
Damon Daylamani-Zad- PhD, FBCS
- Professor (Associate) at Brunel University London
Damon Daylamani-Zad
- PhD, FBCS
- Professor (Associate) at Brunel University London
About
39
Publications
32,235
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531
Citations
Introduction
Current institution
Additional affiliations
July 2009 - June 2014
January 2008 - July 2009
Publications
Publications (39)
Alternative text (alt text) is one of the most prevalent Web accessibility barriers affecting a wide range of media. Despite manifold efforts addressing its absence, recent work highlighted that unsuitable alt text is equally problematic and is underpinned by a lack of understanding and guidelines on what constitutes suitable alt text. In this work...
Graphical assets play an important role in the design and development of games. There is potential in the use of generative tools, to aid in creating graphical assets, thus improving game design and development pipelines. However, there is little research to address how the generative methods can fit into the wider pipeline. We conducted a user stu...
The ever-changing global educational landscape, coupled with the advancement of Web3, is seeing rapid changes in the ways pedagogical artificially intelligent conversational agents are being developed and used to advance teaching and learning in higher education. Given the rapidly evolving research landscape, there is a need to establish what the c...
Procedural content generation (PCG) can be applied to a wide variety of tasks in games, from narratives, levels and sounds, to trees and weapons. A large amount of game content is comprised of graphical assets , such as clouds, buildings or vegetation, that do not require gameplay function considerations. There is also a breadth of literature exami...
Among the technologies that hold immense potential to revolutionize how we interact with information and digital content, Mixed Reality (MR) offers unique immersive experiences that seamlessly integrate virtual objects into the user's physical environment. This groundbreaking fusion of the physical and digital worlds has a complex development proce...
Generative systems for graphical assets have the potential to provide users with high quality assets at the push of a button. However, there are many forms of assets, and many approaches for producing them. Quantitative evaluation of these methods is necessary if practitioners wish to validate or compare their implementations. Furthermore, providin...
Speech anxiety, or Glossophobia, currently affects approximately 75% of the population with potentially severe negative effects on those with this condition. There are several treatments currently available with research showing that the use of Virtual Reality (VR) as a non-pharmacologic treatment can have positive effects on individuals suffering...
Despite the health benefits of active travel, very few people in the UK choose to cycle short journeys; a frequently cited barrier is personal safety concerns. Recent research using immersive video-based training has shown promise, in terms of improving young children’s situation awareness and looking behaviour when cycling, although such evidence...
Decision making is a core cognitive process of human behaviour that is often affected by stress. Whilst we make several decisions on a daily basis, firefighters in particular are called to make important decisions in a split second and within life-threatening settings. Stress can therefore impact their ability to perform and carry out their job. Th...
Environmental concerns and the impact of technology on climate change are now a global concern. To this effect, reducing CO2 emission is one of the factors that has been the focus of researchers, activists, and governments. This has been included in the UN’s 2030 Agenda for Sustainable Development. The emissions produced due to running software hav...
Presentations are the most successful and popular form of communication in business. However, the formats of presentations in business have not changed much for past few decades. The emergent and disruptive technologies such as Augmented Reality and Animated Infographics have provided potential for enhancing communications in businesses to increase...
The advancement of VR technology through the increase in its processing power and decrease in its cost and form factor induced the research and market interest away from the gaming industry and towards education and training. In this paper, we argue and present evidence from vast research that VR is an excellent tool in engineering education. Throu...
Since museums, heritage sites and archives are important for the preservation of our cultural heritage; recently there has been an attempt to promote better absorption of cultural knowledge by involving the learners in the process.
This paper focuses on using Deep Reinforcement Learning, specifically Proximity Policy Optimization to train agents in a social dilemma game, modified Dictator Game, in order to investigate the effect of selfishness and altruism on the believability of the game agents. We present the design and implementation of the training environment, including...
Designers are often faced with the challenge of following web accessibility guidelines that are complex and ambiguous, and therefore hard to use. This is evidenced by the low percentage of public websites that comply fully with web accessibility standards worldwide. Lack of engagement among designers to follow established web accessibility guidelin...
The collaborative aspect of games has been shown to potentially increase player performance and engagement over time. However, collaborating players need to perform well for the team as a whole to benefit and thus teams often end up performing no better than a strong player would have performed individually. Personalisation offers a means for impro...
Increasingly complex gameplay and gameworlds are placing greater demands on players, while grander approaches to help them cope, such as heads-up displays (HUDs), maps, notifications, and real-time statistics, may often create even more layers of complexity, and thus burdens, further detaching players from core gameplay. In this article, we disting...
