Anthony Lewis Brooks

Anthony Lewis Brooks
Aalborg University · Architecture, Design and Media Technology, School of ICT

PhD Associate Professor Director of SensoramaLab

About

95
Publications
12,623
Reads
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494
Citations
Citations since 2017
23 Research Items
170 Citations
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Additional affiliations
January 2003 - December 2015
Aalborg University
Position
  • Associate Professor, Director of SensoramaLab (VR, HCI, Human Behaviour, Serious Games, digital Creativity for society (Technologies for Inclusive well-being) Lab
Description
  • A EU expert with a long list of global keynote credits. Research realised international projects, patents, and commercial products. National and International awards have been awarded. He also runs his own not-for-profit SME (Small Medium Enterprise)
Education
October 2004 - January 2006
University of Sunderland
Field of study
  • Faculty of Art, Media, & Design

Publications

Publications (95)
Patent
The present invention relates to a non-lingual communication method and apparatus, wherein a physical or physiological signal consciously created by a first subject (1) is detected and converted into a transmitted output signal presented to a second subject (7) in order to communicate information from the first subject (1) to the second subject (7)...
Data
Full-text available
The VIS system was developed to research whether multimedia feedback through movement in virtual interactive spaces is capable of enhancing current methods of rehabilitation therapy. Multidimensional Infrared light and linear ultrasonic sources create the invisible interactive spaces that are capable of translating natural 3D movement into digital...
Conference Paper
Full-text available
The VIS system was developed to research whether multimedia feedback through movement in virtual interactive spaces is capable of enhancing current methods of rehabilitation therapy. Multidimensional Infrared light and linear ultrasonic sources create the invisible interactive spaces that are capable of translating natural 3D movement into digital...
Conference Paper
Digital media plasticity evocative to embodied interaction is presented as a utilitarian tool when mixed and matched to target human performance potentials specific to nuance of development for those with impairment. A distinct intervention strategy trains via alternative channeling of external stimuli that bypasses desensitized/dysfunctional senso...
Article
Purpose: Little is known of Motion-Controlled Video Games (MCVGs) as an intervention for people with chronic pain. The aim of this study was to explore the experience women with fibromyalgia syndrome (FMS) had, using commercially available MCVGs; and to investigate indicators of symptom severity and performance of activities of daily living (ADL)....
Book
In a time of ongoing pandemic when well-being is a priority this volume presents latest works across disciplines associated to Virtual Patients, Gamification and Simulation. Chapters herein present international perspectives with authors from around the globe contributing to this impactful third edition to the series following a 2014 Springer book...
Chapter
In work such as presented herein one can ask what the art is; who is the artist…. when is it art – why it’s art (Brooks 2019)? Truly international research is presented in that delegates working across national divides and diverse forms are represented. This section closes the ArtsIT contribution and leads into the Design, Learning, and Innovation...
Chapter
In this chapter, contributions from DLI 2019 show that a design process is not given to its form, structure, or qualities. Rather, design work is given form by designers’ and technology developers’ own considerations and actions inspired and guided by people’s voices, desires, habits, and practices.
Chapter
Games as entertainment, leisure, recreational, serious or otherwise where game-based designs of use such as gamification are discussed alongside access and inclusion for all to be able to enjoy and play and have fun. In-built to games are mechanics and motivational factors that are both intrinsic and extrinsic. Such factors can be influential to im...
Chapter
This section of the volume explores potentials in new technologies suggesting that this requires involvement of various disciplines across societies. Specifically, the society faces a considerable challenge in fostering new ecosystems of innovation to harness holistic agile development processes for new technologies targeting more inclusive societi...
Chapter
Shook (2007) informed how Human experience is the ultimate source and justification for all knowledge. Experience itself has accumulated in human memory and culture, gradually producing the methods of intelligence called “reason” and “science.” Having a focus on such experiences as opening theme for this work communicates the ‘human-at-center’ pers...
Chapter
Realities, Intelligences and Interfaces …. from Augmented, through Virtual, and Mixed; Artificial, Machine, and Natural …. technologies are here to stay and are investigated across disciplines. This contribution introduces studies and applications from various countries that are both creative and thought provoking to inspire and motivate readership...
