Listed below are a selection of research projects I am currently working on. Please see my profile page for the full list of funded projects. If you wish to know more about the projects not listed here, feel free to contact me.
Skin-like Sensors for Health
Electrophysiology research has drawn a great attention for advancing human-computer interaction (HCI), in addition to its main contributions in health monitoring. Recently, we have developed a class of technology for low profile, soft, and stretchable electronics (‘skin-like electronics’), which provides comfortable, conformal integration to the human skin for recording of physiological signals. We explores the use of the skin-like electronics for unobtrusive, continuous recording of surface electromyograms (EMG) and Electroencephalography (EEG). In a study, we measure deglutition (action of swallowing) behavior to demonstrate game-based, user-controlled feedback. The study includes direct comparison of skin-like electrodes with conventional gel sensors for recording of swallowing EMG on human participants and development of game-based HCI, driven by skin-like electrodes. In another study, we look into developing a Brain-computer interface using 2 channels skin-like EEG and deep learning approach [more information].
Virtual Reality and Well being
“The future of computing is 3D!” Virtual Reality (VR) is a technology that allows us to be fully immersed in a computer simulated environment, to experience digital content more directly and intimately. In this project, a group of researchers, including computer scientists, medical scientists, psychiatrists and digital artists, work together to investigate how VR can be designed and used for human well being. In particular, we work with Neuro-rehabilitation experts to study VR can support pain management through virtual cues manipulation; we collaborate with psychiatric hospitals and charities around the world looking into how VR can be designed to support people with mental health. [More information]
Emotion Sensing with Mobile Devices
The growing popularity of sensors and low power integrated circuits, together with the increasing use of wireless networks have led to the development of affordable, robust and efficient wearable devices which can capture and transmit data in real time continuously. These data sources provide a unique opportunity for innovative ways in recognising human activities and emotional states. We are interested in finding ways to accurately detect human emotion with the hope to provides rich contextual information which can be used to better understand mental health issues. [more information to follow soon]
Epilepsy Networks – Joined Up Thinking For Better Care
Epilepsy is a common condition with high levels of morbidity & mortality. The availability of specialist expertise is limited nationally. The delivery of very high quality care requires up-to-date information shared between the patient and healthcare professionals. The aim of the project is to link currently disparate sources of information scattered through the community into a cohesive source of information which is secure but accessible at the point of care, wherever that is. The project also will deliver a means for patient to record important aspects of their condition electronically, including using smartphones and wearable technology, and prospectively share this with their doctors so that potential problems can be picked up before it escalates to an emergency. Information about their health will be made available electronically to the patient through a secure patient portal, accesible wherever they are. The project aims to include linking to local guidelines and decision support tools to ensure that non-specialist healthcare professionals are supported in making care seamless. Finally, the project will allow use of anonymised data to determine effectiveness and guide future provision. The project is funded by TSB, involving Shearwater Systems Ltd., University of Kent, Graphnet Health and Poole Hospital. [more information]
Sensor technology for children in Thailand
To provide better education to children from different socio-economic backgrounds, the Thai Government launched the ‘‘One Tablet PC Per Child’’ (OTPC) policy and distributed 800,000 tablet computers to first grade students across the country in 2012. This initiative is an opportunity to study how mobile learning and Internet of Things (IoT) technology can be designed for students in underprivileged areas of northern Thailand. We design and develop a prototype, called OBSY (Observation Learning System) which targets primary science education. OBSY consists of i) a sensor device, developed with low-cost open source singled-board computer Raspberry Pi, housed in a 3D printed case, ii) a mobile device friendly graphical interface displaying visualisations of the sensor data, iii) a self-contained DIY Wi-Fi network which allows the system to operate in an environment with inadequate ICT infrastructure. [more information]
Virtual word, tangible interface and dementia
Older people may experience changes with age, such as a decline in physical and cognitive capabilities, which could result in deterioration of their social relationships and quality of life. It is crucial to find novel ways that motivate them to have a more active life. One area of such possibility is 3D virtual worlds, which provide a creative and social space for users to engage in various activities. This project, funded by EPSRC, aims to understand the use of virtual world technology to support life engagement for people with dementia in long-term care. Three versions of virtual wolrd prototypes (reminiscence room, virtual tour and gardening) utilising gestured-base interaction (Kinect), touch screen tablet, and tangible interface (RFID-enabled smart objects) are developed iteratively. These prototypes are tested with older residents (80+) with dementia in care homes and their caregivers. We study in depth the use of these technologies in stimulating past memories and how they could help enhance their sense of self through various means. We also highlighted key approaches in designing virtual worlds to sustain attention, create ludic experiences and facilitate interaction for older people with dementia. [more information]