University of Toronto
Mechanical and Industrial Engineering
Social robots, conversational agents, voice assistants, and other embodied AI are increasingly a feature of everyday life. What connects these various types of intelligent agents is their ability to interact with people through voice.... more
Artificial intelligences (AI) are increasingly being embodied and embedded in the world to carry out tasks and support decision-making with and for people. Robots, recommender systems, voice assistants, virtual humans—do these disparate... more
Introduction The global COVID-19 pandemic continues to have wide-ranging implications for health, including psychological well-being. A growing corpus of research reviews has emerged on the topic of psychological resilience in the context... more
The effect of removing gamification elements from interactive systems has been a long-standing question in gamification research. Early work and foundational theories raised concerns about the endurance of positive effects and the... more
Computer voice is experiencing a renaissance through the growing popularity of voice-based interfaces, agents, and environments. Yet, how to measure the user experience (UX) of voice-based systems remains an open and urgent question,... more
Japan is a super-aging society, one marked by a steadily silvering population and shrinking birthrates. Social effects range from a decline in intergenerational homes to new tensions between the generations as elders delay retirement or... more
Addressing societal problems is complex; little is known about which paths or approaches are successful. We discuss what is involved in knowing when and how and for whom change needs to occur, as well as the impact of doing so at... more
An extended design and evaluation framework of eudaimonia (personal growth, expressiveness) and hedonia (pleasure, comfort) was applied to a cooperative game for older adults who rely on power mobility. The purpose was to address two... more
Ensuring that mixed reality spaces are inclusive to those who have motor impairments requires evaluating and, if necessary, modifying existing technology for the assistive mobility devices they use. Heads-up displays (HUDs) are a common... more
For older adults, adopting a powered mobility aid signals a life transition that affects several well-being factors: their self-image, motivation, and self-perception of ability, but also how other people - friends, family, coworkers,... more
Older powered chair users’ perceptions on and attitudes towards mixed reality and modern facilitating technologies, such as tablets and smartphones, was explored to inform the design of mixed reality games that involve power mobility.... more
Gamification, or the use of game elements in non-game contexts, has become a popular and increasingly accepted method of engaging learners in educational settings. However, there have been few comparisons of different kinds of courses and... more
The advent of affordable and powerful mobile technology has allowed for explorations in mixed reality that merge virtual and physical space. However, the social and entertainment value and efficacy of mixed reality platforms for adult... more
The past decade has seen the emergence of well-being/quality of life as a strand of inquiry in human factors research that has expanded the field's reach to matters beyond fit, functionality and usability. This effort has been spearheaded... more
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... more
Games are an important part of popular culture and have successfully engaged audiences from different age groups [8]. This has caused many educators to start thinking of different ways to infuse game-based techniques (playing or... more
Our mediated world is increasingly embracing tactile forms of interaction and information presentation in tandem with visual and auditory modes. Multimodal objects, from touch-screen devices, such as the iPad, to vibrotactile and... more
In this paper I discuss how light and heat information can be designed to affect feedforward in a tangible puzzle game. In particular I focus on temperature, which has not been widely considered as an information modality in feedback or... more
Competency models have been widely employed within education, training and development contexts. In particular, medical education programs have become a platform of exploration around innovations in competency-based assessment. Approaches... more
Psychological resilience has emerged as a key factor in mental health during the global COVID-19 pandemic. However, no work to date has synthesised findings across review work or assessed the reliability of findings based on review work... more