Chapter
This sixth part of the volume elaborates on questions related to how people can be prepared for as well as acting and learning in a digital world. In doing so, it contribute to defining effective and collaborative practices where stakeholders participate in technology-rich contexts as well as in environments that mix digital technologies with a ‘ma...
Chapter
Enhanced reality for immersive simulation (e-REAL®) is the merging of real and virtual worlds: a mixed reality environment for hybrid simulation where physical and digital objects co-exist and interact in real time, in a real place and not within a headset. The first part of this chapter discusses e-REAL: an advanced simulation within a multisensor...
Chapter
Full-text available
Observing audience attendance of a student created interactive art installation is posited relating to phenomenon of serendipity, brought about via cumulated conditions and strategies, synchronously resulting in an author-recognized ‘Aha experience’. Identifying of engagement, then disengagement, and subsequent re-engagement informs reflections and...
Chapter
Acknowledged as a “great artist” [1, p. 83], a “pioneer” [2], and a third culture thinker [3], the speaker, through his over four decades portfolio of works, in this talk reflects on the question of “Why it’s Art?” Such questioning aligns with others who have asked, “What is Art?” [4] “Where is Art?” “Who makes Art?” [5] “What is Art for?” [6] and...
Chapter
The international conference ArtsIT that began in 2009 has grown since its inauguration presentation in Taiwan. Since then it has been hosted twice in Denmark, 2011 and 2016; as well as in Italy 2013; Turkey 2014; and most recently in Crete, Greece in 2017. The international conference Design, Learning and Innovation (DLI) was inaugurated in 2016 a...
Chapter
This paper investigates the interaction of developmentally disabled adults with a mediated multisensory virtual reality experience within a familiar social context. This was done as part of an exploratory case study. To this end, a media technological artefact was derived from the Snoezelen concept, a multisensory environment for stimulation and re...
Chapter
This paper introduces a seven-country international partner consortium project carried out under the Erasmus+ Program of the European Union. The project was titled L.U.C.A.S. (Links United for Coma Awakenings through Sport). Targeted user-group was acquired brain injured, spinal cord injury, and patients recovering from coma – many being profoundly...
Book
This book constitutes the proceedings of two conferences: The 6th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2017) and the Second International Conference on Design, Learning and Innovation (DLI 2017). The event was hosted in Heraklion, Crete, Greece, in October 2017 and attracted 65 submissions from which 50 full...
Conference Paper
In 2015 the EAI conference series steering board declared that the international conference ArtsIT, which began in 2009, was to be extended for its 5th iteration to reflect contemporary trends of increased activities in interactive and game-based arts and technology and be renamed as The International Conference ArtsIT, Interactivity and Game Creat...
Chapter
This chapter reflects on luminary work on the use of digital media for the therapeutic benefit and well-being of a wide range of people. It also discusses the importance of multidisciplinarity, end user participation in design, and the future of new technologies of inclusive well-being. A summary of the chapters included in this book is also presen...
Chapter
This contribution posits a supposition on the topic of ‘ethical’ consideration when advanced, engaging, and playful ICT, i.e. beyond that available to the public, is researched. In focus are participants without communicative competence—especially young children diagnosed with Profound and Multiple Learning Disabilities (PMLD)—who are unable to exp...
Chapter
Full-text available
This contribution is timely as it addresses accessibility in regards system hardware and software aligned with introduction of the Twenty-First Century Communications and Video Accessibility Act (CVAA) and adjoined game industry waiver that comes into force January 2017. This is an act created by the USA Federal Communications Commission (FCC) to i...
Book
This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art, interactive art, and how game creation is conside...
Conference Paper
This article posits reflections from the author's mature body of work that resulted in sizeable national (Denmark) and international (European) funded projects, a patent, commercial product, and a Serious Games company. Main focus is on sharing a two-stage in-action and on-action emergent model for evaluating the use of ICT (serious games and creat...
