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Outputs (3)

The effect of stimulus duration on preferences for gain adjustments when listening to speech (2021)
Journal Article
Whitmer, W. M., Caswell-Midwinter, B., & Naylor, G. (2022). The effect of stimulus duration on preferences for gain adjustments when listening to speech. International Journal of Audiology, 61(11), 940-947. https://doi.org/10.1080/14992027.2021.1998676

Objectives: In the personalisation of hearing-aid fittings, gain is often adjusted to suit patient preferences using live speech. When using brief sentences as stimuli, the minimum gain adjustments necessary to elicit consistent preferences (“prefere... Read More about The effect of stimulus duration on preferences for gain adjustments when listening to speech.

ALTCAI: Enabling the Use of Embodied Conversational Agents to Deliver Informal Health Advice during Wizard of Oz Studies (2021)
Presentation / Conference Contribution
Galvez Trigo, M. J., Porcheron, M., Egede, J., Fischer, J. E., Hazzard, A., Greenhalgh, C., Bodiaj, E., & Valstar, M. (2021, July). ALTCAI: Enabling the Use of Embodied Conversational Agents to Deliver Informal Health Advice during Wizard of Oz Studies. Presented at CUI 2021 : Third Conference on Conversational User Interfaces, Bilbao (online), Spain

We present ALTCAI, a Wizard of Oz Embodied Conversational Agent that has been developed to explore the use of interactive agents as an effective and engaging tool for delivering health and well-being advice to expectant and nursing mothers in Nigeria... Read More about ALTCAI: Enabling the Use of Embodied Conversational Agents to Deliver Informal Health Advice during Wizard of Oz Studies.

Exploring User Opinion on the Benefits of Cognitive Games Through an Online Walkthrough and Interview (2021)
Book Chapter
Harrington, K., Craven, M. P., Wilson, M. L., & Landowska, A. (2021). Exploring User Opinion on the Benefits of Cognitive Games Through an Online Walkthrough and Interview. In Human Aspects of IT for the Aged Population. Technology Design and Acceptance (21-32). Springer Nature. https://doi.org/10.1007/978-3-030-78108-8_2

Online walkthrough interviews were conducted via internet video-calling, which formed part of wider Patient and Public Involvement activities investigating perceptions of digital and gamified cognitive assessment and training/coaching applications. P... Read More about Exploring User Opinion on the Benefits of Cognitive Games Through an Online Walkthrough and Interview.