Michael Barnett-Cowan

dblp:136/5933 · DBLP profile ↗
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6ranked-venue papers
0as first author
5since 2021 · last 2025
0000-0002-2839-8562ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 4 · 3 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021
YearPublicationVenuePosition
2025 Towards real-time assessment of cognitive demands using gaze dispersion in an aviation landing task
Naila Ayala, Allison Lynch, Elizabeth L. Irving, Suzanne K. Kearns, Shi Cao, Ewa Niechwiej-Szwedo, Michael Barnett-Cowan
ETRA7
2025 Development of Classifiers to Determine Factors Associated With Older Adult's Cognitive Functions and Game User Experience in VR Using Head Kinematics
abstract
Virtual reality (VR) is increasingly being used to promote exercise among older adults. The data captured through VR may be useful indicator of the game user's experience as well as providing insight into functional ability of older adults. This paper presents classifiers to predict game user experience variables using VR data from community-dwelling older adults. Head-kinematic data of the VR headset was collected from 13 participants over a six-week period with three 20-minutes exergame sessions per week (e.g., 360 minutes per participant). Cognitive function was assessed using the Montreal Cognitive Assessment (MoCa) and multisensory response-time (RT). Game user experience was captured through perceived-levels of cybersickness, enjoyment, and exertion after each session. Data was used as references for discrete binary and ternary classification patterns. Combinations of kinematic features were used to train different classifiers: K-nearest-neighbors (KNN), linear discriminant analysis (LDA), support vector machines (SVM), and decision trees. Maximum classification accuracy of 70% was found for MoCa, 68% for perceived exertion, 60% for cybersickness, 59% for multisensory RT, and 53% for perceived enjoyment. Results suggest unobtrusive recording of head kinematics from VR headsets combined with machine learning classifiers could be used to predict cognition, exertion, and game user experience among older adults.
John Edison Muñoz, Faraz Ali, Aysha Basharat, Samira Mehrabi, Michael Barnett-Cowan, Shi Cao, Laura Middleton, Jennifer Boger
IEEE Trans. Games5
2022 The influence of body orientation relative to gravity on egocentric distance estimates in virtual reality
abstract
Virtual reality head mounted displays (VR-HMD) can immerse individuals into a variety of virtual environments while accounting for head orientation to update the virtual environment. VR-HMDs also allow users to explore environments while maintaining different body positions (e.g. sitting and laying down). How discrepancies between real world body position and the virtual environment impact the perception of virtual space or, additionally, how a visual upright with incongruent changes in head orientation affects space perception within VR has not been fully defined. In this study we sought to further understand how changes in head-on-body orientation (laying supine, laying prone, laying on left side and, being upright) while a steady visual virtual upright is maintained can affect the perception of distance. We used a new psychophysics perceptual matching based approach with two different probe configurations (“L” & “T” shape) to extract distance perception thresholds in the four previously mentioned positions at egocentric distances of 4, 5, and 6 virtual meters. Our results indicate that changes in observer orientation with respect to gravity impact the perception of distances with a virtual environment when it is maintained at a visual upright. Here we found significant differences between perceived distances in the upright condition compared to the prone and laying on left side positions. Additionally, we found that distance perception results were impacted by differences in probe configuration. Our results add to a body of work on how changes in head-on-body orientation can affect the perception of distance, while stressing that more research is still needed to fully understand how these changes with respect to gravity affect the perception of space within virtual environments.
Claudia Martin Calderon, Michael Barnett-Cowan
SAP2
2022 Introduction to the Special Issue on SAP 2022
abstract
No abstract available.
Ana Serrano, Michael Barnett-Cowan
ACM Trans. Appl. Percept.2
2021 Nature vs. Stress: Investigating the Use of Biophilia in Non-Violent Exploration Games to Reduce Stress
abstract
Games hold the potential to help many address health-related issues such as chronic stress. We investigated the use of biophilia, an affective response to nature grounded in the psychology literature, as indirect physiological input for biofeedback games. We designed and developed a non-violent exploration game, and conducted an empirical study that examined affective and physiological responses to gameplay in virtual nature and urban settings. Our results did not identify a difference in stress levels experienced by players between these two settings, but point to improved attention when playing in nature settings. We discuss implications of these findings, and discuss both difficulties in and potential future strategies for applying biophilia to the design of biofeedback games.
Adrian Reetz, Deltcho Valtchanov, Michael Barnett-Cowan, Mark S. Hancock, James R. Wallace
Proc. ACM Hum. Comput. Interact.3
2020 Narrative and gaming experience interact to affect presence and cybersickness in virtual reality
Séamas Weech, Sophie Kenny, Markus Lenizky, Michael Barnett-Cowan
Int. J. Hum. Comput. Stud.4