorge Moragues; Kiel Gilleade; Nenad Stojanovic
Providing engaging interpretation resources for museum and gallery visitors may have a great impact on the overall museum visiting experience all by assisting museums in maintaining long-term relationships with their public. This paper focuses on the ways through which AR can be employed in museum and gallery settings as an interpretation medium. It also introduces a new generation of multimedia guides for the museum visit inspired by the concept of Adaptive Augmented Reality (A2R). Adaptive Augmented Reality (A2R) provides visual and acoustic augmentations that come to supplement the artefact or site viewed by a museum or gallery visitor and monitors the cognitive and affective impact of all interactions of the museum visitor both with the physical and the digital environment. The ultimate goal is to make every museum visit unique, by tailoring an Augmented Reality visit with contents that are susceptible to increase the affective impact of the augmented museum visiting experience and hence encourage int...
human factors in computing systems | 2013
Alex J. Karran; Stephen H. Fairclough; Kiel Gilleade
The contemporary heritage institution visitor model is built around passive receivership where content is consumed but not influenced by the visitor. This paper presents work in progress towards an adaptive interface designed to respond to the level of interest of the visitor, in order to deliver a personalised experience within cultural heritage institutions. A subject-dependent experimental approach was taken to record and classify physiological signals using mobile physiological sensors and a machine learning algorithm. The results show a high classification rate using this approach, informing future work for the development of a real-time physiological computing component for use within an adaptive cultural heritage experience.
Archive | 2014
Stephen H. Fairclough; Kiel Gilleade
Physiological data can be used as input to a computerised system. There are many types of interaction that can be facilitated by this form of input ranging from intentional control to implicit software adaptation. This type of interaction directly with the brain and body represent a new paradigm in human–computer interaction and this chapter will discuss how meaning is associated with data interpretation and changes at the interface. The chapter will categorise the different systems physiological input allows and discuss how interaction with the system can be made meaningful for the user.