The following research themes illustrate the interdisciplinary character of the Graduate Programme. The themes represent a few common topics that are addressed by several research groups that graduate students from the different backgrounds can research in a multidisciplinary study. Topics like these will be considered in common courses, master assignments and Phd projects.
Embodiment and Computer Mediated Communication
Underlying Frameworks and Models of communicative practices; consequences of theoretical models on the development of technology that supports remote interactions.
- Automatic analysis of help desk conversations
- Interaction and Learning Environments: human computer interaction and intelligent tutoring systems
- Monitoring and understanding conversational scenes for building technology that supports presence in tele-meetings.
Artificial Social Agents
Identity, Authorship, Responsibility of Robots and Embodied Conversational Agents.
- Accounting for cultural and moral values in interface design: a philosophical investigation of anthropomorphic interfaces
- Social Engagement with Robots: a sociological study of human – robot interactions in people’s home environment
- Building embodied conversational agents as intelligent tutoring systems or as companions
Social Internet Behaviour and ICT
Searching relevant information, Exploiting internet behaviour for indexing, linking and searching, Opinion mining (using discussions/dialogues on the internet, socio-linguistics)
- Lifestyle and internet use
- Accessibility of ICT
- Trust in public information systems
- Collaborative Learning
Information Seeking and Information Retrieval
Information seeking strategies, Information architecture, navigation and orientation, Relevance of retrieved information, personalised information presentation
- Effectiveness of navigation structures (thematic, life event)
- Personalized narratives to apply complex information to personal context
- User-centred design of personalized systems
Social Identity, Mores, and Commitment in Virtual Worlds
- Normative behaviour in Second Life
- Developing (Serious) Games for training and education
- Design for Entertainment
Minds and Brains in Interaction
- Brain Computing Interfaces for gaming
- Brain, Learning and Instruction Technology
- Meaning, Intentionality and Causality
Affective Computing and Anthropomorphic Interfaces
- Recognition of affect from voice, body posture, and facial expressions
- Measuring the user experience using bio-signals
- Emotionally intelligent agents and robots
Multimodal Interaction in 3D worlds and ambient environments
- Gesture interfaces for large displays
- Visio-spatial skills and stereoscopic representations
Multimodality and accessibility
Accessible technology for people with disabilities.
- Replacing and augmenting visual information with verbal, auditory, haptic information.
- Read-aloud support for low-literacy users