scispace - formally typeset
Search or ask a question
Author

Darryl Charles

Bio: Darryl Charles is an academic researcher from Ulster University. The author has contributed to research in topics: Artificial neural network & Game design. The author has an hindex of 24, co-authored 108 publications receiving 2981 citations. Previous affiliations of Darryl Charles include Intel & University of the West of Scotland.


Papers
More filters
Journal ArticleDOI
TL;DR: Game design principles for upper limb stroke rehabilitation are identified and several games developed using these principles are presented, which may make them suitable for deployment at home.
Abstract: Effective stroke rehabilitation must be early, intensive and repetitive, which can lead to problems with patient motivation and engagement. The design of video games, often associated with good user engagement, may offer insights into how more effective systems for stroke rehabilitation can be developed. In this paper we identify game design principles for upper limb stroke rehabilitation and present several games developed using these principles. The games use low-cost video-capture technology which may make them suitable for deployment at home. Results from evaluating the games with both healthy subjects and people with stroke in their home are encouraging.

588 citations

Journal ArticleDOI
01 Jul 2008
TL;DR: This article proposes a practical, integrated approach for analysis of the mechanics and aesthetics of game-play, which helps develop deeper insights into the capacity for flow within games, and begins by framing the relationship between player and game within Cowley's user-system-experience model, and expands this into an information systems framework.
Abstract: In the domain of computer games, research into the interaction between player and game has centred on 'enjoyment', often drawing in particular on optimal experience research and Csikszentmihalyi's 'Flow theory'. Flow is a well-established construct for examining experience in any setting and its application to game-play is intuitive. Nevertheless, it's not immediately obvious how to translate between the flow construct and an operative description of game-play. Previous research has attempted this translation through analogy. In this article we propose a practical, integrated approach for analysis of the mechanics and aesthetics of game-play, which helps develop deeper insights into the capacity for flow within games. The relationship between player and game, characterized by learning and enjoyment, is central to our analysis. We begin by framing that relationship within Cowley's user-system-experience (USE) model, and expand this into an information systems framework, which enables a practical mapping of flow onto game-play. We believe this approach enhances our understanding of a player's interaction with a game and provides useful insights for games' researchers seeking to devise mechanisms to adapt game-play to individual players.

424 citations

Proceedings ArticleDOI
23 Mar 2009
TL;DR: Why games may be an effective way of addressing the problem of engagement in therapy and which game design patterns may be important for rehabilitation are discussed.
Abstract: Stroke is a leading cause of severe physical disability, causing a range of impairments. Frequently stroke survivors are left with partial paralysis on one side of the body and movement can be severely restricted in the affected side’s hand and arm. We know that effective rehabilitation must be early, intensive and repetitive, which leads to the challenge of how to maintain motivation for people undergoing therapy. This paper discusses why games may be an effective way of addressing the problem of engagement in therapy and analyses which game design patterns may be important for rehabilitation. We present a number of serious games that our group has developed for upper limb rehabilitation. Results of an evaluation of the games are presented which indicate that they may be appropriate for people with stroke.

231 citations

Proceedings Article
01 Jun 2005
TL;DR: It is argued that player modelling and adaptive technologies may be used alongside existing approaches to facilitate improved player-centred game design in order to provide a more appropriate level of challenge, smooth the learning curve, and enhance the gameplay experience for individual players regardless of gender, age and experience.
Abstract: We describe an approach to player-centred game design through adaptive game technologies [9]. The work presented is the result of on-going collaborative research between Media and Computing groups at the University of Ulster, and so we begin with a review of related literature from both areas before presenting our new ideas. In particular we focus on three areas of related research: understanding players, modelling players, and adaptive game technology. We argue that player modelling and adaptive technologies may be used alongside existing approaches to facilitate improved player-centred game design in order to provide a more appropriate level of challenge, smooth the learning curve, and enhance the gameplay experience for individual players regardless of gender, age and experience. However, adaptive game behaviour is a controversial topic within game research and development and so while we outline the potential of such technologies, we also address the most significant concerns.

179 citations

Proceedings ArticleDOI
25 Mar 2010
TL;DR: In this article, the authors present early work in experimenting with desktop augmented reality (AR) for rehabilitation and discuss the development of rehabilitation prototypes using available AR libraries and express their thoughts on the potential of AR technology.
Abstract: Stroke is the number one cause of severe physical disability in the UK. Recent studies have shown that technologies such as virtual reality and imaging can provide an engaging and motivating tool for physical rehabilitation. In this paper we summarize previous work in our group using virtual reality technology and webcam-based games. We then present early work we are conducting in experimenting with desktop augmented reality (AR) for rehabilitation. AR allows the user to use real objects to interact with computer-generated environments. Markers attached to the real objects enable the system (via a webcam) to track the position and orientation of each object as it is moved. The system can then augment the captured image of the real environment with computer-generated graphics to present a variety of game or task-driven scenarios to the user. We discuss the development of rehabilitation prototypes using available AR libraries and express our thoughts on the potential of AR technology.

138 citations


Cited by
More filters
Proceedings ArticleDOI
07 May 2011
TL;DR: This workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.
Abstract: "Gamification" is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The recent introduction of 'gamified' applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and the positive UX they provide. However, what is lacking for a next step forward is the integration of this precise diversity of research endeavors. Therefore, this workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.

1,767 citations

Journal ArticleDOI
TL;DR: A systematic survey on the use of gamification in published theoretical reviews and research papers involving interactive systems and human participants is presented and points of departure are suggested for continued empirical investigations of gamified practice and its effects.
Abstract: Gamification has drawn the attention of academics, practitioners and business professionals in domains as diverse as education, information studies, human-computer interaction, and health. As yet, the term remains mired in diverse meanings and contradictory uses, while the concept faces division on its academic worth, underdeveloped theoretical foundations, and a dearth of standardized guidelines for application. Despite widespread commentary on its merits and shortcomings, little empirical work has sought to validate gamification as a meaningful concept and provide evidence of its effectiveness as a tool for motivating and engaging users in non-entertainment contexts. Moreover, no work to date has surveyed gamification as a field of study from a human-computer studies perspective. In this paper, we present a systematic survey on the use of gamification in published theoretical reviews and research papers involving interactive systems and human participants. We outline current theoretical understandings of gamification and draw comparisons to related approaches, including alternate reality games (ARGs), games with a purpose (GWAPs), and gameful design. We present a multidisciplinary review of gamification in action, focusing on empirical findings related to purpose and context, design of systems, approaches and techniques, and user impact. Findings from the survey show that a standard conceptualization of gamification is emerging against a growing backdrop of empirical participants-based research. However, definitional subjectivity, diverse or unstated theoretical foundations, incongruities among empirical findings, and inadequate experimental design remain matters of concern. We discuss how gamification may to be more usefully presented as a subset of a larger effort to improve the user experience of interactive systems through gameful design. We end by suggesting points of departure for continued empirical investigations of gamified practice and its effects. We present findings from a survey of the gamification literature.Theoretical findings suggest that gamification is a distinct concept.Conceptual foundations tend to converge on psychological theories of motivation.Early applied work suggests positive-leaning but mixed results.Empirical work on specific elements with direct ties to theory and stronger experimental designs is needed.

1,585 citations

Journal ArticleDOI
TL;DR: The Computational Brain this paper provides a broad overview of neuroscience and computational theory, followed by a study of some of the most recent and sophisticated modeling work in the context of relevant neurobiological research.

1,472 citations