Conference Paper
This paper contains details about research into the effect of digital augmentation on social presence in board games. A case study of the board game Tobago was performed during the project and a prototype application for smartphones was developed in order to compare the players’ social presence in traditional and augmented versions. A repeated meas...
Conference Paper
This study explored how audio-visual biofeedback influences physical balance of seven balance-impaired stroke patients, between 33–70 years-of-age. The setup included a bespoke balance board and a music rhythm game. The procedure was designed as follows: (1) a control group who performed a balance training exercise without any technological input,...
Conference Paper
This paper shares code that enables the making of a Virtual Interactive Space (VIS) where the skin of the invisible active sensor area is dynamically responsive to the velocity of a limb e.g. hand. Used in proprioception training of movement the patch is at the core of the author’s Reafferentation concept, which takes advantage of human natural and...
Conference Paper
This paper reports on the lessons learned from working with creative visual methods with young children between the ages of 3 to 5 years-of-age in an early years educational setting in Southern Denmark as part of an 18-month project on Digital Playful Learning. The overarching goal of the study was to create a practice-based technology-enhanced pla...
Conference Paper
Full-text available
In his ACM Computers in Entertainment article, titled "Artist and Audience: Emerging the Nano-entertainment experience", the author posited on how Inhabited Information Spaces, created as core catalyst of research, may be questioned as a multisensory future virtual work of art. This themed Human-Computer Interaction for Entertainment contribution f...
Conference Paper
Full-text available
This paper reports on a study exploring the outcomes from children’s play with technology in early childhood learning practices. The paper addresses questions related to how digital technology can foster creativity in early childhood learning environments. It consists of an analysis of children’s interaction with the KidSmart furniture focusing on...
Chapter
This chapter reports on an explorative research study of how a Head Mounted Display (HMD)-experienced virtual environment influences physical balance of six balanceimpaired adults, 59-69 years-of-age, when compared to a control group of eight nonbalance- impaired adults, 18-28 years-of-age. The research test setup included a Microsoft Kinect and a...
Article
Full-text available
Using game technologies and digital media for improving physical and mental health and for the therapeutic benefit and well-being of a wide range of people is an area of study that is rapidly expanding. Much research in this emerging field is centered at the intersection of serious games, alternative realities, and play therapy. In this paper the a...
Article
Full-text available
The purpose of this paper is to inform on findings from a mature body of research titled SoundScapes. The goal was to define, create and question sensor-based ICT systems, techniques and methods to supplement traditional rehabilitation. Following initial biofeedback/sensorimotor tests, a non-invasive (non-wearable/gesture-based) motion-sensitive se...
Conference Paper
This paper reports on an exploratory study that investigates 16 elementary school children’s interaction with two different mediums for creativity, LEGO® bricks and paper collages, drawing on the previous creativity assessment test carried out by Amabile [1]. The study is based in a playful learning theoretical framework that is reflected in the me...
Conference Paper
Using the Virtual Dressing Room(VDR) system, which is created as a research project between different companies and universities in Denmark and funded by the Danish National Advanced Technology Foundation, a usability study has been conducted with people with Asperger’s Syndrome (AS), the initial aim was to determine if the people with AS would use...
Conference Paper
This paper reports on two linked studies exploring the general potentials, with foci on constraints and facilitators, of engagement in rehabilitation during motion-controlled video gameplay (MCVG). 17 female participants diagnosed with fibromyalgia syndrome (FMS) took part in the studies, wherein three different MCVGs were used, which were conducte...
Conference Paper
This paper investigates the performance of self in a virtual dressing room based on a camera-based system reflecting a full body mirrored image of the self. The study was based on a qualitative research approach and a user-centered design methodology. 22 participants participated in design sessions, semi-structured interviews and a questionnaire in...
Conference Paper
Evolving from a mature body of research titled SoundScapes, this paper reports on a work-in-progress that is investigating the need that is evident for improved information and recommendation infrastructures to assist in healthcare intervention and communication (including apparatus and method). The need is due to increased ICT use and the potentia...
Conference Paper
This manuscript reports on a work-in-progress project evolving aside from a main undertaking; that of making a commercial 'Internet of Things' style product called “The Virtual Dressing Room (VDR)”. The project targets the process chain from designer and clothing manufacturer to retailer and end-user customers. The VDR has been subject of other pub...