Accessibility of products and services is key for people living with a disability to ensure that they are easier to use. However, web accessibility guidelines have been shown to be cumbersome to understand, which impacts on designers’ intention to use them. Several tools have been proposed in the literature, but they mostly focus on automatic acces...
Metrics seeking to predict financial risk-taking behaviors typically exhibit limited validity. This is due to the fluid nature of an individual's risk taking, and the influence of the mode and medium, which presents a decision. This paper presents two experiments that investigate how an existing risk elicitation task's predictive capacity may be en...
Accessibility of products and services is key for people living with a disability to ensure that they are easier to use. However, web accessibility guidelines have been shown to be cumbersome to understand, which impacts on designers' intention to use them. Several tools have been proposed in the literature , but they mostly focus on automatic acce...
The ability to communicate during online gaming is one that has become fundamental. Players could use voice, textual chat, predetermined commands or a combination of these methods in order to command a team, follow an appointed leader or simply to socialise with friends. There is an abundance of reasons why a person will choose to utilise the conve...
Developmental Dyslexia (DD) is a common language-based learning difficulty which occurs across all cultures. Whilst various interventions are implemented to aid with reading difficulties, research suggests that phonics is still the most promising approach, yet the challenge in this approach has always been keeping pupils engaged and interested. Mul...
This paper investigates incorporating chain of command in swarm intelligence of honey bees to create groups of ranked co-operative autonomous agents for an RTS game in to create and re-enact battle simulations. The behaviour of the agents are based on the foraging and defensive behaviours of honey bees, adapted to a human environment. The chain of...
The use of Gamification for the purpose of training and raising awareness has attracted considerable interest over the last years. However, the development of such solutions to use within the area of accessibility design has not been yet explored. In this paper, we present a proposed framework using Gamification as a method for engaging and motivat...
This paper proposes Lu-Lu as an add-on architecture to open MMOGs and social network games, which has been developed to utilise a key set of ingredients that underline collaborative decision making games as reported within the research literature: personalisation, team matching, non-optimal decision making, leading, decisiveness index, scoring, lev...
This chapter investigats the development of multipurpose collaborative games. In order to enable this a design framework is proposed for considering, first, the application and usage of the two dimensions (lusory and ludic dimensions) both in literature and decision-making games and, second, its successful deployment in a popular supply chain game....
Whether unstructured or structured, tagging of multimedia resources is a laborious and time-consuming process when carried out in the context of a single individual. However, effort can be greatly reduced and the detail, quality and volume of metadata increased within the context of a web community. Despite this, little empirical research has been...
Harnessing the power of Web communities, the effort on creating metadata can be greatly reduced. Collaborative communities
can create, update and maintain content models for multimedia resources more effectively than single users working alone.
This paper presents MC2, a framework for MPEG-7 content-modelling communities. MC2 is based on the challe...
Better mobile computing, broadband and devices have contributed to the fast growth and popularity of massively multiplayer online games (MMOGs). Players are now expecting a more personalised gaming experience as personalisation has begun to filter into most games and not just MMOGs. In this paper, we explain how players of MMOGs can enjoy a ubiquit...
We are now seeing that global communities of users are able to collaborate effectively to create detailed, useful content on the Web for the benefit of others. Folksonomies and applications such as Flickr, YouTube and del.icio.us that are based on simple social tagging suggest that the power of these Web communities could be harnessed to create, up...
In this paper, we focus on metadata for self-created movies like those found on YouTube and Google Video, the duration of
which are increasing in line with falling upload restrictions. While simple tags may have been sufficient for most purposes
for traditionally very short video footage that contains a relatively small amount of semantic content,...
We consider the creation of metadata for multimedia content within Web 2.0 environments, such that users model and share that multimedia content metadata collaboratively. Such collaboration raises a number of challenges, notably in the areas of standardization, folksonomies, awareness, and community profiling. These challenges are considered in det...
COSMOS-7 is an application that can create and filter MPEG-7 semantic content models with regards to objects and events, both spatially and temporally. The results are presented as numerous video segments that are all relevant to the user's consumption criteria, yet these results are not ranked according to the user's preferences. Using self organi...
Artificial music composition is one of the ever rising problems of computer science. Genetic Algorithm has been one of the most useful means in our hands to solve optimization problems. By use of precise assumptions and adequate fitness function it is possible to change the music composing into an optimization problem. This paper proposes a new gen...