Michael Loizou
Coventry University
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Featured researches published by Michael Loizou.
Behaviour & Information Technology | 2018
Liliana Costa; Ana Isabel Veloso; Michael Loizou; Sylvester Arnab
ABSTRACT The goal of this study is to identify a set of psychosocial variables and design domains important for game designers to encourage active ageing, well-being and quality of life. Sixty adult learners at four universities of third age were randomly assigned to three groups: the experimental group (G1), who tested firstly a game-based learning platform (GBLP) and then a computer-assisted platform (CAP); the comparison group (G2), who tested firstly the CAP and then the GBLP and the control group (G3) that did not take part in the intervention. Participants were assessed on their health-related well-being and quality of life, using the SF36v2 and WHOQOL-BREF scales before and after each experiment. Findings suggest that there were differences between the group type and their perception on mental health (F(2,57) = 3.771, p = .029) and general health-related well-being (F(2,57) = 5.231, p = .008), in which the GBLP showed improvements relative to the CAP. The environment and mental health were some of the psychosocial domains that should be considered, whereas storytelling, context-aware challenges, game space, immediate feedback, role-playing and social engagement were relevant design domains for these games.
international conference on human-computer interaction | 2017
Fernando Loizides; Liam Naughton; Paul Wilson; Michael Loizou; Shufan Yang; Thomas P. Hartley; Adam Worrallo; Panayiotis Zaphiris
This work shows the feasibility for document reader user applications using a consumer grade non-invasive BCI headset. Although Brain Computer Interface (BCI) type devices are beginning to aim at the consumer level, the level at which they can actually detect brain activity is limited. There is however progress achieved in allowing for interaction between a human and a computer when this interaction is limited to around 2 actions. We employed the Emotiv Epoc, a low-priced BCI headset, to design and build a proof-of-concept document reader system that allows users to navigate the document using this low cast BCI device. Our prototype has been implemented and evaluated with 12 participants who were trained to navigate documents using signals acquired by Emotive Epoc.
Proceedings of the 16th World Conference on Mobile and Contextual Learning | 2017
Cristian A. Restituyo; Fernando Loizides; Shufan Yang; Kurtis Weir; Adam Worrallo; Thomas P. Hartley; Nicos Souleles; Michael Loizou
In this paper we present the design and development of a mobile application that assists learners of British Sign Language. The application uses interaction; namely, image recognition of a participants gestures to give feedback as to the correctness of the gestures. Through designing with different algorithms and a user test, the efficacy of such an application is presented along with limitations that are present with current technology.
international conference on games and virtual worlds for serious applications | 2016
Pavlos Nicolaou; Michael Loizou; Fernando Loizides
This poster presents the initial stages of an investigation of a realistic virtual reality scenario aimed at increasing the compassion people feel for people that have suffered a stroke. A Bespoke Virtual Reality environment was developed using the UNITY 3D system, expanded from previous working methodological environments. A scenario was implemented within this environment which was then pilot tested by a cohort of nursing students with positive results.
computer games | 2012
Michael Loizou; Thomas P. Hartley; Sarah Slater; Robert M. Newman; Lucia Pannese
Intelligent agents or non-player characters (NPCs) in human interaction scenarios are required to react in ways that are consistent to the training scenario. In many cases these NPCs are controlled by a simple state machine and scripts. The use of these techniques leads to responses that are of poor quality and machine driven. In our work we aim to design a model for incorporating emotional enhancements (concentrating on negative primary emotions such as anger and sadness and also looking at secondary emotions such as anxiety and fear) into intelligent agents. The model will allow NCPs in virtual training applications to simulate human behaviour in crisis management. In this paper, we review current research on models of emotions for intelligent agents in crisis simulations. We identify and discuss key challenges in the area, the psychological theories and contexts in which the models are used and promising research directions.
international conference on games and virtual worlds for serious applications | 2016
James Elliman; Michael Loizou; Fernando Loizides
serious games and applications for health | 2018
Liliana Costa; Ana Isabel Veloso; Michael Loizou; Sylvester Arnab
ieee international conference on serious games and applications for health | 2018
Liliana Vale Costa; Ana Isabel Veloso; Michael Loizou; Sylvester Arnab
Archive | 2018
Liliana Vale Costa; Ana Isabel Veloso; Michael Loizou; Sylvester Arnab; Richard Tomlins; Arun Sukumar
International scientific conference on "eLearning and software for education", eLSE 2018 | 2018
Ioana Andreea Stanescu; Ancuța Florentina Gheorghe; Antoniu Ștefan; Sylvester Arnab; Michael Loizou; Luca Morini; Jannicke Baalsrud Hauge