Chapter
Full-text available
This chapter introduces the intersection between serious games, alternative realities, and play therapy as it promotes well-being. A summary of the chapters included in this book is also presented.
Book
Full-text available
This book is the first single volume that brings together the topics of serious games, alternative realities, and play therapy. The focus is on the use of digital media for the therapeutic benefit and well-being of a wide range of people−spanning those with special needs to the elderly to entire urban neighborhoods. This book brings together these...
Chapter
Full-text available
Disruption is a powerful body of theory that describes how people interact and react, how behavior is shaped, how organizational cultures form and influence decisions. Innovation is the process of translating an idea or invention into a product or service that creates value or for which customers will pay. Disruptive Innovation in context of the au...
Article
Full-text available
Increased use of ICT in art projects opens novel opportunities for contemporary artists seeking innovative means to create and express beyond the traditional in new ways and places. This can also be beyond what is conventionally considered art. Thus, wider and transdisciplinary philosophical perspectives become apparent. Specific examples are prese...
Data
Full-text available
Chapter
A key theme in the ArtAbilitation conferences is the relationship between sound, movement, and art, and how these can be used for rehabilitation and/or expression by individuals who may have limited access to conventional communication. The development of VR environments and interactive technology has led to a variety of applications that might bro...
Chapter
This chapter presents the TeleAbilitation concept and describes the potential of contemporary video game gesture controllers in rehabilitation and therapy via their online connectivity. It reflects on the author’s previous work focusing on ability rather than on impairment. A novel sensor-based prototype enabling control of multimedia (e.g., games,...
Conference Paper
This study explored the effects of a projected self-image in a game situation created for people with different impairments and ages, to question life quality and social cognition. A simple video capture game utilizing the Microsoft Kinect enabling embodied interaction was created. Test sessions consisting of two test conditions, a mirrored self-im...
Conference Paper
22 adult females diagnosed as suffering Fibromyalgia syndrome (FMS) participated in two explorative studies investigating potential benefits from playing gesture-controlled video games. A main goal was researching potentials of commercial gaming systems with inbuilt Internet connectivity toward home-based self-driven adaptable 'telerehabilitation'...
Conference Paper
Full-text available
This paper reports initial research findings from on-going longitudinal participatory design studies within a national (Danish) funded project to realize a gesture-controlled &'Online shopping-for-apparel' system --- A Virtual Dressing Room (VDR). A product that reduces customer purchase returns, reportedly up to 40%, which is a huge burden to the...
Conference Paper
Neuroaesthetic Resonance evolved from a mature body of research investigating 'Aesthetic Resonance'. Music Making, Digital Painting, Robotic control and Video Game control via movement alone is catalyst of the work where motivated fun through ludic engagement is core. Innovation of apparatus and methods in non-formal rehabilitation via matching dig...
Conference Paper
This contribution focuses on the Associated Technologies aspect of the ICDVRAT event. Two industry leading markerless motion capture systems are examined that offer advancement in the field of rehabilitation. Residing at each end of the cost continuum, technical differences such as 3D versus 360 degree capture, latency, accuracy and other issues ar...
Book
This book constitutes the thoroughly refereed post-conference proceedings of the Second International Conference on Arts and Technology, ArtsIT 2011, which was held in December 2011 in Esbjerg, Denmark. The 19 revised full papers and the two poster papers cover various topics such as Interaction and Art, Music and Performance, and Digital Technolog...
Thesis
Full-text available
This research explores sensor-based interactive systems to determine requirements for an untraditional tool to support therapeutic intervention and learning. Rather than concentrating on a specific physical disability, focus is on a means to stimulate a participant’s existing ability to articulate creatively and playfully. Through motivating intera...
Article
Full-text available
The fi eld of rehabilitation has increasingly adopted commer-cially available games using perceptual interfaces as a means for physically training patients. The adaptability of such sys-tems to match each person ' s need and rehabilitation goal re-mains problematic. This paper presents a rapid prototyping approach for customising gaming technology...
Chapter
Full-text available
Intelligent Decision-Support (IDS) mechanisms to improve an 'in-action' facilitator intervention model and 'on-action' evaluation and refinement model are proposed for contemporary Virtual Reality Healthcare & Rehabilitation training. The 'Zone of Optimized Motivation' (ZOOM) model and the 'Hermeneutic Action Research Recursive Reflection' model ha...
Chapter
‘SoundScapes’ is a body of empirical research that for almost two decades has focused upon investigating noninvasive gesture control of multi-sensory stimuli and potential uses in therapy and the arts. In this context noninvasive gesture refers to motion in invisible activity zones of a system input device utilizing technology outside of human visi...
Conference Paper
Full-text available
This is a collection of 48 Full Papers presented between September 8-11, 2008, in Maia & Porto, Portugal. The topics covered include: virtual and enhanced environments; motor rehabilitation; clinical assessment; cognitive rehabilitation; communication and language; ambisonics and audio environments; haptic devices; physical rehabilitation tools;...
Article
Children with severe physical disabilities have limited possibilities for joyful experiences and interactive play. Physical training and therapy to improve such opportunities for these children is often enduring, tedious and boring through repetition—and this is often the case for both patient and the facilitator or therapist. The aim of the study...
Article
Non-formal learning is evident from an inhabited information space that is created from non-invasive multi-dimensional sensor technologies that source human gesture. Libraries of intuitive interfaces empower natural interaction where the gesture is mapped to the multisensory content. Large screen delivery and surround sound deliver the content for...
Article
Full-text available
This paper presents three case studies selected from a sample of teenage children (n = 11) having severe disabilities. Personalised audiovisual environments are created with a targeted goal to encourage interaction, creativity and artistic expression from the teenagers. The feedback stimuli is directly linked to the child's gesticulations for a sen...
Article
Full-text available
This paper reflects upon a case study where exploration, play and empowerment in interactive therapy sessions with audio and visual stimuli resulted in achievement, self-esteem and a shared pride between a young adult with profound and multiple learning disabilities (PMLD), his mother and the special teacher that conducted the sessions. Following t...
Article
Full-text available
The paper presents an exploratory investigation that features computer technology use where non-formal learning is targeted through action and stillness cycles. Six workshops designed for accessible participation attracted 91 attendees; including 61 from special care institutes, of which 39 had profound disability; and 30 who were from music teache...
Article
Full-text available
This paper brings together perspectives of the ICMC 2007 ArtAbilitation Panel on non-formal rehabilitation via immersive interactive music environments. Issues covered are sound therapy and music therapy, musical topologies, brainwave control and research methodology.
Conference Paper
Full-text available
This is a collection of 40 Full Papers presented between September 18-20, 2006, in Esbjerg, Denmark. The topics covered include: virtual and enhanced environments; motor rehabilitation; clinical assessment; cognitive rehabilitation; communication and language; ambisonics and audio environments; haptic devices; physical rehabilitation tools; remot...
Article
Full-text available
This paper examines the integrated toy--both physical and virtual--as an essential resource for collaborative learning. This learning incorporates rehabilitation, training, and education. The data derived from two different cases. Pedagogical issues related to non-formal learning and open-ended features of design are discussed. Findings suggest tha...
Article
Full-text available
Abtract This paper presents three case studies selected from a sample of teenage children (n = 11) having severe disabilities. Personalised audiovisual environments are created with a targeted goal to encourage interaction, creativity and artistic expression from the teenagers. The feedback stimulus is directly linked to the child's gesticulations...
Article
Full-text available
The paper reports on an initial explorative study that inquired to the response of persons with profound and multiple disabilities in an interactive environment. Our goal was to explore the potentials of interactive environments for improving quality of life for people with special needs and those around them. In the study they were empowered withi...
Article
Full-text available
The goal to produce a unique, cost effective, and user-friendly computer based telehealth system product which had longevity and the ability to be integrated modularly into a future internet-based health care communication provision was conceptualised as an aid to home- based self-training. This through motivated creativity with the manipulation of...
Conference Paper
Technology influences the situation of people's every day life and this, in turn, has an impact on opportunities for health related quality of life. This paper presents how findings from two separate and distinct feasibility investigations under the SoundScapes body of research corroborate an important aspect of the original methodology of the conc...
Article
The feasibility of performing remote assessment and therapy of patients over the internet using robotic devices is explored. Using a force feedback device, the therapist can assess the range of motion, flexibility, strength, and spasticity of the patient's arm grasping a similar robotic device at a remote location. In addition, cooperative rehabili...
Article
Full-text available
This article reports on the capture of human movement information which is made possible from a commercially affordable and readily available technology complimented by a simple enhancement which results in an extended virtual volume of 3D high resolution activated air being created and available for intervention as a basic computer interface. Thro...
Article
Full-text available
Exclusion from the joy of experiencing music, especially in concert venues, is especially applicable to those with an auditory impairment. There have been limited investigation into how to reduce the exclusion for this community in attending classical orchestra music concerts. Through utilizing computer technology and human machine interfaces (sens...
Chapter
We believe that there will one day be a programmable ion layer surrounding our body which will be able to stimulate our individual senses so that we are enabled towards a truly augmented reality without wearables and special hardware such as screens. This is not pure fantasy since a number of people in the Nanotechnology community such as Storrs Ha...
Article
Full-text available
This contribution expounds on our prior research, where interactive audiovisual content was shown to support Aesthetic Resonant Environments with (1) brain damaged children -extended here with the addition of (2) learning disabled, Parkinson's disease, and the aged. This paper appraises the experiments involved in preparing, developing and authenti...
Article
Full-text available
This paper reflects upon a case study where exploration, play and empowerment in interactive therapy sessions with audio and visual stimuli resulted in achievement, self-esteem and a shared pride between a young adult with profound and multiple learning disabilities (PMLD), his mother and the special teacher that conducted the sessions. Following t...
Article
Full-text available
An international collaborative explorative pilot study is detailed between hospitals in Denmark and Sweden involving rehabilitation medical staff and children where the affordable, popular and commercially available Sony Playstation 2 EyeToy® is used to investigate our goal in enquiring to the potentials of games utilizing mirrored user embodiment...
Article
Full-text available
Causal interactive audio and visual feedback sourced from whatever faculty is available from children with severe disability and utilised within an adaptable user-friendly interactive environment that encourages, motivates, and is "fun" to participate within has proved to be a rich resource within which to research towards possibilities for the chi...
Article
Full-text available
SoundScapes' is a body of empirical research that for almost two decades has focused upon investigating noninvasive gesture control of multisensory stimuli and potential uses. Especially targeted are disabled people of all ages, and a special focus on the profoundly impaired who have limited opportunities for creative self-articulation and playful...
Article
Full-text available
Eight participatory workshops were created as a hybrid situation wherein physical and virtual environments were designed to investigate responses of attendees when empowered by non-invasive sensor technology to interactively control responsive multimedia through motion. 144 disabled children and adults attended with caregivers and helpers. Targeted...
Article
Full-text available
The field of rehabilitation has recently seen various experimentations with games using interfaces that require physical activity. In order to establish the basis for developments and experimentations with those interactive systems, we propose a rapid prototyping approach using various commercial devices and open source software. To demonstrate thi...
Article
Full-text available
Non-invasive sensor technology is used as an interface to a computer system to collect physical movement data that controls elements of a virtual environment. The environment is used for rehabilitation training i.e. physiological learning, for people with profound disabilities, and often no verbal competence. Movement of the human body is sourced a...
Article
Full-text available
This special issue features selected papers from the ICDVRAT (International Conference on Disability, Virtual Reality and Associated Technologies) and ArtAbilitation conferences held in Portugal 2008 and Chile 2010. The papers presented in this issue focus on three aspects: the use of creative arts; music and sound through technology; and also on i...
Article
Full-text available
This paper presents aspects of an interactive installation proposal which has been researched and developed at Aalborg University Esbjerg (AUE) within the Medialogy education. The installation is a site specific human tracking system in a public space. It features a design that highlights the utilization of a computer system that enables assignable...

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